[163/906] import glow effect (maybe the most tricky) from cvs branch

This commit is contained in:
Filippo Argiolas 2008-08-14 09:26:23 +02:00 committed by Matthew Waters
parent e8d27cadf7
commit aa7e3867ac
6 changed files with 292 additions and 28 deletions

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@ -26,13 +26,14 @@ libgstopengl_la_SOURCES = \
gstgltestsrc.c \
gstgltestsrc.h \
gstgleffects.c \
effects/gstgleffects.h \
gstgleffects.h \
effects/gstgleffectssources.c \
effects/gstgleffectssources.h \
effects/gstgleffectidentity.c \
effects/gstgleffectmirror.c \
effects/gstgleffectsqueeze.c \
effects/gstgleffectstretch.c
effects/gstgleffectstretch.c \
effects/gstgleffectglow.c
# check order of CFLAGS and LIBS, shouldn't the order be the other way around

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@ -0,0 +1,188 @@
/*
* 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 gfloat gauss_kernel[9] = { 0.060493, 0.075284, 0.088016,
0.096667, 0.099736, 0.096667,
0.088016, 0.075284, 0.060493 };
static void
gst_gl_effects_glow_step_one (gint width, gint height, guint texture, gpointer data)
{
GstGLEffects* effects = GST_GL_EFFECTS (data);
GstGLShader *shader;
shader = g_hash_table_lookup (effects->shaderstable, "glow0");
if (!shader) {
shader = gst_gl_shader_new ();
g_hash_table_insert (effects->shaderstable, "glow0", shader);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, luma_threshold_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);
}
static void
gst_gl_effects_glow_step_two (gint width, gint height, guint texture, gpointer stuff)
{
GstGLEffects* effects = GST_GL_EFFECTS (stuff);
GstGLShader *shader;
/* hard coded kernel, it could be easily generated at runtime with a
* property to change standard deviation */
shader = g_hash_table_lookup (effects->shaderstable, "glow1");
if (!shader) {
shader = gst_gl_shader_new ();
g_hash_table_insert (effects->shaderstable, "glow1", shader);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, hconv9_fragment_source,
GST_GL_SHADER_FRAGMENT_SOURCE));
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gst_gl_shader_use (shader);
glActiveTexture (GL_TEXTURE1);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glDisable (GL_TEXTURE_RECTANGLE_ARB);
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.740656);
gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0);
gst_gl_effects_draw_texture (effects, texture);
}
void
gst_gl_effects_glow_step_three (gint width, gint height, guint texture, gpointer stuff)
{
GstGLEffects* effects = GST_GL_EFFECTS (stuff);
GstGLShader *shader;
shader = g_hash_table_lookup (effects->shaderstable, "glow2");
if (!shader) {
shader = gst_gl_shader_new ();
g_hash_table_insert (effects->shaderstable, "glow2", shader);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, vconv9_fragment_source,
GST_GL_SHADER_FRAGMENT_SOURCE));
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gst_gl_shader_use (shader);
glActiveTexture (GL_TEXTURE1);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glDisable (GL_TEXTURE_RECTANGLE_ARB);
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.740656);
gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0);
gst_gl_effects_draw_texture (effects, texture);
}
void
gst_gl_effects_glow_step_four (gint width, gint height, guint texture, gpointer stuff)
{
GstGLEffects* effects = GST_GL_EFFECTS (stuff);
GstGLShader *shader;
shader = g_hash_table_lookup (effects->shaderstable, "glow3");
if (!shader) {
shader = gst_gl_shader_new ();
g_hash_table_insert (effects->shaderstable, "glow3", shader);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, blend_fragment_source,
GST_GL_SHADER_FRAGMENT_SOURCE));
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gst_gl_shader_use (shader);
glActiveTexture (GL_TEXTURE2);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, effects->intexture);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
gst_gl_shader_set_uniform_1i (shader, "base", 2);
glActiveTexture (GL_TEXTURE1);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
gst_gl_shader_set_uniform_1i (shader, "blend", 1);
gst_gl_effects_draw_texture (effects, texture);
}
void
gst_gl_effects_glow (GstGLEffects *effects) {
GstGLFilter *filter = GST_GL_FILTER (effects);
/* threshold */
gst_gl_filter_render_to_target (filter, effects->intexture, effects->midtexture[0],
gst_gl_effects_glow_step_one, effects);
/* blur */
gst_gl_filter_render_to_target (filter, effects->midtexture[0], effects->midtexture[1],
gst_gl_effects_glow_step_two, effects);
gst_gl_filter_render_to_target (filter, 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, effects->midtexture[2], effects->outtexture,
gst_gl_effects_glow_step_four, effects);
}

View file

@ -43,36 +43,101 @@ const gchar *mirror_fragment_source =
/* Squeeze effect */
const gchar *squeeze_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;"
"uniform float width, height;"
"void main () {"
" vec2 tex_size = vec2 (width, height);"
" vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord;"
" normcoord = texturecoord / tex_size - 1.0; "
" float r = length (normcoord);"
" r = pow(r, 0.40)*1.3;"
" normcoord = normcoord / r;"
" texturecoord = (normcoord + 1.0) * tex_size;"
" vec4 color = texture2DRect (tex, texturecoord); "
" gl_FragColor = color * gl_Color;"
"}";
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;"
"uniform float width, height;"
"void main () {"
" vec2 tex_size = vec2 (width, height);"
" vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord;"
" normcoord = texturecoord / tex_size - 1.0; "
" float r = length (normcoord);"
" r = pow(r, 0.40)*1.3;"
" normcoord = normcoord / r;"
" texturecoord = (normcoord + 1.0) * tex_size;"
" vec4 color = texture2DRect (tex, texturecoord); "
" gl_FragColor = color * gl_Color;"
"}";
/* Stretch Effect */
const gchar *stretch_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;"
"uniform float width, height;"
"void main () {"
" vec2 tex_size = vec2 (width, height);"
" vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord;"
" normcoord = texturecoord / tex_size - 1.0;"
" float r = length (normcoord);"
" normcoord *= 2.0 - smoothstep(0.0, 0.7, r);"
" texturecoord = (normcoord + 1.0) * tex_size;"
" vec4 color = texture2DRect (tex, texturecoord);"
" gl_FragColor = color * gl_Color;"
"}";
const gchar *luma_threshold_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;"
"void main () {"
" vec2 texturecoord = gl_TexCoord[0].st;"
" int i;"
" vec4 color = texture2DRect(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);"
"}";
/* horizontal convolution */
const gchar *hconv9_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;"
"uniform float width, height;"
"uniform float norm_const;"
"uniform float norm_offset;"
"uniform float kernel[9];"
"void main () {"
" vec2 tex_size = vec2 (width, height);"
" vec2 texturecoord = gl_TexCoord[0].xy;"
" vec2 normcoord;"
" normcoord = texturecoord / tex_size - 1.0;"
" float r = length (normcoord);"
" normcoord *= 2.0 - smoothstep(0.0, 0.7, r);"
" texturecoord = (normcoord + 1.0) * tex_size;"
" vec4 color = texture2DRect (tex, texturecoord);"
" gl_FragColor = color * gl_Color;"
" float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);"
" vec2 texturecoord = gl_TexCoord[0].st;"
" int i;"
" vec4 sum = vec4 (0.0);"
" for (i = 0; i < 9; i++) { "
" if (kernel[i] != 0.0) {"
" vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s+offset[i], texturecoord.t)); "
" sum += neighbor * kernel[i]/norm_const; "
" }"
" }"
" gl_FragColor = sum + norm_offset;"
"}";
/* vertical convolution */
const gchar *vconv9_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;"
"uniform float norm_const;"
"uniform float norm_offset;"
"uniform float kernel[9];"
"void main () {"
" float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);"
" vec2 texturecoord = gl_TexCoord[0].st;"
" int i;"
" vec4 sum = vec4 (0.0);"
" for (i = 0; i < 9; i++) { "
" if (kernel[i] != 0.0) {"
" vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s, texturecoord.t+offset[i])); "
" sum += neighbor * kernel[i]/norm_const; "
" }"
" }"
" gl_FragColor = sum + norm_offset;"
"}";
/* TODO: support several blend modes */
const gchar *blend_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect base;"
"uniform sampler2DRect blend;"
"void main () {"
" vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);"
" vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);"
" gl_FragColor = basecolor + blendcolor / 3.5;"
"}";

View file

@ -26,5 +26,9 @@
const gchar *mirror_fragment_source;
const gchar *squeeze_fragment_source;
const gchar *stretch_fragment_source;
const gchar *luma_threshold_fragment_source;
const gchar *hconv9_fragment_source;
const gchar *vconv9_fragment_source;
const gchar *blend_fragment_source;
#endif /* __GST_GL_EFFECTS_SOURCES_H__ */

View file

@ -59,6 +59,7 @@ typedef enum {
GST_GL_EFFECT_MIRROR,
GST_GL_EFFECT_SQUEEZE,
GST_GL_EFFECT_STRETCH,
GST_GL_EFFECT_GLOW,
GST_GL_N_EFFECTS
} GstGLEffectsEffect;
@ -72,6 +73,7 @@ gst_gl_effects_effect_get_type (void)
{ GST_GL_EFFECT_MIRROR, "Mirror Effect", "mirror" },
{ GST_GL_EFFECT_SQUEEZE, "Squeeze Effect", "squeeze" },
{ GST_GL_EFFECT_STRETCH, "Stretch Effect", "stretch" },
{ GST_GL_EFFECT_GLOW, "Glow Lighting Effect", "glow" },
{ 0, NULL, NULL }
};
@ -98,6 +100,9 @@ gst_gl_effects_set_effect (GstGLEffects *effects, gint effect_type) {
case GST_GL_EFFECT_STRETCH:
effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_stretch;
break;
case GST_GL_EFFECT_GLOW:
effects->effect = (GstGLEffectProcessFunc) gst_gl_effects_glow;
break;
default:
g_assert_not_reached ();
}

View file

@ -43,7 +43,7 @@ typedef struct _GstGLEffectsClass GstGLEffectsClass;
typedef void (* GstGLEffectProcessFunc) (GstGLEffects *effects);
#define NEEDED_TEXTURES 10
#define NEEDED_TEXTURES 4
struct _GstGLEffects
{
@ -79,6 +79,7 @@ void gst_gl_effects_identity (GstGLEffects *effects);
void gst_gl_effects_mirror (GstGLEffects *effects);
void gst_gl_effects_squeeze (GstGLEffects *effects);
void gst_gl_effects_stretch (GstGLEffects *effects);
void gst_gl_effects_glow (GstGLEffects *effects);
G_END_DECLS