| GStreamer OpenGL Plugins 0.10 Library Reference Manual | ||||
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#define GST_GL_SHADER_ERROR
enum GstGLShaderError;
enum GstGLShaderSourceType;
GstGLShaderPrivate;
GstGLShader;
GQuark gst_gl_shader_error_quark (void);
GstGLShader * gst_gl_shader_new (void);
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);
void gst_gl_shader_release (GstGLShader *shader);
void gst_gl_shader_use (GstGLShader *shader);
void gst_gl_shader_set_uniform_1i (GstGLShader *shader,
const gchar *name,
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);
GLint gst_gl_shader_get_attribute_location
(GstGLShader *shader,
const gchar *name);
"active" gchar* : Read / Write "compiled" gboolean : Read "fragment-src" gchar* : Read / Write "vertex-src" gchar* : Read / Write
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;
void gst_gl_shader_set_vertex_source (GstGLShader *shader,
const gchar *src);
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void gst_gl_shader_set_fragment_source (GstGLShader *shader,
const gchar *src);
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const gchar * gst_gl_shader_get_vertex_source (GstGLShader *shader);
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const gchar * gst_gl_shader_get_fragment_source (GstGLShader *shader);
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void gst_gl_shader_set_active (GstGLShader *shader,
gboolean active);
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gboolean gst_gl_shader_is_compiled (GstGLShader *shader);
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gboolean gst_gl_shader_compile (GstGLShader *shader, GError **error);
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gboolean gst_gl_shader_compile_and_check (GstGLShader *shader, const gchar *source, GstGLShaderSourceType type);
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void gst_gl_shader_set_uniform_1i (GstGLShader *shader,
const gchar *name,
gint 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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GLint gst_gl_shader_get_attribute_location
(GstGLShader *shader,
const gchar *name);
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"compiled" property"compiled" gboolean : Read
Shader compile and link status.
Default value: FALSE
"fragment-src" property"fragment-src" gchar* : Read / Write
GLSL Fragment Shader source code.
Default value: NULL
"vertex-src" property"vertex-src" gchar* : Read / Write
GLSL Vertex Shader source code.
Default value: NULL