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C++ GstGLFuncs::BufferData方法代码示例

本文整理汇总了C++中GstGLFuncs::BufferData方法的典型用法代码示例。如果您正苦于以下问题:C++ GstGLFuncs::BufferData方法的具体用法?C++ GstGLFuncs::BufferData怎么用?C++ GstGLFuncs::BufferData使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GstGLFuncs的用法示例。


在下文中一共展示了GstGLFuncs::BufferData方法的3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: sizeof

static void
gst_gl_transformation_callback (gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

  GLfloat temp_matrix[16];

  gst_gl_context_clear_shader (GST_GL_BASE_FILTER (filter)->context);
  gl->BindTexture (GL_TEXTURE_2D, 0);

  gl->ClearColor (0.f, 0.f, 0.f, 1.f);
  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  gst_gl_shader_use (transformation->shader);

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, transformation->in_tex);
  gst_gl_shader_set_uniform_1i (transformation->shader, "texture", 0);

  graphene_matrix_to_float (&transformation->mvp_matrix, temp_matrix);
  gst_gl_shader_set_uniform_matrix_4fv (transformation->shader, "mvp",
      1, GL_FALSE, temp_matrix);

  if (!transformation->vertex_buffer) {
    transformation->attr_position =
        gst_gl_shader_get_attribute_location (transformation->shader,
        "position");

    transformation->attr_texture =
        gst_gl_shader_get_attribute_location (transformation->shader, "uv");

    if (gl->GenVertexArrays) {
      gl->GenVertexArrays (1, &transformation->vao);
      gl->BindVertexArray (transformation->vao);
    }

    gl->GenBuffers (1, &transformation->vertex_buffer);

    gl->GenBuffers (1, &transformation->vbo_indices);
    gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, transformation->vbo_indices);
    gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
        GL_STATIC_DRAW);

    transformation->caps_change = TRUE;
  }

  if (gl->GenVertexArrays)
    gl->BindVertexArray (transformation->vao);

  if (transformation->caps_change) {
    _upload_vertices (transformation);
    _bind_buffer (transformation);

    if (gl->GenVertexArrays) {
      gl->BindVertexArray (0);
      gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
      gl->BindBuffer (GL_ARRAY_BUFFER, 0);
    }
  } else if (!gl->GenVertexArrays) {
    _bind_buffer (transformation);
  }

  gl->DrawElements (GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, indices);

  if (gl->GenVertexArrays)
    gl->BindVertexArray (0);
  else
    _unbind_buffer (transformation);

  gst_gl_context_clear_shader (GST_GL_BASE_FILTER (filter)->context);
  transformation->caps_change = FALSE;
}
开发者ID:mbouron,项目名称:gst-plugins-bad,代码行数:74,代码来源:gstgltransformation.c

示例2: while


//.........这里部分代码省略.........
      -1.0, 1.0,-1.0f, 0.0f, 1.0f,
    };
    /* *INDENT-ON* */

    frame = g_ptr_array_index (video_mixer->input_frames, count);
    if (!frame) {
      GST_DEBUG ("skipping texture, null frame");
      count++;
      continue;
    }
    pad = (GstGLVideoMixerPad *) frame->pad;
    v_info = &GST_VIDEO_AGGREGATOR_PAD (pad)->info;
    in_width = GST_VIDEO_INFO_WIDTH (v_info);
    in_height = GST_VIDEO_INFO_HEIGHT (v_info);

    if (!frame->texture || in_width <= 0 || in_height <= 0
        || pad->alpha == 0.0f) {
      GST_DEBUG ("skipping texture:%u frame:%p width:%u height:%u alpha:%f",
          frame->texture, frame, in_width, in_height, pad->alpha);
      count++;
      continue;
    }

    in_tex = frame->texture;

    _init_vbo_indices (video_mixer);

    if (pad->geometry_change || !pad->vertex_buffer) {
      gint pad_width, pad_height;
      gfloat w, h;

      _mixer_pad_get_output_size (video_mixer, pad, &pad_width, &pad_height);

      w = ((gfloat) pad_width / (gfloat) out_width);
      h = ((gfloat) pad_height / (gfloat) out_height);

      /* top-left */
      v_vertices[0] = v_vertices[15] =
          2.0f * (gfloat) pad->xpos / (gfloat) out_width - 1.0f;
      /* bottom-left */
      v_vertices[1] = v_vertices[6] =
          2.0f * (gfloat) pad->ypos / (gfloat) out_height - 1.0f;
      /* top-right */
      v_vertices[5] = v_vertices[10] = v_vertices[0] + 2.0f * w;
      /* bottom-right */
      v_vertices[11] = v_vertices[16] = v_vertices[1] + 2.0f * h;
      GST_TRACE ("processing texture:%u dimensions:%ux%u, at %f,%f %fx%f with "
          "alpha:%f", in_tex, in_width, in_height, v_vertices[0], v_vertices[1],
          v_vertices[5], v_vertices[11], pad->alpha);

      if (!pad->vertex_buffer)
        gl->GenBuffers (1, &pad->vertex_buffer);

      gl->BindBuffer (GL_ARRAY_BUFFER, pad->vertex_buffer);

      gl->BufferData (GL_ARRAY_BUFFER, 4 * 5 * sizeof (GLfloat), v_vertices,
          GL_STATIC_DRAW);

      pad->geometry_change = FALSE;
    } else {
      gl->BindBuffer (GL_ARRAY_BUFFER, pad->vertex_buffer);
    }
    gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, video_mixer->vbo_indices);

    gl->BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    gl->BlendEquation (GL_FUNC_ADD);

    gl->ActiveTexture (GL_TEXTURE0);
    gl->BindTexture (GL_TEXTURE_2D, in_tex);
    gst_gl_shader_set_uniform_1i (video_mixer->shader, "texture", 0);
    gst_gl_shader_set_uniform_1f (video_mixer->shader, "alpha", pad->alpha);

    gl->EnableVertexAttribArray (attr_position_loc);
    gl->EnableVertexAttribArray (attr_texture_loc);

    gl->VertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
        GL_FALSE, 5 * sizeof (GLfloat), (void *) 0);

    gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
        GL_FALSE, 5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));

    gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);

    ++count;
  }

  gl->DisableVertexAttribArray (attr_position_loc);
  gl->DisableVertexAttribArray (attr_texture_loc);

  if (gl->GenVertexArrays)
    gl->BindVertexArray (0);

  gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
  gl->BindBuffer (GL_ARRAY_BUFFER, 0);
  gl->BindTexture (GL_TEXTURE_2D, 0);

  gl->Disable (GL_BLEND);

  gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
}
开发者ID:ndufresne,项目名称:gst-plugins-bad,代码行数:101,代码来源:gstglvideomixer.c

示例3: sizeof

static gboolean
_callback (gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

  static GLfloat xrot = 0;
  static GLfloat yrot = 0;
  static GLfloat zrot = 0;

  const GLfloat matrix[] = {
    0.5f, 0.0f, 0.0f, 0.0f,
    0.0f, 0.5f, 0.0f, 0.0f,
    0.0f, 0.0f, 0.5f, 0.0f,
    0.0f, 0.0f, 0.0f, 1.0f
  };

  gl->Enable (GL_DEPTH_TEST);

  gl->ClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  gst_gl_shader_use (cube_filter->shader);

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, cube_filter->in_tex->tex_id);
  gst_gl_shader_set_uniform_1i (cube_filter->shader, "s_texture", 0);
  gst_gl_shader_set_uniform_1f (cube_filter->shader, "xrot_degree", xrot);
  gst_gl_shader_set_uniform_1f (cube_filter->shader, "yrot_degree", yrot);
  gst_gl_shader_set_uniform_1f (cube_filter->shader, "zrot_degree", zrot);
  gst_gl_shader_set_uniform_matrix_4fv (cube_filter->shader, "u_matrix", 1,
      GL_FALSE, matrix);

  if (!cube_filter->vertex_buffer) {
    if (gl->GenVertexArrays) {
      gl->GenVertexArrays (1, &cube_filter->vao);
      gl->BindVertexArray (cube_filter->vao);
    }

    gl->GenBuffers (1, &cube_filter->vertex_buffer);
    gl->BindBuffer (GL_ARRAY_BUFFER, cube_filter->vertex_buffer);
    gl->BufferData (GL_ARRAY_BUFFER, 6 * 4 * 5 * sizeof (GLfloat), vertices,
        GL_STATIC_DRAW);

    gl->GenBuffers (1, &cube_filter->vbo_indices);
    gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, cube_filter->vbo_indices);
    gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
        GL_STATIC_DRAW);

    if (gl->GenVertexArrays) {
      _bind_buffer (cube_filter);
      gl->BindVertexArray (0);
    }

    gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
    gl->BindBuffer (GL_ARRAY_BUFFER, 0);
  }

  if (gl->GenVertexArrays)
    gl->BindVertexArray (cube_filter->vao);
  _bind_buffer (cube_filter);

  gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, 0);

  if (gl->GenVertexArrays)
    gl->BindVertexArray (0);
  _unbind_buffer (cube_filter);

  gl->Disable (GL_DEPTH_TEST);

  xrot += 0.3f;
  yrot += 0.2f;
  zrot += 0.4f;

  return TRUE;
}
开发者ID:auni53,项目名称:gst-plugins-bad,代码行数:77,代码来源:gstglfiltercube.c


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