Top |
gchar * | active | Read / Write |
gboolean | compiled | Read |
gchar * | fragment-src | Read / Write |
gchar * | vertex-src | Read / Write |
enum | GstGLShaderError |
enum | GstGLShaderSourceType |
struct | gst_gl_shadervariable_desc |
GstGLShader |
int gst_gl_shadervariable_set (GstGLShader *shader
,struct gst_gl_shadervariable_desc *ret
);
int gst_gl_shadervariables_parse (GstGLShader *shader
,char *variables
,int (*_setvariable) (GstGLShader * shader, struct gst_gl_shadervariable_desc * v)
);
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
);
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_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
);
void gst_gl_shader_set_uniform_1iv (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_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_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_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_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_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_matrix_2fv (GstGLShader *shader
,const gchar *name
,gint count
,gboolean transpose
,const gfloat *value
);
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_3fv (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_4fv (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
);
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
);
“active”
property“active” gchar *
Enable/Disable the shader.
Flags: Read / Write
Default value: NULL
“compiled”
property“compiled” gboolean
Shader compile and link status.
Flags: Read
Default value: FALSE
“fragment-src”
property“fragment-src” gchar *
GLSL Fragment Shader source code.
Flags: Read / Write
Default value: NULL
“vertex-src”
property“vertex-src” gchar *
GLSL Vertex Shader source code.
Flags: Read / Write
Default value: NULL