/* * GStreamer * Copyright (C) 2008 Filippo Argiolas * Copyright (C) 2014 Julien Isorce * * 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. */ #ifndef __GST_GL_SHADER_H__ #define __GST_GL_SHADER_H__ #include G_BEGIN_DECLS #define GST_GL_TYPE_SHADER (gst_gl_shader_get_type()) #define GST_GL_SHADER(o) (G_TYPE_CHECK_INSTANCE_CAST((o), GST_GL_TYPE_SHADER, GstGLShader)) #define GST_GL_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS((k), GST_GL_TYPE_SHADER, GstGLShaderClass)) #define GST_GL_IS_SHADER(o) (G_TYPE_CHECK_INSTANCE_TYPE((o), GST_GL_TYPE_SHADER)) #define GST_GL_IS_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS_TYPE((k), GST_GL_TYPE_SHADER)) #define GST_GL_SHADER_GET_CLASS(o) (G_TYPE_INSTANCE_GET_CLASS((o), GST_GL_TYPE_SHADER, GstGLShaderClass)) #define GST_GL_SHADER_ERROR (gst_gl_shader_error_quark ()) typedef enum { GST_GL_SHADER_ERROR_COMPILE, GST_GL_SHADER_ERROR_LINK, GST_GL_SHADER_ERROR_PROGRAM } GstGLShaderError; typedef enum { GST_GL_SHADER_FRAGMENT_SOURCE, GST_GL_SHADER_VERTEX_SOURCE } GstGLShaderSourceType; struct _GstGLShader { /*< private >*/ GstObject parent; GstGLContext *context; GstGLShaderPrivate *priv; }; struct _GstGLShaderClass { /*< private >*/ GstObjectClass parent_class; }; /* methods */ GQuark gst_gl_shader_error_quark (void); GType gst_gl_shader_get_type (void); GstGLShader * gst_gl_shader_new (GstGLContext *context); int gst_gl_shader_get_program_handle(GstGLShader * shader); void gst_gl_shader_set_vertex_source (GstGLShader *shader, const gchar *src); void gst_gl_shader_set_fragment_source (GstGLShader *shader, const gchar *src); const gchar * gst_gl_shader_get_vertex_source (GstGLShader *shader); const gchar * gst_gl_shader_get_fragment_source (GstGLShader *shader); void gst_gl_shader_set_active (GstGLShader *shader, gboolean active); gboolean gst_gl_shader_is_compiled (GstGLShader *shader); gboolean gst_gl_shader_compile (GstGLShader *shader, GError **error); gboolean gst_gl_shader_compile_and_check (GstGLShader *shader, const gchar *source, GstGLShaderSourceType type); gboolean gst_gl_shader_compile_all_with_attribs_and_check (GstGLShader *shader, const gchar *v_src, const gchar *f_src, const gint n_attribs, const gchar *attrib_names[], GLint attrib_locs[]); gboolean gst_gl_shader_compile_with_default_f_and_check (GstGLShader *shader, const gchar *v_src, const gint n_attribs, const gchar *attrib_names[], GLint attrib_locs[]); gboolean gst_gl_shader_compile_with_default_v_and_check (GstGLShader *shader, const gchar *f_src, GLint *pos_loc, GLint *tex_loc); gboolean gst_gl_shader_compile_with_default_vf_and_check (GstGLShader *shader, GLint *pos_loc, GLint *tex_loc); void gst_gl_shader_release (GstGLShader *shader); void gst_gl_shader_use (GstGLShader *shader); void gst_gl_context_clear_shader (GstGLContext *context); void gst_gl_shader_set_uniform_1i (GstGLShader *shader, const gchar *name, gint value); void gst_gl_shader_set_uniform_1iv (GstGLShader *shader, const gchar *name, guint count, gint *value); void gst_gl_shader_set_uniform_1f (GstGLShader *shader, const gchar *name, gfloat value); void gst_gl_shader_set_uniform_1fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value); void gst_gl_shader_set_uniform_2i (GstGLShader *shader, const gchar *name, gint v0, gint v1); void gst_gl_shader_set_uniform_2iv (GstGLShader *shader, const gchar *name, guint count, gint *value); void gst_gl_shader_set_uniform_2f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1); void gst_gl_shader_set_uniform_2fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value); void gst_gl_shader_set_uniform_3i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2); void gst_gl_shader_set_uniform_3iv (GstGLShader *shader, const gchar *name, guint count, gint * value); void gst_gl_shader_set_uniform_3f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2); void gst_gl_shader_set_uniform_3fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value); void gst_gl_shader_set_uniform_4i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2, gint v3); void gst_gl_shader_set_uniform_4iv (GstGLShader *shader, const gchar *name, guint count, gint *value); void gst_gl_shader_set_uniform_4f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2, gfloat v3); void gst_gl_shader_set_uniform_4fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value); void gst_gl_shader_set_uniform_matrix_2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); #if GST_GL_HAVE_OPENGL void gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_2x4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_3x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_3x4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_4x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); #endif gint gst_gl_shader_get_attribute_location (GstGLShader *shader, const gchar *name); void gst_gl_shader_bind_attribute_location (GstGLShader * shader, guint index, const gchar * name); G_END_DECLS #endif /* __GST_GL_SHADER_H__ */