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GStreamer OpenGL Plugins 0.10 Library Reference Manual | ![]() |
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Top | Description | Object Hierarchy | Properties |
#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