[212/906] add a glbumper (bump mapping filter through GLSL) that exposes how to use both vertex and fragment shaders
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@ -216,7 +216,8 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
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display->ouput_texture_height = 0;
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display->ouput_texture_height = 0;
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//action gen and del shader
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//action gen and del shader
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display->gen_text_shader = NULL;
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display->gen_shader_fragment_source = NULL;
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display->gen_shader_vertex_source = NULL;
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display->gen_shader = NULL;
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display->gen_shader = NULL;
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display->del_shader = NULL;
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display->del_shader = NULL;
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@ -1566,7 +1567,7 @@ gst_gl_display_thread_use_fbo (GstGLDisplay *display)
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glDrawBuffer(GL_NONE);
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glDrawBuffer(GL_NONE);
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glPopMatrix();
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@ -1606,11 +1607,28 @@ gst_gl_display_thread_gen_shader (GstGLDisplay* display)
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glutSetWindow (display->glutWinId);
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glutSetWindow (display->glutWinId);
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if (GLEW_ARB_fragment_shader)
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if (GLEW_ARB_fragment_shader)
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{
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{
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gboolean isAlive = TRUE;
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GError *error = NULL;
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display->gen_shader = gst_gl_shader_new ();
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display->gen_shader = gst_gl_shader_new ();
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if (!gst_gl_shader_compile_and_check (display->gen_shader,
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if (display->gen_shader_vertex_source)
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display->gen_text_shader,
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gst_gl_shader_set_vertex_source(display->gen_shader, display->gen_shader_vertex_source);
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GST_GL_SHADER_FRAGMENT_SOURCE))
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if (display->gen_shader_fragment_source)
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gst_gl_shader_set_fragment_source(display->gen_shader, display->gen_shader_fragment_source);
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gst_gl_shader_compile (display->gen_shader, &error);
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if (error)
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{
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g_warning ("%s", error->message);
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g_error_free (error);
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error = NULL;
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gst_gl_shader_use (NULL);
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isAlive = FALSE;
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}
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if (!isAlive)
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{
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{
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display->isAlive = FALSE;
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display->isAlive = FALSE;
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g_object_unref (G_OBJECT (display->gen_shader));
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g_object_unref (G_OBJECT (display->gen_shader));
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@ -2254,13 +2272,20 @@ gst_gl_display_del_fbo (GstGLDisplay* display, GLuint fbo,
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/* Called by glfilter */
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/* Called by glfilter */
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void
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void
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gst_gl_display_gen_shader (GstGLDisplay* display, const gchar* textShader, GstGLShader** shader)
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gst_gl_display_gen_shader (GstGLDisplay* display,
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const gchar* shader_vertex_source,
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const gchar* shader_fragment_source,
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GstGLShader** shader)
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{
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{
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gst_gl_display_lock (display);
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gst_gl_display_lock (display);
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display->gen_text_shader = textShader;
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display->gen_shader_vertex_source = shader_vertex_source;
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display->gen_shader_fragment_source = shader_fragment_source;
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gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_GEN_SHADER, display);
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gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_GEN_SHADER, display);
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g_cond_wait (display->cond_gen_shader, display->mutex);
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g_cond_wait (display->cond_gen_shader, display->mutex);
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*shader = display->gen_shader;
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*shader = display->gen_shader;
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display->gen_shader = NULL;
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display->gen_shader_vertex_source = NULL;
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display->gen_shader_fragment_source = NULL;
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gst_gl_display_unlock (display);
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gst_gl_display_unlock (display);
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}
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}
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@ -222,7 +222,8 @@ struct _GstGLDisplay {
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GLuint ouput_texture_height;
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GLuint ouput_texture_height;
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//action gen and del shader
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//action gen and del shader
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const gchar* gen_text_shader;
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const gchar* gen_shader_fragment_source;
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const gchar* gen_shader_vertex_source;
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GstGLShader* gen_shader;
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GstGLShader* gen_shader;
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GstGLShader* del_shader;
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GstGLShader* del_shader;
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@ -300,7 +301,10 @@ gboolean gst_gl_display_use_fbo (GstGLDisplay* display, gint texture_fbo_width,
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void gst_gl_display_del_fbo (GstGLDisplay* display, GLuint fbo,
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void gst_gl_display_del_fbo (GstGLDisplay* display, GLuint fbo,
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GLuint depth_buffer);
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GLuint depth_buffer);
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void gst_gl_display_gen_shader (GstGLDisplay* display, const gchar* textShader, GstGLShader** shader);
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void gst_gl_display_gen_shader (GstGLDisplay* display,
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const gchar* shader_vertex_source,
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const gchar* shader_fragment_source,
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GstGLShader** shader);
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void gst_gl_display_del_shader (GstGLDisplay* display, GstGLShader* shader);
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void gst_gl_display_del_shader (GstGLDisplay* display, GstGLShader* shader);
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void gst_gl_display_set_window_id (GstGLDisplay* display, gulong winId);
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void gst_gl_display_set_window_id (GstGLDisplay* display, gulong winId);
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@ -490,6 +490,18 @@ gst_gl_shader_set_uniform_1i (GstGLShader * shader, const gchar * name,
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glUniform1iARB (location, value);
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glUniform1iARB (location, value);
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}
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}
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GLint
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gst_gl_shader_get_attribute_location (GstGLShader * shader, const gchar *name)
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{
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GstGLShaderPrivate *priv;
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priv = shader->priv;
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g_return_val_if_fail (priv->program_handle != 0, 0);
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return glGetUniformLocationARB (priv->program_handle, name);
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}
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GQuark
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GQuark
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gst_gl_shader_error_quark (void)
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gst_gl_shader_error_quark (void)
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{
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{
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@ -89,6 +89,8 @@ void gst_gl_shader_set_uniform_1i (GstGLShader *shader, const gchar *name, gint
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void gst_gl_shader_set_uniform_1f (GstGLShader *shader, const gchar *name, gfloat value);
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void gst_gl_shader_set_uniform_1f (GstGLShader *shader, const gchar *name, gfloat value);
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void gst_gl_shader_set_uniform_1fv (GstGLShader *shader, const gchar *name, guint count, gfloat * value);
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void gst_gl_shader_set_uniform_1fv (GstGLShader *shader, const gchar *name, guint count, gfloat * value);
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GLint gst_gl_shader_get_attribute_location (GstGLShader *shader, const gchar *name);
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G_END_DECLS
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G_END_DECLS
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#endif /* __GST_GL_SHADER_H__ */
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#endif /* __GST_GL_SHADER_H__ */
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