[175/906] add sin effect (desaturate everything but red shades). still needs some tuning.

This commit is contained in:
Filippo Argiolas 2008-08-16 09:13:39 +02:00 committed by Matthew Waters
parent 7364319bfd
commit 85502ef8cd
7 changed files with 117 additions and 0 deletions

View file

@ -41,6 +41,7 @@ libgstopengl_la_SOURCES = \
effects/gstgleffectsquare.c \
effects/gstgleffectlumatocurve.c \
effects/gstgleffectrgbtocurve.c \
effects/gstgleffectsin.c \
effects/gstgleffectglow.c

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@ -0,0 +1,61 @@
/*
* 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., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#include <gstgleffects.h>
static void
gst_gl_effects_sin_callback (gint width, gint height, guint texture, gpointer data)
{
GstGLEffects* effects = GST_GL_EFFECTS (data);
GstGLShader *shader;
shader = g_hash_table_lookup (effects->shaderstable, "sin0");
if (!shader) {
shader = gst_gl_shader_new ();
g_hash_table_insert (effects->shaderstable, "sin0", shader);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, sin_fragment_source,
GST_GL_SHADER_FRAGMENT_SOURCE));
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gst_gl_shader_use (shader);
glActiveTexture (GL_TEXTURE0);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_effects_draw_texture (effects, texture);
}
void
gst_gl_effects_sin (GstGLEffects *effects) {
GstGLFilter *filter = GST_GL_FILTER (effects);
gst_gl_filter_render_to_target (filter, effects->intexture, effects->outtexture,
gst_gl_effects_sin_callback, effects);
}

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@ -277,3 +277,50 @@ const gchar *rgb_to_curve_fragment_source =
" outcolor.a = color.a;"
" gl_FragColor = outcolor;"
"}";
const gchar *sin_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;"
"vec3 rgb2hsl (vec3 v) "
"{"
/* TODO: check this algorythm */
" float MIN, MAX;"
" float r, g, b;"
" float h, l, s;"
" float delta;"
" h = 0.0; l = 0.0; s = 0.0;"
" r = v.r; g = v.g; b = v.b;"
" MIN = min (r, min (g, b));"
" MAX = max (r, max (g, b));"
" delta = MAX - MIN;"
" l = (MAX + MIN) / 2.0;"
" if ((MAX - MIN) < 0.0001) { h = 0.0; s = 0.0; }"
" else {"
" if (l <= 0.5) s = (MAX - MIN) / (MAX + MIN);"
" else s = (MAX - MIN) / (2.0 - MAX - MIN);"
" if (r == MAX) h = (g - b) / delta;"
" else if (g == MAX) h = 2.0 + (b - r) / delta;"
" else h = 4.0 + (r - g) / delta;"
" h *= 60.0;"
" if (h < 0.0) h += 360.0;"
" }"
" return vec3 (h, l, s);"
"}"
"void main () {"
" vec3 HSL, RGB;"
" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
" HSL = rgb2hsl (color.rgb);"
/* move hls discontinuity away from the desired red zone so we can use
* smoothstep.. to try: convert degrees in radiants, divide by 2 and
* smoothstep sine */
" HSL.x += 180.0;"
" if ((HSL.x) > 360.0) HSL.x -= 360.0;"
/* damn, it is extremely hard to get rid of human face reds! */
/* picked hue is slightly shifted towards violet to prevent this but
* still fails.. maybe hsl is not well suited for this */
" float a = smoothstep (110.0, 150.0, HSL.x);"
" float b = smoothstep (170.0, 210.0, HSL.x);"
" float alpha = a - b;"
" gl_FragColor = color * alpha + luma * (1.0 - alpha);"
"}";

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@ -37,5 +37,6 @@ const gchar *vconv9_fragment_source;
const gchar *sum_fragment_source;
const gchar *luma_to_curve_fragment_source;
const gchar *rgb_to_curve_fragment_source;
const gchar *sin_fragment_source;
#endif /* __GST_GL_EFFECTS_SOURCES_H__ */

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@ -68,6 +68,7 @@ typedef enum {
GST_GL_EFFECT_SEPIA,
GST_GL_EFFECT_XPRO,
GST_GL_EFFECT_LUMA_XPRO,
GST_GL_EFFECT_SIN,
GST_GL_EFFECT_GLOW,
GST_GL_N_EFFECTS
} GstGLEffectsEffect;
@ -91,6 +92,7 @@ gst_gl_effects_effect_get_type (void)
{ GST_GL_EFFECT_SEPIA, "Sepia Toning Effect", "sepia" },
{ GST_GL_EFFECT_XPRO, "Cross Processing Effect", "xpro" },
{ GST_GL_EFFECT_LUMA_XPRO, "Luma Cross Processing Effect", "lumaxpro" },
{ GST_GL_EFFECT_SIN, "All Grey but Red Effect", "sin" },
{ GST_GL_EFFECT_GLOW, "Glow Lighting Effect", "glow" },
{ 0, NULL, NULL }
};
@ -145,6 +147,9 @@ gst_gl_effects_set_effect (GstGLEffects *effects, gint effect_type) {
case GST_GL_EFFECT_LUMA_XPRO:
effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_luma_xpro;
break;
case GST_GL_EFFECT_SIN:
effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_sin;
break;
case GST_GL_EFFECT_GLOW:
effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_glow;
break;

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@ -101,6 +101,7 @@ void gst_gl_effects_heat (GstGLEffects *effects);
void gst_gl_effects_sepia (GstGLEffects *effects);
void gst_gl_effects_xpro (GstGLEffects *effects);
void gst_gl_effects_luma_xpro (GstGLEffects *effects);
void gst_gl_effects_sin (GstGLEffects *effects);
void gst_gl_effects_glow (GstGLEffects *effects);
G_END_DECLS

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@ -176,6 +176,7 @@ main (gint argc, gchar * argv[])
gtk_combo_box_append_text (GTK_COMBO_BOX (combo), "xpro");
gtk_combo_box_append_text (GTK_COMBO_BOX (combo), "lumaxpro");
gtk_combo_box_append_text (GTK_COMBO_BOX (combo), "sepia");
gtk_combo_box_append_text (GTK_COMBO_BOX (combo), "sin");
gtk_combo_box_append_text (GTK_COMBO_BOX (combo), "glow");
g_signal_connect (G_OBJECT (combo), "changed", G_CALLBACK (apply_fx), filter);