gstreamer/ext/gl/effects/gstgleffectglow.c

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/*
* GStreamer
* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "../gstgleffects.h"
static gboolean kernel_ready = FALSE;
static float gauss_kernel[7];
static void
gst_gl_effects_glow_step_one (gint width, gint height, guint texture,
gpointer data)
{
GstGLShader *shader;
GstGLEffects *effects = GST_GL_EFFECTS (data);
GstGLFilter *filter = GST_GL_FILTER (effects);
GstGLContext *context = filter->context;
GstGLFuncs *gl = context->gl_vtable;
shader = g_hash_table_lookup (effects->shaderstable, "glow0");
if (!shader) {
shader = gst_gl_shader_new (context);
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g_hash_table_insert (effects->shaderstable, (gchar *) "glow0", shader);
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}
if (!gst_gl_shader_compile_and_check (shader,
luma_threshold_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
gst_gl_context_set_error (context,
"Failed to initialize luma threshold shader");
GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
("%s", gst_gl_context_get_error ()), (NULL));
return;
}
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
static void
gst_gl_effects_glow_step_two (gint width, gint height, guint texture,
gpointer data)
{
GstGLShader *shader;
GstGLEffects *effects = GST_GL_EFFECTS (data);
GstGLFilter *filter = GST_GL_FILTER (effects);
GstGLContext *context = filter->context;
GstGLFuncs *gl = context->gl_vtable;
shader = g_hash_table_lookup (effects->shaderstable, "glow1");
if (!shader) {
shader = gst_gl_shader_new (context);
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g_hash_table_insert (effects->shaderstable, (gchar *) "glow1", shader);
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}
if (!kernel_ready) {
fill_gaussian_kernel (gauss_kernel, 7, 10.0);
kernel_ready = TRUE;
}
if (!gst_gl_shader_compile_and_check (shader,
hconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
gst_gl_context_set_error (context, "Failed to initialize hconv7 shader");
GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
("%s", gst_gl_context_get_error ()), (NULL));
return;
}
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE1);
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1fv (shader, "kernel", 7, gauss_kernel);
gst_gl_shader_set_uniform_1f (shader, "height", height);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
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static void
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gst_gl_effects_glow_step_three (gint width, gint height, guint texture,
gpointer data)
{
GstGLShader *shader;
GstGLEffects *effects = GST_GL_EFFECTS (data);
GstGLFilter *filter = GST_GL_FILTER (effects);
GstGLContext *context = filter->context;
GstGLFuncs *gl = context->gl_vtable;
shader = g_hash_table_lookup (effects->shaderstable, "glow2");
if (!shader) {
shader = gst_gl_shader_new (context);
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g_hash_table_insert (effects->shaderstable, (gchar *) "glow2", shader);
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}
if (!gst_gl_shader_compile_and_check (shader,
vconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
gst_gl_context_set_error (context, "Failed to initialize vcon7 shader");
GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
("%s", gst_gl_context_get_error ()), (NULL));
return;
}
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE1);
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1fv (shader, "kernel", 7, gauss_kernel);
gst_gl_shader_set_uniform_1f (shader, "width", width);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
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static void
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gst_gl_effects_glow_step_four (gint width, gint height, guint texture,
gpointer data)
{
GstGLShader *shader;
GstGLEffects *effects = GST_GL_EFFECTS (data);
GstGLFilter *filter = GST_GL_FILTER (effects);
GstGLContext *context = filter->context;
GstGLFuncs *gl = context->gl_vtable;
shader = g_hash_table_lookup (effects->shaderstable, "glow3");
if (!shader) {
shader = gst_gl_shader_new (context);
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g_hash_table_insert (effects->shaderstable, (gchar *) "glow3", shader);
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}
if (!gst_gl_shader_compile_and_check (shader,
sum_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
gst_gl_context_set_error (context, "Failed to initialize sum shader");
GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
("%s", gst_gl_context_get_error ()), (NULL));
return;
}
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE2);
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, effects->intexture);
gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1f (shader, "alpha", 1.0);
gst_gl_shader_set_uniform_1i (shader, "base", 2);
gl->ActiveTexture (GL_TEXTURE1);
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1f (shader, "beta", (gfloat) 1 / 3.5f);
gst_gl_shader_set_uniform_1i (shader, "blend", 1);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
void
gst_gl_effects_glow (GstGLEffects * effects)
{
GstGLFilter *filter = GST_GL_FILTER (effects);
/* threshold */
gst_gl_filter_render_to_target (filter, TRUE, effects->intexture,
effects->midtexture[0], gst_gl_effects_glow_step_one, effects);
/* blur */
gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[0],
effects->midtexture[1], gst_gl_effects_glow_step_two, effects);
gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[1],
effects->midtexture[2], gst_gl_effects_glow_step_three, effects);
/* add blurred luma to intexture */
gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[2],
effects->outtexture, gst_gl_effects_glow_step_four, effects);
}