| 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