本文整理汇总了C++中GstGLFuncs::DisableClientState方法的典型用法代码示例。如果您正苦于以下问题:C++ GstGLFuncs::DisableClientState方法的具体用法?C++ GstGLFuncs::DisableClientState怎么用?C++ GstGLFuncs::DisableClientState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::DisableClientState方法的5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_filter_glass_draw_video_plane (GstGLFilter * filter,
gint width, gint height, guint texture,
gfloat center_x, gfloat center_y,
gfloat start_alpha, gfloat stop_alpha, gboolean reversed, gfloat rotation)
{
GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (filter);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
gfloat topy = reversed ? center_y - 1.0f : center_y + 1.0f;
gfloat bottomy = reversed ? center_y + 1.0f : center_y - 1.0f;
/* *INDENT-OFF* */
gfloat mesh[] = {
/*| Vertex |TexCoord0| Colour |*/
center_x-1.6, topy, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, start_alpha,
center_x+1.6, topy, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, start_alpha,
center_x+1.6, bottomy, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, stop_alpha,
center_x-1.6, bottomy, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, stop_alpha,
};
/* *INDENT-ON* */
GLushort indices[] = {
0, 1, 2,
0, 2, 3
};
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (glass_filter->shader, "tex", 0);
gst_gl_shader_set_uniform_1f (glass_filter->shader, "yrot", rotation);
gst_gl_shader_set_uniform_1f (glass_filter->shader, "aspect",
(gfloat) width / (gfloat) height);
gl->ClientActiveTexture (GL_TEXTURE0);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_COLOR_ARRAY);
gl->VertexPointer (3, GL_FLOAT, 9 * sizeof (gfloat), mesh);
gl->TexCoordPointer (2, GL_FLOAT, 9 * sizeof (gfloat), &mesh[3]);
gl->ColorPointer (4, GL_FLOAT, 9 * sizeof (gfloat), &mesh[5]);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_COLOR_ARRAY);
}
示例2: gluLookAt
static void
_callback_opengl (gint width, gint height, guint texture, gpointer stuff)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (stuff);
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFuncs *gl = filter->context->gl_vtable;
static GLfloat xrot = 0;
static GLfloat yrot = 0;
static GLfloat zrot = 0;
/* *INDENT-OFF* */
const GLfloat v_vertices[] = {
/*| Vertex | TexCoord |*/
/* front face */
1.0, 1.0, -1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 1.0, 0.0,
-1.0, -1.0, -1.0, 1.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 1.0,
/* back face */
-1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, 1.0, 0.0,
1.0, -1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 0.0, 1.0,
/* right face */
-1.0, 1.0, -1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 1.0, 0.0,
-1.0, -1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 1.0,
/* left face */
1.0, 1.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 1.0, 0.0,
1.0, -1.0, -1.0, 1.0, 1.0,
1.0, 1.0, -1.0, 0.0, 1.0,
/* top face */
1.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, -1.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 1.0,
/* bottom face */
1.0, -1.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 1.0, 0.0,
-1.0, -1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 1.0,
};
/* *INDENT-ON* */
GLushort indices[] = {
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23
};
gl->Enable (GL_DEPTH_TEST);
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gl->ClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl->MatrixMode (GL_PROJECTION);
gluLookAt (0.0, 0.0, -6.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gl->MatrixMode (GL_MODELVIEW);
gl->LoadIdentity ();
// gl->Translatef (0.0f, 0.0f, -5.0f);
gl->Rotatef (xrot, 1.0f, 0.0f, 0.0f);
gl->Rotatef (yrot, 0.0f, 1.0f, 0.0f);
gl->Rotatef (zrot, 0.0f, 0.0f, 1.0f);
gl->ClientActiveTexture (GL_TEXTURE0);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->VertexPointer (3, GL_FLOAT, 5 * sizeof (float), v_vertices);
gl->TexCoordPointer (2, GL_FLOAT, 5 * sizeof (float), &v_vertices[3]);
gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->Disable (GL_DEPTH_TEST);
xrot += 0.3f;
yrot += 0.2f;
zrot += 0.4f;
}
示例3:
//opengl scene, params: input texture (not the output filter->texture)
static void
gst_gl_deinterlace_callback (gint width, gint height, guint texture,
gpointer stuff)
{
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (stuff);
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
guint temp;
GLfloat verts[] = { -1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0
};
GLfloat texcoords0[] = { 0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
GLfloat texcoords1[] = { 0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gst_gl_shader_use (deinterlace_filter->shader);
if (G_UNLIKELY (deinterlace_filter->prev_tex == 0)) {
gst_gl_context_gen_texture (GST_GL_BASE_FILTER (filter)->context,
&deinterlace_filter->prev_tex,
GST_VIDEO_INFO_FORMAT (&filter->out_info),
GST_VIDEO_INFO_WIDTH (&filter->out_info),
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
} else {
gl->ActiveTexture (GL_TEXTURE1);
gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex_prev", 1);
gl->BindTexture (GL_TEXTURE_2D, deinterlace_filter->prev_tex);
}
gl->ActiveTexture (GL_TEXTURE0);
gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex", 0);
gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "max_comb",
5.0f / 255.0f);
gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_threshold",
25.0f / 255.0f);
gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_sense",
30.0f / 255.0f);
gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "width",
GST_VIDEO_INFO_WIDTH (&filter->out_info));
gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "height",
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
gl->ClientActiveTexture (GL_TEXTURE0);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords0);
gl->ClientActiveTexture (GL_TEXTURE1);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords1);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->ClientActiveTexture (GL_TEXTURE0);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
if (texture == filter->in_tex_id) {
temp = filter->in_tex_id;
filter->in_tex_id = deinterlace_filter->prev_tex;
deinterlace_filter->prev_tex = temp;
} else {
deinterlace_filter->prev_tex = texture;
}
}
示例4: gluLookAt
//.........这里部分代码省略.........
GLushort indices[] = {
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23
};
/* *INDENT-ON* */
gl = GST_GL_FILTER (bumper)->context->gl_vtable;
//eye point
gl->MatrixMode (GL_PROJECTION);
gluLookAt (0.0, 0.0, -6.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gl->MatrixMode (GL_MODELVIEW);
//scene conf
gl->Enable (GL_DEPTH_TEST);
gl->DepthFunc (GL_LEQUAL);
gl->Hint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
gl->ShadeModel (GL_SMOOTH);
//set the lights
gl->Lightfv (GL_LIGHT0, GL_POSITION, light_direction0);
gl->Lightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
gl->Lightfv (GL_LIGHT1, GL_POSITION, light_direction1);
gl->Lightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
gl->Materialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse);
gl->ColorMaterial (GL_FRONT_AND_BACK, GL_DIFFUSE);
gl->Enable (GL_COLOR_MATERIAL);
gl->Enable (GL_LIGHTING);
gl->Enable (GL_LIGHT0);
gl->Enable (GL_LIGHT1);
//configure shader
gst_gl_shader_use (bumper->shader);
locTangent =
gst_gl_shader_get_attribute_location (bumper->shader, "aTangent");
//set the normal map
gl->ActiveTexture (GL_TEXTURE1);
gst_gl_shader_set_uniform_1i (bumper->shader, "texture1", 1);
gl->BindTexture (GL_TEXTURE_2D, bumper->bumpmap);
//set the video texture
gl->ActiveTexture (GL_TEXTURE0);
gst_gl_shader_set_uniform_1i (bumper->shader, "texture0", 0);
gl->BindTexture (GL_TEXTURE_2D, texture);
gl->Rotatef (xrot, 1.0f, 0.0f, 0.0f);
gl->Rotatef (yrot, 0.0f, 1.0f, 0.0f);
gl->Rotatef (zrot, 0.0f, 0.0f, 1.0f);
gl->EnableVertexAttribArray (locTangent);
gl->ClientActiveTexture (GL_TEXTURE0);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_NORMAL_ARRAY);
gl->VertexAttribPointer (locTangent, 3, GL_FLOAT, 0, sizeof (MeshData),
&mesh[0].va0);
gl->VertexPointer (3, GL_FLOAT, sizeof (MeshData), &mesh[0].x);
gl->NormalPointer (GL_FLOAT, sizeof (MeshData), &mesh[0].nx);
gl->TexCoordPointer (2, GL_FLOAT, sizeof (MeshData), &mesh[0].s0);
gl->ClientActiveTexture (GL_TEXTURE1);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->TexCoordPointer (2, GL_FLOAT, sizeof (MeshData), &mesh[0].s1);
gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->DisableClientState (GL_NORMAL_ARRAY);
gl->ClientActiveTexture (GL_TEXTURE0);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->DisableVertexAttribArray (locTangent);
gst_gl_context_clear_shader (context);
gl->Disable (GL_LIGHT0);
gl->Disable (GL_LIGHT1);
gl->Disable (GL_LIGHTING);
gl->Disable (GL_COLOR_MATERIAL);
xrot += 1.0f;
yrot += 0.9f;
zrot += 0.6f;
}
示例5: sizeof
/**
* gst_gl_filter_draw_texture:
* @filter: a #GstGLFilter
* @texture: the texture to draw
* @width: width of @texture
* @height: height of texture
*
* Draws @texture into the OpenGL scene at the specified @width and @height.
*/
void
gst_gl_filter_draw_texture (GstGLFilter * filter, GLuint texture,
guint width, guint height)
{
GstGLContext *context = filter->context;
GstGLFuncs *gl = context->gl_vtable;
GST_DEBUG ("drawing texture:%u dimensions:%ux%u", texture, width, height);
#if GST_GL_HAVE_OPENGL
if (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL) {
GLfloat verts[] = { -1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f
};
GLfloat texcoords[] = { 0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
gl->ActiveTexture (GL_TEXTURE0);
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gl->ClientActiveTexture (GL_TEXTURE0);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
}
#endif
#if GST_GL_HAVE_GLES2
if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) {
const GLfloat vVertices[] = {
-1.0f, -1.0f, 0.0f,
0.0f, 0.0f,
1.0, -1.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
/* glClear (GL_COLOR_BUFFER_BIT); */
/* Load the vertex position */
gl->VertexAttribPointer (filter->draw_attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), vVertices);
/* Load the texture coordinate */
gl->VertexAttribPointer (filter->draw_attr_texture_loc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (filter->draw_attr_position_loc);
gl->EnableVertexAttribArray (filter->draw_attr_texture_loc);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
}
#endif
}