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[163/906] import glow effect (maybe the most tricky) from cvs branch
This commit is contained in:
parent
e8d27cadf7
commit
aa7e3867ac
6 changed files with 292 additions and 28 deletions
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@ -26,13 +26,14 @@ libgstopengl_la_SOURCES = \
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gstgltestsrc.c \
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gstgltestsrc.h \
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gstgleffects.c \
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effects/gstgleffects.h \
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gstgleffects.h \
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effects/gstgleffectssources.c \
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effects/gstgleffectssources.h \
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effects/gstgleffectidentity.c \
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effects/gstgleffectmirror.c \
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effects/gstgleffectsqueeze.c \
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effects/gstgleffectstretch.c
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effects/gstgleffectstretch.c \
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effects/gstgleffectglow.c
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# check order of CFLAGS and LIBS, shouldn't the order be the other way around
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188
gst/gl/effects/gstgleffectglow.c
Normal file
188
gst/gl/effects/gstgleffectglow.c
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@ -0,0 +1,188 @@
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/*
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* GStreamer
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* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#include <gstgleffects.h>
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static gfloat gauss_kernel[9] = { 0.060493, 0.075284, 0.088016,
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0.096667, 0.099736, 0.096667,
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0.088016, 0.075284, 0.060493 };
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static void
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gst_gl_effects_glow_step_one (gint width, gint height, guint texture, gpointer data)
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{
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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shader = g_hash_table_lookup (effects->shaderstable, "glow0");
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if (!shader) {
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shader = gst_gl_shader_new ();
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g_hash_table_insert (effects->shaderstable, "glow0", shader);
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}
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g_return_if_fail (
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gst_gl_shader_compile_and_check (shader, luma_threshold_fragment_source,
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GST_GL_SHADER_FRAGMENT_SOURCE));
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gst_gl_shader_use (shader);
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glActiveTexture (GL_TEXTURE0);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_effects_draw_texture (effects, texture);
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}
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static void
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gst_gl_effects_glow_step_two (gint width, gint height, guint texture, gpointer stuff)
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{
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GstGLEffects* effects = GST_GL_EFFECTS (stuff);
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GstGLShader *shader;
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/* hard coded kernel, it could be easily generated at runtime with a
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* property to change standard deviation */
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shader = g_hash_table_lookup (effects->shaderstable, "glow1");
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if (!shader) {
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shader = gst_gl_shader_new ();
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g_hash_table_insert (effects->shaderstable, "glow1", shader);
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}
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g_return_if_fail (
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gst_gl_shader_compile_and_check (shader, hconv9_fragment_source,
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GST_GL_SHADER_FRAGMENT_SOURCE));
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gst_gl_shader_use (shader);
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glActiveTexture (GL_TEXTURE1);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (shader, "tex", 1);
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gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
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gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.740656);
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gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0);
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gst_gl_effects_draw_texture (effects, texture);
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}
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void
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gst_gl_effects_glow_step_three (gint width, gint height, guint texture, gpointer stuff)
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{
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GstGLEffects* effects = GST_GL_EFFECTS (stuff);
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GstGLShader *shader;
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shader = g_hash_table_lookup (effects->shaderstable, "glow2");
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if (!shader) {
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shader = gst_gl_shader_new ();
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g_hash_table_insert (effects->shaderstable, "glow2", shader);
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}
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g_return_if_fail (
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gst_gl_shader_compile_and_check (shader, vconv9_fragment_source,
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GST_GL_SHADER_FRAGMENT_SOURCE));
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gst_gl_shader_use (shader);
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glActiveTexture (GL_TEXTURE1);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (shader, "tex", 1);
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gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
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gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.740656);
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gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0);
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gst_gl_effects_draw_texture (effects, texture);
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}
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void
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gst_gl_effects_glow_step_four (gint width, gint height, guint texture, gpointer stuff)
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{
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GstGLEffects* effects = GST_GL_EFFECTS (stuff);
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GstGLShader *shader;
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shader = g_hash_table_lookup (effects->shaderstable, "glow3");
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if (!shader) {
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shader = gst_gl_shader_new ();
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g_hash_table_insert (effects->shaderstable, "glow3", shader);
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}
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g_return_if_fail (
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gst_gl_shader_compile_and_check (shader, blend_fragment_source,
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GST_GL_SHADER_FRAGMENT_SOURCE));
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gst_gl_shader_use (shader);
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glActiveTexture (GL_TEXTURE2);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, effects->intexture);
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (shader, "base", 2);
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glActiveTexture (GL_TEXTURE1);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (shader, "blend", 1);
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gst_gl_effects_draw_texture (effects, texture);
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}
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void
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gst_gl_effects_glow (GstGLEffects *effects) {
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GstGLFilter *filter = GST_GL_FILTER (effects);
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/* threshold */
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gst_gl_filter_render_to_target (filter, effects->intexture, effects->midtexture[0],
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gst_gl_effects_glow_step_one, effects);
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/* blur */
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gst_gl_filter_render_to_target (filter, effects->midtexture[0], effects->midtexture[1],
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gst_gl_effects_glow_step_two, effects);
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gst_gl_filter_render_to_target (filter, effects->midtexture[1], effects->midtexture[2],
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gst_gl_effects_glow_step_three, effects);
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/* add blurred luma to intexture */
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gst_gl_filter_render_to_target (filter, effects->midtexture[2], effects->outtexture,
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gst_gl_effects_glow_step_four, effects);
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}
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@ -43,36 +43,101 @@ const gchar *mirror_fragment_source =
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/* Squeeze effect */
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const gchar *squeeze_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0; "
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" float r = length (normcoord);"
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" r = pow(r, 0.40)*1.3;"
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" normcoord = normcoord / r;"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord); "
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" gl_FragColor = color * gl_Color;"
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"}";
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0; "
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" float r = length (normcoord);"
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" r = pow(r, 0.40)*1.3;"
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" normcoord = normcoord / r;"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord); "
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" gl_FragColor = color * gl_Color;"
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"}";
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/* Stretch Effect */
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const gchar *stretch_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0;"
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" float r = length (normcoord);"
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" normcoord *= 2.0 - smoothstep(0.0, 0.7, r);"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord);"
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" gl_FragColor = color * gl_Color;"
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"}";
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const gchar *luma_threshold_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" int i;"
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" vec4 color = texture2DRect(tex, texturecoord);"
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" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));" /* BT.709 (from orange book) */
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" gl_FragColor = vec4 (vec3 (smoothstep (0.30, 0.50, luma)), color.a);"
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"}";
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/* horizontal convolution */
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const gchar *hconv9_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"uniform float norm_const;"
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"uniform float norm_offset;"
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"uniform float kernel[9];"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0;"
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" float r = length (normcoord);"
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" normcoord *= 2.0 - smoothstep(0.0, 0.7, r);"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord);"
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" gl_FragColor = color * gl_Color;"
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" float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" int i;"
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" vec4 sum = vec4 (0.0);"
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" for (i = 0; i < 9; i++) { "
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" if (kernel[i] != 0.0) {"
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" vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s+offset[i], texturecoord.t)); "
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" sum += neighbor * kernel[i]/norm_const; "
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" }"
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" }"
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" gl_FragColor = sum + norm_offset;"
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"}";
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/* vertical convolution */
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const gchar *vconv9_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float norm_const;"
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"uniform float norm_offset;"
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"uniform float kernel[9];"
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"void main () {"
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" float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" int i;"
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" vec4 sum = vec4 (0.0);"
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" for (i = 0; i < 9; i++) { "
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" if (kernel[i] != 0.0) {"
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" vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s, texturecoord.t+offset[i])); "
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" sum += neighbor * kernel[i]/norm_const; "
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" }"
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" }"
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" gl_FragColor = sum + norm_offset;"
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"}";
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/* TODO: support several blend modes */
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const gchar *blend_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect base;"
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"uniform sampler2DRect blend;"
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"void main () {"
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" vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);"
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" vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);"
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" gl_FragColor = basecolor + blendcolor / 3.5;"
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"}";
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@ -26,5 +26,9 @@
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const gchar *mirror_fragment_source;
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const gchar *squeeze_fragment_source;
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const gchar *stretch_fragment_source;
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const gchar *luma_threshold_fragment_source;
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const gchar *hconv9_fragment_source;
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const gchar *vconv9_fragment_source;
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const gchar *blend_fragment_source;
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#endif /* __GST_GL_EFFECTS_SOURCES_H__ */
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@ -59,6 +59,7 @@ typedef enum {
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GST_GL_EFFECT_MIRROR,
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GST_GL_EFFECT_SQUEEZE,
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GST_GL_EFFECT_STRETCH,
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GST_GL_EFFECT_GLOW,
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GST_GL_N_EFFECTS
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} GstGLEffectsEffect;
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{ GST_GL_EFFECT_MIRROR, "Mirror Effect", "mirror" },
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{ GST_GL_EFFECT_SQUEEZE, "Squeeze Effect", "squeeze" },
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{ GST_GL_EFFECT_STRETCH, "Stretch Effect", "stretch" },
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{ GST_GL_EFFECT_GLOW, "Glow Lighting Effect", "glow" },
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{ 0, NULL, NULL }
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};
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case GST_GL_EFFECT_STRETCH:
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effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_stretch;
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break;
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case GST_GL_EFFECT_GLOW:
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effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_glow;
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break;
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default:
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g_assert_not_reached ();
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}
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@ -43,7 +43,7 @@ typedef struct _GstGLEffectsClass GstGLEffectsClass;
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typedef void (* GstGLEffectProcessFunc) (GstGLEffects *effects);
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#define NEEDED_TEXTURES 10
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#define NEEDED_TEXTURES 4
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struct _GstGLEffects
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{
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void gst_gl_effects_mirror (GstGLEffects *effects);
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void gst_gl_effects_squeeze (GstGLEffects *effects);
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void gst_gl_effects_stretch (GstGLEffects *effects);
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void gst_gl_effects_glow (GstGLEffects *effects);
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G_END_DECLS
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