diff options
Diffstat (limited to 'sys/glsink/gstglfilterexample.c')
-rw-r--r-- | sys/glsink/gstglfilterexample.c | 76 |
1 files changed, 65 insertions, 11 deletions
diff --git a/sys/glsink/gstglfilterexample.c b/sys/glsink/gstglfilterexample.c index 6a513b33..aa709abc 100644 --- a/sys/glsink/gstglfilterexample.c +++ b/sys/glsink/gstglfilterexample.c @@ -190,6 +190,8 @@ gst_gl_filter_example_transform (GstGLFilter * filter, GstGLBuffer * outbuf, GstGLBuffer * inbuf) { //GstGLFilterExample *example = GST_GL_FILTER_EXAMPLE(filter); + int i, j; + double *vertex_x, *vertex_y; glDisable (GL_CULL_FACE); glEnableClientState (GL_TEXTURE_COORD_ARRAY); @@ -203,6 +205,8 @@ gst_gl_filter_example_transform (GstGLFilter * filter, GstGLBuffer * outbuf, glColor4f (1, 0, 1, 1); #define GAIN 0.5 + /* just for fun. swap red and blue components. Doesn't work on my + * driver. */ { const double matrix[16] = { 0, 0, 1.0, 0, @@ -218,20 +222,70 @@ gst_gl_filter_example_transform (GstGLFilter * filter, GstGLBuffer * outbuf, glPixelTransferf (GL_POST_COLOR_MATRIX_BLUE_BIAS, (1 - GAIN) / 2); } - glBegin (GL_QUADS); - glNormal3f (0, 0, -1); - glTexCoord2f (inbuf->width, 0); - glVertex3f (0.9, -0.9, 0); - glTexCoord2f (0, 0); - glVertex3f (-1.0, -1.0, 0); - glTexCoord2f (0, inbuf->height); - glVertex3f (-1.0, 1.0, 0); - glTexCoord2f (inbuf->width, inbuf->height); - glVertex3f (1.0, 1.0, 0); - glEnd (); + /* load raster-scanning matrix */ + { + const double matrix[16] = { + 2.0, 0, 0, 0, + 0, 2.0, 0, 0, + 0, 0, 1, 0, + -1, -1, 0, 1 + }; + glMatrixMode (GL_MODELVIEW); + glLoadMatrixd (matrix); + } + /* load texture raster-scanning matrix */ + { + double matrix[16] = { + 1.0, 0, 0, 0, + 0, 1.0, 0, 0, + 0, 0, 1, 0, + -1, -1, 0, 1 + }; + matrix[0] = inbuf->width; + matrix[5] = inbuf->height; + glMatrixMode (GL_TEXTURE); + glLoadMatrixd (matrix); + } + +#define N 10 +#define SCALE (1.0/N) +#define NOISE() (0.1*SCALE*g_random_double_range(-1,1)) + vertex_x = malloc (sizeof (double) * (N + 1) * (N + 1)); + vertex_y = malloc (sizeof (double) * (N + 1) * (N + 1)); + for (j = 0; j < N + 1; j++) { + for (i = 0; i < N + 1; i++) { + vertex_x[j * (N + 1) + i] = i * SCALE + NOISE (); + vertex_y[j * (N + 1) + i] = j * SCALE + NOISE (); + } + } + for (j = 0; j < N; j++) { + for (i = 0; i < N; i++) { + glBegin (GL_QUADS); + glNormal3f (0, 0, -1); + glTexCoord2f (i * SCALE, j * SCALE); + glVertex3f (vertex_x[j * (N + 1) + i], vertex_y[j * (N + 1) + i], 0); + glTexCoord2f ((i + 1) * SCALE, j * SCALE); + glVertex3f (vertex_x[j * (N + 1) + (i + 1)], + vertex_y[j * (N + 1) + (i + 1)], 0); + glTexCoord2f ((i + 1) * SCALE, (j + 1) * SCALE); + glVertex3f (vertex_x[(j + 1) * (N + 1) + (i + 1)], + vertex_y[(j + 1) * (N + 1) + (i + 1)], 0); + glTexCoord2f (i * SCALE, (j + 1) * SCALE); + glVertex3f (vertex_x[(j + 1) * (N + 1) + i], + vertex_y[(j + 1) * (N + 1) + i], 0); + glEnd (); + } + } + free (vertex_x); + free (vertex_y); + glFlush (); + glMatrixMode (GL_MODELVIEW); + glLoadIdentity (); + glMatrixMode (GL_TEXTURE); + glLoadIdentity (); glMatrixMode (GL_COLOR); glLoadIdentity (); glPixelTransferf (GL_POST_COLOR_MATRIX_RED_SCALE, 1.0); |