gstreamer/ext/gl/effects/gstgleffectssources.c

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2014-03-16 10:23:16 +00:00
/*
* 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.
*/
#if HAVE_CONFIG_H
#include "config.h"
#endif
#include <gst/gl/gstglconfig.h>
#include "../gstgleffects.h"
#include "gstgleffectssources.h"
#include <math.h>
/* A common file for sources is needed since shader sources can be
* generic and reused by several effects */
/* FIXME */
/* Move sooner or later into single .frag .vert files and either bake
* them into a c file at compile time or load them at run time */
/* fill a normalized and zero centered gaussian vector for separable
* gaussian convolution */
void
fill_gaussian_kernel (float *kernel, int size, float sigma)
{
int i;
float sum;
int l;
/* need an odd sized vector to center it at zero */
g_return_if_fail ((size % 2) != 0);
sum = 0.0;
l = (size - 1) / 2;
for (i = 0; i < size; i++) {
kernel[i] = expf (-0.5 * pow ((i - l) / sigma, 2.0));
sum += kernel[i];
}
for (i = 0; i < size; i++) {
kernel[i] /= sum;
}
}
/* *INDENT-OFF* */
/* Mirror effect */
#if GST_GL_HAVE_OPENGL
const gchar *mirror_fragment_source_opengl =
"uniform sampler2D tex;"
"void main () {"
" vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord;"
" normcoord = texturecoord - 0.5;"
" normcoord.x *= sign (normcoord.x);"
" texturecoord = normcoord + 0.5;"
" vec4 color = texture2D (tex, texturecoord);"
" gl_FragColor = color * gl_Color;"
"}";
#endif
#if GST_GL_HAVE_GLES2
const gchar *mirror_fragment_source_gles2 =
"precision mediump float;"
"varying vec2 v_texCoord;"
"uniform sampler2D tex;"
"void main () {"
" vec2 texturecoord = v_texCoord.xy;"
" float normcoord = texturecoord.x - 0.5;"
" normcoord *= sign (normcoord);"
" texturecoord.x = normcoord + 0.5;"
" gl_FragColor = texture2D (tex, texturecoord);"
"}";
#endif
/* Squeeze effect */
#if GST_GL_HAVE_OPENGL
const gchar *squeeze_fragment_source_opengl =
"uniform sampler2D tex;"
"void main () {"
" vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord = texturecoord - 0.5;"
" float r = length (normcoord);"
" r = pow(r, 0.40)*1.3;"
" normcoord = normcoord / r;"
" texturecoord = (normcoord + 0.5);"
" gl_FragColor = texture2D (tex, texturecoord);"
"}";
#endif
#if GST_GL_HAVE_GLES2
const gchar *squeeze_fragment_source_gles2 =
"precision mediump float;"
"varying vec2 v_texCoord;"
"uniform sampler2D tex;"
"void main () {"
" vec2 texturecoord = v_texCoord.xy;"
" vec2 normcoord = texturecoord - 0.5;"
" float r = length (normcoord);"
" r = pow(r, 0.40)*1.3;"
" normcoord = normcoord / r;"
" texturecoord = (normcoord + 0.5);"
" gl_FragColor = texture2D (tex, texturecoord);"
"}";
#endif
/* Stretch Effect */
const gchar *stretch_fragment_source =
"uniform sampler2D tex;"
"void main () {"
" vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord;"
" normcoord = texturecoord - 0.5;"
" float r = length (normcoord);"
" normcoord *= 2.0 - smoothstep(0.0, 0.35, r);"
" texturecoord = normcoord + 0.5;"
" vec4 color = texture2D (tex, texturecoord);"
" gl_FragColor = color * gl_Color;"
"}";
/* Light Tunnel effect */
const gchar *tunnel_fragment_source =
"uniform sampler2D tex;"
"void main () {"
" vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord;"
/* little trick with normalized coords to obtain a circle with
* rect textures */
" normcoord = (texturecoord - 0.5);"
" float r = length(normcoord);"
" normcoord *= clamp (r, 0.0, 0.275) / r;"
" texturecoord = normcoord + 0.5;"
" vec4 color = texture2D (tex, texturecoord); "
" gl_FragColor = color;"
"}";
/* FishEye effect */
const gchar *fisheye_fragment_source =
"uniform sampler2D tex;"
"void main () {"
" vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord;"
" normcoord = texturecoord - 0.5;"
" float r = length (normcoord);"
" normcoord *= r * sqrt(2);"
" texturecoord = normcoord + 0.5;"
" vec4 color = texture2D (tex, texturecoord);"
" gl_FragColor = color;"
"}";
/* Twirl effect */
const gchar *twirl_fragment_source =
"uniform sampler2D tex;"
"void main () {"
" vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord;"
" normcoord = texturecoord - 0.5;"
" float r = length (normcoord);"
/* calculate rotation angle: maximum (about pi/2) at the origin and
* gradually decrease it up to 0.6 of each quadrant */
" float phi = (1.0 - smoothstep (0.0, 0.3, r)) * 1.6;"
/* precalculate sin phi and cos phi, save some alu */
" float s = sin(phi);"
" float c = cos(phi);"
/* rotate */
" normcoord *= mat2(c, s, -s, c);"
" texturecoord = normcoord + 0.5;"
" vec4 color = texture2D (tex, texturecoord); "
" gl_FragColor = color;"
"}";
/* Bulge effect */
const gchar *bulge_fragment_source =
"uniform sampler2D tex;"
"void main () {"
" vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord;"
" normcoord = texturecoord - 0.5;"
" float r = length (normcoord);"
" normcoord *= smoothstep (-0.05, 0.25, r);"
" texturecoord = normcoord + 0.5;"
" vec4 color = texture2D (tex, texturecoord);"
" gl_FragColor = color;"
"}";
/* Square Effect */
const gchar *square_fragment_source =
"uniform sampler2D tex;"
"void main () {"
" vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord;"
" normcoord = texturecoord - 0.5;"
" float r = length (normcoord);"
" normcoord *= 1.0 + smoothstep(0.125, 0.25, abs(normcoord));"
" normcoord /= 2.0; /* zoom amount */"
" texturecoord = normcoord + 0.5;"
" vec4 color = texture2D (tex, texturecoord);"
" gl_FragColor = color * gl_Color;"
"}";
const gchar *luma_threshold_fragment_source =
"uniform sampler2D tex;"
"void main () {"
" vec2 texturecoord = gl_TexCoord[0].st;"
" vec4 color = texture2D(tex, texturecoord);"
" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));" /* BT.709 (from orange book) */
" gl_FragColor = vec4 (vec3 (smoothstep (0.30, 0.50, luma)), color.a);"
"}";
const gchar *sep_sobel_length_fragment_source =
"uniform sampler2D tex;"
"uniform bool invert;"
"void main () {"
" vec4 g = texture2D (tex, gl_TexCoord[0].st);"
/* restore black background with grey edges */
" g -= vec4(0.5, 0.5, 0.0, 0.0);"
" float len = length (g);"
/* little trick to avoid IF operator */
/* TODO: test if a standalone inverting pass is worth */
" gl_FragColor = abs(vec4(vec3(float(invert) - len), 1.0));"
"}";
const gchar *desaturate_fragment_source =
"uniform sampler2D tex;"
"void main () {"
" vec4 color = texture2D (tex, gl_TexCoord[0].st);"
" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
" gl_FragColor = vec4(vec3(luma), color.a);"
"}";
const gchar *sep_sobel_hconv3_fragment_source =
"uniform sampler2D tex;"
"uniform float width;"
"void main () {"
" float w = 1.0 / width;"
" vec2 texturecoord[3];"
" texturecoord[1] = gl_TexCoord[0].st;"
" texturecoord[0] = texturecoord[1] - vec2(w, 0.0);"
" texturecoord[2] = texturecoord[1] + vec2(w, 0.0);"
" float grad_kern[3];"
" grad_kern[0] = 1.0;"
" grad_kern[1] = 0.0;"
" grad_kern[2] = -1.0;"
" float blur_kern[3];"
" blur_kern[0] = 0.25;"
" blur_kern[1] = 0.5;"
" blur_kern[2] = 0.25;"
" int i;"
" vec4 sum = vec4 (0.0);"
" for (i = 0; i < 3; i++) { "
" vec4 neighbor = texture2D(tex, texturecoord[i]); "
" sum.r = neighbor.r * blur_kern[i] + sum.r;"
" sum.g = neighbor.g * grad_kern[i] + sum.g;"
" }"
" gl_FragColor = sum + vec4(0.0, 0.5, 0.0, 0.0);"
"}";
const gchar *sep_sobel_vconv3_fragment_source =
"uniform sampler2D tex;"
"uniform float height;"
"void main () {"
" float h = 1.0 / height;"
" vec2 texturecoord[3];"
" texturecoord[1] = gl_TexCoord[0].st;"
" texturecoord[0] = texturecoord[1] - vec2(0.0, h);"
" texturecoord[2] = texturecoord[1] + vec2(0.0, h);"
" float grad_kern[3];"
" grad_kern[0] = 1.0;"
" grad_kern[1] = 0.0;"
" grad_kern[2] = -1.0;"
" float blur_kern[3];"
" blur_kern[0] = 0.25;"
" blur_kern[1] = 0.5;"
" blur_kern[2] = 0.25;"
" int i;"
" vec4 sum = vec4 (0.0);"
" for (i = 0; i < 3; i++) { "
" vec4 neighbor = texture2D(tex, texturecoord[i]); "
" sum.r = neighbor.r * grad_kern[i] + sum.r;"
" sum.g = neighbor.g * blur_kern[i] + sum.g;"
" }"
" gl_FragColor = sum + vec4(0.5, 0.0, 0.0, 0.0);"
"}";
/* horizontal convolution 7x7 */
const gchar *hconv7_fragment_source =
"uniform sampler2D tex;"
"uniform float kernel[7];"
"uniform float width;"
"void main () {"
" float w = 1.0 / width;"
" vec2 texturecoord[7];"
" texturecoord[3] = gl_TexCoord[0].st;"
" texturecoord[2] = texturecoord[3] - vec2(w, 0.0);"
" texturecoord[1] = texturecoord[2] - vec2(w, 0.0);"
" texturecoord[0] = texturecoord[1] - vec2(w, 0.0);"
" texturecoord[4] = texturecoord[3] + vec2(w, 0.0);"
" texturecoord[5] = texturecoord[4] + vec2(w, 0.0);"
" texturecoord[6] = texturecoord[5] + vec2(w, 0.0);"
" int i;"
" vec4 sum = vec4 (0.0);"
" for (i = 0; i < 7; i++) { "
" vec4 neighbor = texture2D(tex, texturecoord[i]); "
" sum += neighbor * kernel[i];"
" }"
" gl_FragColor = sum;"
"}";
/* vertical convolution 7x7 */
const gchar *vconv7_fragment_source =
"uniform sampler2D tex;"
"uniform float kernel[7];"
"uniform float height;"
"void main () {"
" float h = 1.0 / height;"
" vec2 texturecoord[7];"
" texturecoord[3] = gl_TexCoord[0].st;"
" texturecoord[2] = texturecoord[3] - vec2(0.0, h);"
" texturecoord[1] = texturecoord[2] - vec2(0.0, h);"
" texturecoord[0] = texturecoord[1] - vec2(0.0, h);"
" texturecoord[4] = texturecoord[3] + vec2(0.0, h);"
" texturecoord[5] = texturecoord[4] + vec2(0.0, h);"
" texturecoord[6] = texturecoord[5] + vec2(0.0, h);"
" int i;"
" vec4 sum = vec4 (0.0);"
" for (i = 0; i < 7; i++) { "
" vec4 neighbor = texture2D(tex, texturecoord[i]);"
" sum += neighbor * kernel[i];"
" }"
" gl_FragColor = sum;"
"}";
/* TODO: support several blend modes */
const gchar *sum_fragment_source =
"uniform sampler2D base;"
"uniform sampler2D blend;"
"uniform float alpha;"
"uniform float beta;"
"void main () {"
" vec4 basecolor = texture2D (base, gl_TexCoord[0].st);"
" vec4 blendcolor = texture2D (blend, gl_TexCoord[0].st);"
" gl_FragColor = alpha * basecolor + beta * blendcolor;"
"}";
const gchar *multiply_fragment_source =
"uniform sampler2D base;"
"uniform sampler2D blend;"
"uniform float alpha;"
"void main () {"
" vec4 basecolor = texture2D (base, gl_TexCoord[0].st);"
" vec4 blendcolor = texture2D (blend, gl_TexCoord[0].st);"
" gl_FragColor = (1.0 - alpha) * basecolor + alpha * basecolor * blendcolor;"
"}";
/* lut operations, map luma to tex1d, see orange book (chapter 19) */
const gchar *luma_to_curve_fragment_source =
"uniform sampler2D tex;"
"uniform sampler1D curve;"
"void main () {"
" vec2 texturecoord = gl_TexCoord[0].st;"
" vec4 color = texture2D (tex, texturecoord);"
" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
" color = texture1D(curve, luma);"
" gl_FragColor = color;"
"}";
/* lut operations, map rgb to tex1d, see orange book (chapter 19) */
const gchar *rgb_to_curve_fragment_source =
"uniform sampler2D tex;"
"uniform sampler1D curve;"
"void main () {"
" vec4 color = texture2D (tex, gl_TexCoord[0].st);"
" vec4 outcolor;"
" outcolor.r = texture1D(curve, color.r).r;"
" outcolor.g = texture1D(curve, color.g).g;"
" outcolor.b = texture1D(curve, color.b).b;"
" outcolor.a = color.a;"
" gl_FragColor = outcolor;"
"}";
const gchar *sin_fragment_source =
"uniform sampler2D tex;"
"void main () {"
" vec4 color = texture2D (tex, vec2(gl_TexCoord[0].st));"
" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
/* calculate hue with the Preucil formula */
" float cosh = color.r - 0.5*(color.g + color.b);"
/* sqrt(3)/2 = 0.866 */
" float sinh = 0.866*(color.g - color.b);"
/* hue = atan2 h */
" float sch = (1.0-sinh)*cosh;"
/* ok this is a little trick I came up because I didn't find any
* detailed proof of the Preucil formula. The issue is that tan(h) is
* pi-periodic so the smoothstep thing gives both reds (h = 0) and
* cyans (h = 180). I don't want to use atan since it requires
* branching and doesn't work on i915. So take only the right half of
* the circle where cosine is positive */
/* take a slightly purple color trying to get rid of human skin reds */
/* tanh = +-1.0 for h = +-45, where yellow=60, magenta=-60 */
" float a = smoothstep (0.3, 1.0, sch);"
" float b = smoothstep (-0.4, -0.1, sinh);"
" float mix = a * b;"
" gl_FragColor = color * mix + luma * (1.0 - mix);"
"}";
const gchar *interpolate_fragment_source =
"uniform sampler2D base;"
"uniform sampler2D blend;"
"void main () {"
"vec4 basecolor = texture2D (base, gl_TexCoord[0].st);"
"vec4 blendcolor = texture2D (blend, gl_TexCoord[0].st);"
"vec4 white = vec4(1.0);"
"gl_FragColor = blendcolor + (1.0 - blendcolor.a) * basecolor;"
"}";
const gchar *texture_interp_fragment_source =
"uniform sampler2D base;"
"uniform sampler2D blend;"
"uniform sampler2D alpha;"
"void main () {"
" vec4 basecolor = texture2D (base, gl_TexCoord[0].st);"
" vec4 blendcolor = texture2D (blend, gl_TexCoord[0].st);"
" vec4 alphacolor = texture2D (alpha, gl_TexCoord[0].st);"
" gl_FragColor = (alphacolor * blendcolor) + (1.0 - alphacolor) * basecolor;"
"}";
const gchar *difference_fragment_source =
"uniform sampler2D saved;"
"uniform sampler2D current;"
"void main () {"
"vec4 savedcolor = texture2D (saved, gl_TexCoord[0].st);"
"vec4 currentcolor = texture2D (current, gl_TexCoord[0].st);"
"gl_FragColor = vec4 (step (0.12, length (savedcolor - currentcolor)));"
"}";
/* *INDENT-ON* */