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类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;
}
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);
}
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;
}