| /* |
| * 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., 51 Franklin St, Fifth Floor, |
| * Boston, MA 02110-1301, USA. |
| */ |
| #ifdef HAVE_CONFIG_H |
| #include "config.h" |
| #endif |
| |
| #include "../gstgleffects.h" |
| |
| static void |
| gst_gl_effects_stretch_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 = g_hash_table_lookup (effects->shaderstable, "stretch0"); |
| |
| if (!shader) { |
| shader = gst_gl_shader_new (context); |
| g_hash_table_insert (effects->shaderstable, (gchar *) "stretch0", shader); |
| } |
| |
| if (!gst_gl_shader_compile_and_check (shader, |
| stretch_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { |
| gst_gl_context_set_error (context, "Failed to initialize stretch shader"); |
| GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, |
| ("%s", gst_gl_context_get_error ()), (NULL)); |
| return; |
| } |
| |
| gl->MatrixMode (GL_PROJECTION); |
| gl->LoadIdentity (); |
| |
| gst_gl_shader_use (shader); |
| |
| gl->ActiveTexture (GL_TEXTURE0); |
| gl->Enable (GL_TEXTURE_2D); |
| gl->BindTexture (GL_TEXTURE_2D, texture); |
| |
| gst_gl_shader_set_uniform_1i (shader, "tex", 0); |
| |
| gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f); |
| gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f); |
| |
| gst_gl_filter_draw_texture (filter, texture, width, height); |
| } |
| |
| void |
| gst_gl_effects_stretch (GstGLEffects * effects) |
| { |
| GstGLFilter *filter = GST_GL_FILTER (effects); |
| |
| gst_gl_filter_render_to_target (filter, TRUE, effects->intexture, |
| effects->outtexture, gst_gl_effects_stretch_callback, effects); |
| } |