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C++ GstGLFuncs类代码示例

本文整理汇总了C++中GstGLFuncs的典型用法代码示例。如果您正苦于以下问题:C++ GstGLFuncs类的具体用法?C++ GstGLFuncs怎么用?C++ GstGLFuncs使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了GstGLFuncs类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: gst_gl_effects_twirl_callback

static void
gst_gl_effects_twirl_callback (gint width, gint height, guint texture,
    gpointer data)
{
  GstGLShader *shader;
  GstGLEffects *effects = GST_GL_EFFECTS (data);
  GstGLFilter *filter = GST_GL_FILTER (effects);
  GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
  GstGLFuncs *gl = context->gl_vtable;

  shader = gst_gl_effects_get_fragment_shader (effects, "twirl",
      twirl_fragment_source_gles2);

  if (!shader)
    return;

#if GST_GL_HAVE_OPENGL
  if (USING_OPENGL (context)) {
    gl->MatrixMode (GL_PROJECTION);
    gl->LoadIdentity ();
  }
#endif

  gst_gl_shader_use (shader);

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_shader_set_uniform_1i (shader, "tex", 0);

  gst_gl_filter_draw_texture (filter, texture, width, height);
}
开发者ID:Haifen,项目名称:gst-plugins-bad,代码行数:32,代码来源:gstgleffecttwirl.c

示例2: gst_3d_renderer_draw_stereo

void
gst_3d_renderer_draw_stereo (Gst3DRenderer * self, Gst3DScene * scene)
{
  GstGLFuncs *gl = self->context->gl_vtable;

  _insert_gl_debug_marker (self->context, "gst_3d_renderer_draw_stereo");

  /* aquire current fbo id */
  GLint bound_fbo;
  gl->GetIntegerv (GL_DRAW_FRAMEBUFFER_BINDING, &bound_fbo);
  if (bound_fbo == 0)
    return;

  Gst3DCameraHmd *hmd_cam = GST_3D_CAMERA_HMD (scene->camera);

  /* left eye */
  _draw_eye (self, self->left_fbo, scene, &hmd_cam->left_vp_matrix);

  /* right eye */
  _draw_eye (self, self->right_fbo, scene, &hmd_cam->right_vp_matrix);

  gst_3d_scene_clear_state (scene);

  gst_3d_shader_bind (self->shader);
  gl->BindFramebuffer (GL_FRAMEBUFFER, bound_fbo);
  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  _draw_framebuffers_on_planes (self);
  gst_3d_scene_clear_state (scene);
}
开发者ID:kendemu,项目名称:gst-plugins-vr,代码行数:30,代码来源:gst3drenderer.c

示例3: gst_gl_effects_sobel_callback_vconv

static void
gst_gl_effects_sobel_callback_vconv (gint width, gint height, guint texture,
    gpointer data)
{
  GstGLShader *shader = NULL;
  GstGLEffects *effects = GST_GL_EFFECTS (data);
  GstGLFilter *filter = GST_GL_FILTER (effects);

  if (NULL != (shader = gst_gl_effects_get_fragment_shader (effects, "vconv0",
              sep_sobel_vconv3_fragment_source_gles2,
              sep_sobel_vconv3_fragment_source_opengl))) {
    GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

#if GST_GL_HAVE_OPENGL
    if (USING_OPENGL (GST_GL_BASE_FILTER (filter)->context)) {
      gl->MatrixMode (GL_PROJECTION);
      gl->LoadIdentity ();
    }
#endif

    gst_gl_shader_use (shader);

    gl->ActiveTexture (GL_TEXTURE0);
    gl->BindTexture (GL_TEXTURE_2D, texture);

    gst_gl_shader_set_uniform_1i (shader, "tex", 0);
    gst_gl_shader_set_uniform_1f (shader, "height", height);

    gst_gl_filter_draw_texture (filter, texture, width, height);
  }
}
开发者ID:Distrotech,项目名称:gst-plugins-bad,代码行数:31,代码来源:gstgleffectsobel.c

示例4: gst_gl_differencematte_reset_gl_resources

/* free resources that need a gl context */
static void
gst_gl_differencematte_reset_gl_resources (GstGLFilter * filter)
{
  GstGLDifferenceMatte *differencematte = GST_GL_DIFFERENCEMATTE (filter);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
  gint i;

  gl->DeleteTextures (1, &differencematte->savedbgtexture);
  gl->DeleteTextures (1, &differencematte->newbgtexture);
  for (i = 0; i < 4; i++) {
    if (differencematte->identity_shader) {
      gst_object_unref (differencematte->identity_shader);
      differencematte->identity_shader = NULL;
    }

    if (differencematte->shader[i]) {
      gst_object_unref (differencematte->shader[i]);
      differencematte->shader[i] = NULL;
    }
    if (differencematte->midtexture[i]) {
      gl->DeleteTextures (1, &differencematte->midtexture[i]);
      differencematte->midtexture[i] = 0;
    }
  }
  differencematte->location = NULL;
  differencematte->pixbuf = NULL;
  differencematte->savedbgtexture = 0;
  differencematte->newbgtexture = 0;
  differencematte->bg_has_changed = FALSE;
}
开发者ID:Haifen,项目名称:gst-plugins-bad,代码行数:31,代码来源:gstgldifferencematte.c

示例5: _init_scene

static void
_init_scene (Gst3DScene * scene)
{
  GstGLContext *context = scene->context;
  GstGLFuncs *gl = context->gl_vtable;
  GError *error = NULL;
  Gst3DMesh *sphere_mesh;
  Gst3DNode *sphere_node;
  Gst3DShader *sphere_shader =
      gst_3d_shader_new_vert_frag (context, "mvp_uv.vert",
      "texture_uv.frag", &error);
  if (sphere_shader == NULL) {
    GST_WARNING ("Failed to create VR compositor shaders. Error: %s", error->message);
    g_clear_error (&error);
    return; /* FIXME: Add boolean return result */
  }

  sphere_mesh = gst_3d_mesh_new_sphere (context, 800.0, 100, 100);
  sphere_node = gst_3d_node_new_from_mesh_shader (context, sphere_mesh, sphere_shader);
  gst_3d_scene_append_node (scene, sphere_node);

  gl->ClearColor (0.f, 0.f, 0.f, 0.f);
  gl->ActiveTexture (GL_TEXTURE0);

  gst_3d_shader_bind (sphere_shader);
  gst_gl_shader_set_uniform_1i (sphere_shader->shader, "texture", 0);
}
开发者ID:lubosz,项目名称:gst-plugins-vr,代码行数:27,代码来源:gstvrcompositor.c

示例6: gst_3d_scene_clear_state

void
gst_3d_scene_clear_state (Gst3DScene * self)
{
  GstGLFuncs *gl = self->context->gl_vtable;
  gl->BindVertexArray (0);
  gl->BindTexture (GL_TEXTURE_2D, 0);
  gst_gl_context_clear_shader (self->context);
}
开发者ID:shakin,项目名称:gst-plugins-vr,代码行数:8,代码来源:gst3dscene.c

示例7: _insert_gl_debug_marker

void
_insert_gl_debug_marker (GstGLContext * context, const gchar * message)
{
  GstGLFuncs *gl = context->gl_vtable;
  gl->DebugMessageInsert (GL_DEBUG_SOURCE_APPLICATION,
      GL_DEBUG_TYPE_OTHER,
      1, GL_DEBUG_SEVERITY_HIGH, strlen (message), message);
}
开发者ID:kendemu,项目名称:gst-plugins-vr,代码行数:8,代码来源:gst3drenderer.c

示例8: gst_gl_filter_glass_callback

//opengl scene, params: input texture (not the output filter->texture)
static void
gst_gl_filter_glass_callback (gpointer stuff)
{
  static gint64 start_time = 0;
  gfloat rotation;

  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (stuff);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

  gint width = GST_VIDEO_INFO_WIDTH (&filter->out_info);
  gint height = GST_VIDEO_INFO_HEIGHT (&filter->out_info);
  guint texture = glass_filter->in_tex;

  if (start_time == 0)
    start_time = get_time ();
  else {
    gint64 time_left =
        (glass_filter->timestamp / 1000) - (get_time () - start_time);
    time_left -= 1000000 / 25;
    if (time_left > 2000) {
      GST_LOG ("escape");
      return;
    }
  }

  gst_gl_shader_use (glass_filter->passthrough_shader);

  gst_gl_filter_glass_draw_background_gradient (glass_filter);

  //Rotation
  if (start_time != 0) {
    gint64 time_passed = get_time () - start_time;
    rotation = sin (time_passed / 1200000.0) * 45.0f;
  } else {
    rotation = 0.0f;
  }

  gl->Enable (GL_BLEND);
  gl->BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  gst_gl_shader_use (glass_filter->shader);

  //Reflection
  gst_gl_filter_glass_draw_video_plane (filter, width, height, texture,
      0.0f, 2.0f, 0.3f, 0.0f, TRUE, rotation);

  //Main video
  gst_gl_filter_glass_draw_video_plane (filter, width, height, texture,
      0.0f, 0.0f, 1.0f, 1.0f, FALSE, rotation);

  gst_gl_context_clear_shader (GST_GL_BASE_FILTER (filter)->context);

  gl->Disable (GL_BLEND);
}
开发者ID:Distrotech,项目名称:gst-plugins-bad,代码行数:56,代码来源:gstglfilterglass.c

示例9: _draw_eye

static void
_draw_eye (Gst3DRenderer * self, GLuint fbo, Gst3DScene * scene,
    graphene_matrix_t * mvp)
{
  GstGLFuncs *gl = self->context->gl_vtable;
  _insert_gl_debug_marker (self->context, "_draw_eye");
  gl->BindFramebuffer (GL_FRAMEBUFFER, fbo);
  gl->Viewport (0, 0, self->eye_width, self->eye_height);
  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  gst_3d_scene_draw_nodes (scene, mvp);
}
开发者ID:kendemu,项目名称:gst-plugins-vr,代码行数:11,代码来源:gst3drenderer.c

示例10: deinit

static void
deinit (gpointer data)
{
  GstGLContext *context = data;
  GstGLFuncs *gl = context->gl_vtable;
  gl->DeleteTextures (1, &tex);;
  gst_object_unref (fbo);
#if GST_GL_HAVE_GLES2
  if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2)
    gst_object_unref (shader);
#endif
}
开发者ID:superlou,项目名称:gst-plugins-bad,代码行数:12,代码来源:gstglcontext.c

示例11: deinit

static void
deinit (gpointer data)
{
  GstGLContext *context = data;
  GstGLFuncs *gl = context->gl_vtable;
  if (vao)
    gl->DeleteVertexArrays (1, &vao);
  gst_object_unref (fbo);
  gst_object_unref (shader);
  gst_memory_unref (GST_MEMORY_CAST (gl_tex));
  gst_memory_unref (GST_MEMORY_CAST (gl_tex2));
}
开发者ID:thaytan,项目名称:gst-plugins-base,代码行数:12,代码来源:gstglcontext.c

示例12: gst_gl_differencematte_save_texture

static void
gst_gl_differencematte_save_texture (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

  gl->MatrixMode (GL_PROJECTION);
  gl->LoadIdentity ();

  gst_gl_filter_draw_texture (filter, texture, width, height);
}
开发者ID:ndufresne,项目名称:gst-plugins-bad,代码行数:12,代码来源:gstgldifferencematte.c

示例13: gst_gl_differencematte_interp

static void
gst_gl_differencematte_interp (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLDifferenceMatte *differencematte = GST_GL_DIFFERENCEMATTE (stuff);
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

  gl->MatrixMode (GL_PROJECTION);
  glLoadIdentity ();

  gst_gl_shader_use (differencematte->shader[3]);

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_shader_set_uniform_1i (differencematte->shader[3], "blend", 0);

  gl->ActiveTexture (GL_TEXTURE1);
  gl->BindTexture (GL_TEXTURE_2D, differencematte->newbgtexture);

  gst_gl_shader_set_uniform_1i (differencematte->shader[3], "base", 1);

  gl->ActiveTexture (GL_TEXTURE2);
  gl->BindTexture (GL_TEXTURE_2D, differencematte->midtexture[2]);

  gst_gl_shader_set_uniform_1i (differencematte->shader[3], "alpha", 2);

  gst_gl_filter_draw_texture (filter, texture, width, height);
}
开发者ID:ndufresne,项目名称:gst-plugins-bad,代码行数:30,代码来源:gstgldifferencematte.c

示例14: clear_tex

static void
clear_tex (gpointer data)
{
  GstGLContext *context = data;
  GstGLFuncs *gl = context->gl_vtable;
  static gfloat r = 0.0, g = 0.0, b = 0.0;

  gl->ClearColor (r, g, b, 1.0);
  gl->Clear (GL_COLOR_BUFFER_BIT);

  r = r > 1.0 ? 0.0 : r + 0.03;
  g = g > 1.0 ? 0.0 : g + 0.01;
  b = b > 1.0 ? 0.0 : b + 0.015;
}
开发者ID:superlou,项目名称:gst-plugins-bad,代码行数:14,代码来源:gstglcontext.c

示例15: gst_gl_context_clear_shader

/**
 * gst_gl_context_clear_shader:
 * @context: a #GstGLContext
 *
 * Clear's the currently set shader from the GL state machine.
 *
 * Note: must be called in the GL thread.
 */
void
gst_gl_context_clear_shader (GstGLContext * context)
{
  GstGLFuncs *gl;

  g_return_if_fail (GST_IS_GL_CONTEXT (context));

  gl = context->gl_vtable;

  if (gl->CreateProgram)
    gl->UseProgram (0);
  else if (gl->CreateProgramObject)
    gl->UseProgramObject (0);
}
开发者ID:thaytan,项目名称:gst-plugins-base,代码行数:22,代码来源:gstglshader.c


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