effects/gstgleffectmirror.c \
effects/gstgleffectsqueeze.c \
effects/gstgleffectstretch.c \
+ effects/gstgleffecttunnel.c \
+ effects/gstgleffectfisheye.c \
+ effects/gstgleffecttwirl.c \
+ effects/gstgleffectbulge.c \
+ effects/gstgleffectsquare.c \
effects/gstgleffectlumatocurve.c \
effects/gstgleffectrgbtocurve.c \
effects/gstgleffectglow.c
--- /dev/null
+/*
+ * GStreamer
+ * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ * Boston, MA 02111-1307, USA.
+ */
+
+#include <gstgleffects.h>
+
+static void
+gst_gl_effects_bulge_callback (gint width, gint height, guint texture, gpointer data)
+{
+ GstGLEffects* effects = GST_GL_EFFECTS (data);
+
+ GstGLShader *shader;
+ gfloat tex_size[2];
+
+ shader = g_hash_table_lookup (effects->shaderstable, "bulge0");
+
+ if (!shader) {
+ shader = gst_gl_shader_new ();
+ g_hash_table_insert (effects->shaderstable, "bulge0", shader);
+ }
+
+ g_return_if_fail (
+ gst_gl_shader_compile_and_check (shader, bulge_fragment_source,
+ GST_GL_SHADER_FRAGMENT_SOURCE));
+
+ glMatrixMode (GL_PROJECTION);
+ glLoadIdentity ();
+
+ gst_gl_shader_use (shader);
+
+ glActiveTexture (GL_TEXTURE0);
+ glEnable (GL_TEXTURE_RECTANGLE_ARB);
+ glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
+
+ gst_gl_shader_set_uniform_1i (shader, "tex", 0);
+
+ tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
+ tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
+
+ gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
+ gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
+
+ gst_gl_effects_draw_texture (effects, texture);
+}
+
+void
+gst_gl_effects_bulge (GstGLEffects *effects) {
+ GstGLFilter *filter = GST_GL_FILTER (effects);
+
+ gst_gl_filter_render_to_target (filter, effects->intexture, effects->outtexture,
+ gst_gl_effects_bulge_callback, effects);
+}
--- /dev/null
+/*
+ * GStreamer
+ * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ * Boston, MA 02111-1307, USA.
+ */
+
+#include <gstgleffects.h>
+
+static void
+gst_gl_effects_fisheye_callback (gint width, gint height, guint texture, gpointer data)
+{
+ GstGLEffects* effects = GST_GL_EFFECTS (data);
+
+ GstGLShader *shader;
+ gfloat tex_size[2];
+
+ shader = g_hash_table_lookup (effects->shaderstable, "fisheye0");
+
+ if (!shader) {
+ shader = gst_gl_shader_new ();
+ g_hash_table_insert (effects->shaderstable, "fisheye0", shader);
+ }
+
+ g_return_if_fail (
+ gst_gl_shader_compile_and_check (shader, fisheye_fragment_source,
+ GST_GL_SHADER_FRAGMENT_SOURCE));
+
+ glMatrixMode (GL_PROJECTION);
+ glLoadIdentity ();
+
+ gst_gl_shader_use (shader);
+
+ glActiveTexture (GL_TEXTURE0);
+ glEnable (GL_TEXTURE_RECTANGLE_ARB);
+ glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
+
+ gst_gl_shader_set_uniform_1i (shader, "tex", 0);
+
+ tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
+ tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
+
+ gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
+ gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
+
+ gst_gl_effects_draw_texture (effects, texture);
+}
+
+void
+gst_gl_effects_fisheye (GstGLEffects *effects) {
+ GstGLFilter *filter = GST_GL_FILTER (effects);
+
+ gst_gl_filter_render_to_target (filter, effects->intexture, effects->outtexture,
+ gst_gl_effects_fisheye_callback, effects);
+}
--- /dev/null
+/*
+ * GStreamer
+ * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ * Boston, MA 02111-1307, USA.
+ */
+
+#include <gstgleffects.h>
+
+static void
+gst_gl_effects_mirror_callback (gint width, gint height, guint texture, gpointer data)
+{
+ GstGLEffects* effects = GST_GL_EFFECTS (data);
+
+ GstGLShader *shader;
+ gfloat tex_size[2];
+
+ shader = g_hash_table_lookup (effects->shaderstable, "mirror0");
+
+ if (!shader) {
+ shader = gst_gl_shader_new ();
+ g_hash_table_insert (effects->shaderstable, "mirror0", shader);
+ }
+
+ g_return_if_fail (
+ gst_gl_shader_compile_and_check (shader, mirror_fragment_source,
+ GST_GL_SHADER_FRAGMENT_SOURCE));
+
+ glMatrixMode (GL_PROJECTION);
+ glLoadIdentity ();
+
+ gst_gl_shader_use (shader);
+
+ glActiveTexture (GL_TEXTURE0);
+ glEnable (GL_TEXTURE_RECTANGLE_ARB);
+ glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
+
+ gst_gl_shader_set_uniform_1i (shader, "tex", 0);
+
+ tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
+ tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
+
+ gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
+ gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
+
+ gst_gl_effects_draw_texture (effects, texture);
+}
+
+void
+gst_gl_effects_mirror (GstGLEffects *effects) {
+ GstGLFilter *filter = GST_GL_FILTER (effects);
+
+ gst_gl_filter_render_to_target (filter, effects->intexture, effects->outtexture,
+ gst_gl_effects_mirror_callback, effects);
+}
--- /dev/null
+/*
+ * GStreamer
+ * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ * Boston, MA 02111-1307, USA.
+ */
+
+#include <gstgleffects.h>
+
+static void
+gst_gl_effects_square_callback (gint width, gint height, guint texture, gpointer data)
+{
+ GstGLEffects* effects = GST_GL_EFFECTS (data);
+
+ GstGLShader *shader;
+ gfloat tex_size[2];
+
+ shader = g_hash_table_lookup (effects->shaderstable, "square0");
+
+ if (!shader) {
+ shader = gst_gl_shader_new ();
+ g_hash_table_insert (effects->shaderstable, "square0", shader);
+ }
+
+ g_return_if_fail (
+ gst_gl_shader_compile_and_check (shader, square_fragment_source,
+ GST_GL_SHADER_FRAGMENT_SOURCE));
+
+ glMatrixMode (GL_PROJECTION);
+ glLoadIdentity ();
+
+ gst_gl_shader_use (shader);
+
+ glActiveTexture (GL_TEXTURE0);
+ glEnable (GL_TEXTURE_RECTANGLE_ARB);
+ glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
+
+ gst_gl_shader_set_uniform_1i (shader, "tex", 0);
+
+ tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
+ tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
+
+ gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
+ gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
+
+ gst_gl_effects_draw_texture (effects, texture);
+}
+
+void
+gst_gl_effects_square (GstGLEffects *effects) {
+ GstGLFilter *filter = GST_GL_FILTER (effects);
+
+ gst_gl_filter_render_to_target (filter, effects->intexture, effects->outtexture,
+ gst_gl_effects_square_callback, effects);
+}
" gl_FragColor = color * gl_Color;"
"}";
+/* Light Tunnel effect */
+const gchar *tunnel_fragment_source =
+ "#extension GL_ARB_texture_rectangle : enable\n"
+ "uniform sampler2DRect tex;"
+ "uniform float width, height;"
+ "void main () {"
+ " vec2 tex_size = vec2 (width, height);"
+ " vec2 texturecoord = gl_TexCoord[0].xy;"
+ " vec2 normcoord;"
+ /* little trick with normalized coords to obtain a circle */
+ " normcoord = texturecoord / tex_size.x - tex_size / tex_size.x;"
+ " float r = length(normcoord);"
+ " float phi = atan(normcoord.y, normcoord.x);"
+ " r = clamp (r, 0.0, 0.5);" /* is there a way to do this without polars? */
+ " normcoord.x = r * cos(phi);"
+ " normcoord.y = r * sin(phi); "
+ " texturecoord = (normcoord + tex_size/tex_size.x) * tex_size.x;"
+ " vec4 color = texture2DRect (tex, texturecoord); "
+ " gl_FragColor = color;"
+ "}";
+
+/* FishEye effect */
+const gchar *fisheye_fragment_source =
+ "#extension GL_ARB_texture_rectangle : enable\n"
+ "uniform sampler2DRect tex;"
+ "uniform float width, height;"
+ "void main () {"
+ " vec2 tex_size = vec2 (width, height);"
+ " vec2 texturecoord = gl_TexCoord[0].xy;"
+ " vec2 normcoord;"
+ " normcoord = texturecoord / tex_size - 1.0;"
+ " float r = length (normcoord);"
+ " normcoord *= r/sqrt(2.0);"
+ " texturecoord = (normcoord + 1.0) * tex_size;"
+ " vec4 color = texture2DRect (tex, texturecoord);"
+ " gl_FragColor = color;"
+ "}";
+
+
+/* Twirl effect */
+const gchar *twirl_fragment_source =
+ "#extension GL_ARB_texture_rectangle : enable\n"
+ "uniform sampler2DRect tex;"
+ "uniform float width, height;"
+ "void main () {"
+ " vec2 tex_size = vec2 (width, height);"
+ " vec2 texturecoord = gl_TexCoord[0].xy;"
+ " vec2 normcoord;"
+ " normcoord = texturecoord / tex_size - 1.0;"
+ " float r = length (normcoord);"
+ " float phi = atan (normcoord.y, normcoord.x);"
+/* height dependent rotation coeff.. why the hell this angle has
+ * different effect with different sizes? */
+ " phi += (1.0 - smoothstep (-0.6, 0.6, r)) * height * 2.0/100.0;"
+ " normcoord.x = r * cos(phi);"
+ " normcoord.y = r * sin(phi);"
+ " texturecoord = (normcoord + 1.0) * tex_size;"
+ " vec4 color = texture2DRect (tex, texturecoord); "
+ " gl_FragColor = color;"
+ "}";
+
+
+/* Bulge effect */
+const gchar *bulge_fragment_source =
+ "#extension GL_ARB_texture_rectangle : enable\n"
+ "uniform sampler2DRect tex;"
+ "uniform float width, height;"
+ "void main () {"
+ " vec2 tex_size = vec2 (width, height);"
+ " vec2 texturecoord = gl_TexCoord[0].xy;"
+ " vec2 normcoord;"
+ " normcoord = texturecoord / tex_size - 1.0;"
+ " float r = length (normcoord);"
+ " normcoord *= smoothstep (-0.1, 0.5, r);"
+ " texturecoord = (normcoord + 1.0) * tex_size;"
+ " vec4 color = texture2DRect (tex, texturecoord);"
+ " gl_FragColor = color;"
+ "}";
+
+
+/* Square Effect */
+const gchar *square_fragment_source =
+ "#extension GL_ARB_texture_rectangle : enable\n"
+ "uniform sampler2DRect tex;"
+ "uniform float width;"
+ "uniform float height;"
+ "void main () {"
+ " vec2 tex_size = vec2 (width, height);"
+ " vec2 texturecoord = gl_TexCoord[0].xy;"
+ " vec2 normcoord;"
+ " normcoord = texturecoord / tex_size - 1.0;"
+ " float r = length (normcoord);"
+ " normcoord *= 1.0 + smoothstep(0.25, 0.5, abs(normcoord));"
+ " normcoord /= 2.0; /* zoom amount */"
+ " texturecoord = (normcoord + 1.0) * tex_size;"
+ " vec4 color = texture2DRect (tex, texturecoord);"
+ " gl_FragColor = color * gl_Color;"
+ "}";
+
const gchar *luma_threshold_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
" gl_FragColor = vec4 (vec3 (smoothstep (0.30, 0.50, luma)), color.a);"
"}";
+
/* horizontal convolution */
const gchar *hconv9_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
" gl_FragColor = sum + norm_offset;"
"}";
+
/* vertical convolution */
const gchar *vconv9_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
" gl_FragColor = sum + norm_offset;"
"}";
+
/* TODO: support several blend modes */
const gchar *sum_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
" gl_FragColor = alpha * basecolor + beta * blendcolor;"
"}";
+
/* lut operations, map luma to tex1d, see orange book (chapter 19) */
const gchar *luma_to_curve_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
" gl_FragColor = color;"
"}";
+
/* lut operations, map rgb to tex1d, see orange book (chapter 19) */
const gchar *rgb_to_curve_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
" outcolor.a = color.a;"
" gl_FragColor = outcolor;"
"}";
-
-
const gchar *mirror_fragment_source;
const gchar *squeeze_fragment_source;
const gchar *stretch_fragment_source;
+const gchar *tunnel_fragment_source;
+const gchar *fisheye_fragment_source;
+const gchar *twirl_fragment_source;
+const gchar *bulge_fragment_source;
+const gchar *square_fragment_source;
const gchar *luma_threshold_fragment_source;
const gchar *hconv9_fragment_source;
const gchar *vconv9_fragment_source;
--- /dev/null
+/*
+ * GStreamer
+ * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ * Boston, MA 02111-1307, USA.
+ */
+
+#include <gstgleffects.h>
+
+static void
+gst_gl_effects_tunnel_callback (gint width, gint height, guint texture, gpointer data)
+{
+ GstGLEffects* effects = GST_GL_EFFECTS (data);
+
+ GstGLShader *shader;
+ gfloat tex_size[2];
+
+ shader = g_hash_table_lookup (effects->shaderstable, "tunnel0");
+
+ if (!shader) {
+ shader = gst_gl_shader_new ();
+ g_hash_table_insert (effects->shaderstable, "tunnel0", shader);
+ }
+
+ g_return_if_fail (
+ gst_gl_shader_compile_and_check (shader, tunnel_fragment_source,
+ GST_GL_SHADER_FRAGMENT_SOURCE));
+
+ glMatrixMode (GL_PROJECTION);
+ glLoadIdentity ();
+
+ gst_gl_shader_use (shader);
+
+ glActiveTexture (GL_TEXTURE0);
+ glEnable (GL_TEXTURE_RECTANGLE_ARB);
+ glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
+
+ gst_gl_shader_set_uniform_1i (shader, "tex", 0);
+
+ tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
+ tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
+
+ gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
+ gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
+
+ gst_gl_effects_draw_texture (effects, texture);
+}
+
+void
+gst_gl_effects_tunnel (GstGLEffects *effects) {
+ GstGLFilter *filter = GST_GL_FILTER (effects);
+
+ gst_gl_filter_render_to_target (filter, effects->intexture, effects->outtexture,
+ gst_gl_effects_tunnel_callback, effects);
+}
--- /dev/null
+/*
+ * GStreamer
+ * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ * Boston, MA 02111-1307, USA.
+ */
+
+#include <gstgleffects.h>
+
+static void
+gst_gl_effects_twirl_callback (gint width, gint height, guint texture, gpointer data)
+{
+ GstGLEffects* effects = GST_GL_EFFECTS (data);
+
+ GstGLShader *shader;
+ gfloat tex_size[2];
+
+ shader = g_hash_table_lookup (effects->shaderstable, "twirl0");
+
+ if (!shader) {
+ shader = gst_gl_shader_new ();
+ g_hash_table_insert (effects->shaderstable, "twirl0", shader);
+ }
+
+ g_return_if_fail (
+ gst_gl_shader_compile_and_check (shader, twirl_fragment_source,
+ GST_GL_SHADER_FRAGMENT_SOURCE));
+
+ glMatrixMode (GL_PROJECTION);
+ glLoadIdentity ();
+
+ gst_gl_shader_use (shader);
+
+ glActiveTexture (GL_TEXTURE0);
+ glEnable (GL_TEXTURE_RECTANGLE_ARB);
+ glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
+
+ gst_gl_shader_set_uniform_1i (shader, "tex", 0);
+
+ tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
+ tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
+
+ gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
+
+ gst_gl_effects_draw_texture (effects, texture);
+}
+
+void
+gst_gl_effects_twirl (GstGLEffects *effects) {
+ GstGLFilter *filter = GST_GL_FILTER (effects);
+
+ gst_gl_filter_render_to_target (filter, effects->intexture, effects->outtexture,
+ gst_gl_effects_twirl_callback, effects);
+}
GST_GL_EFFECT_MIRROR,
GST_GL_EFFECT_SQUEEZE,
GST_GL_EFFECT_STRETCH,
+ GST_GL_EFFECT_TUNNEL,
+ GST_GL_EFFECT_FISHEYE,
+ GST_GL_EFFECT_TWIRL,
+ GST_GL_EFFECT_BULGE,
+ GST_GL_EFFECT_SQUARE,
GST_GL_EFFECT_HEAT,
GST_GL_EFFECT_SEPIA,
GST_GL_EFFECT_XPRO,
{ GST_GL_EFFECT_MIRROR, "Mirror Effect", "mirror" },
{ GST_GL_EFFECT_SQUEEZE, "Squeeze Effect", "squeeze" },
{ GST_GL_EFFECT_STRETCH, "Stretch Effect", "stretch" },
+ { GST_GL_EFFECT_FISHEYE, "FishEye Effect", "fisheye" },
+ { GST_GL_EFFECT_TWIRL, "Twirl Effect", "twirl" },
+ { GST_GL_EFFECT_BULGE, "Bulge Effect", "bulge" },
+ { GST_GL_EFFECT_TUNNEL, "Light Tunnel Effect", "tunnel" },
+ { GST_GL_EFFECT_SQUARE, "Square Effect", "square" },
{ GST_GL_EFFECT_HEAT, "Heat Signature Effect", "heat" },
{ GST_GL_EFFECT_SEPIA, "Sepia Toning Effect", "sepia" },
{ GST_GL_EFFECT_XPRO, "Cross Processing Effect", "xpro" },
case GST_GL_EFFECT_STRETCH:
effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_stretch;
break;
+ case GST_GL_EFFECT_TUNNEL:
+ effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_tunnel;
+ break;
+ case GST_GL_EFFECT_FISHEYE:
+ effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_fisheye;
+ break;
+ case GST_GL_EFFECT_TWIRL:
+ effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_twirl;
+ break;
+ case GST_GL_EFFECT_BULGE:
+ effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_bulge;
+ break;
+ case GST_GL_EFFECT_SQUARE:
+ effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_square;
+ break;
case GST_GL_EFFECT_HEAT:
effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_heat;
break;
void gst_gl_effects_mirror (GstGLEffects *effects);
void gst_gl_effects_squeeze (GstGLEffects *effects);
void gst_gl_effects_stretch (GstGLEffects *effects);
+void gst_gl_effects_tunnel (GstGLEffects *effects);
+void gst_gl_effects_fisheye (GstGLEffects *effects);
+void gst_gl_effects_twirl (GstGLEffects *effects);
+void gst_gl_effects_bulge (GstGLEffects *effects);
+void gst_gl_effects_square (GstGLEffects *effects);
void gst_gl_effects_heat (GstGLEffects *effects);
void gst_gl_effects_sepia (GstGLEffects *effects);
void gst_gl_effects_xpro (GstGLEffects *effects);