diff --git a/gst/gl/Makefile.am b/gst/gl/Makefile.am index 65f610493d..279e05600d 100644 --- a/gst/gl/Makefile.am +++ b/gst/gl/Makefile.am @@ -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 diff --git a/gst/gl/effects/gstgleffectglow.c b/gst/gl/effects/gstgleffectglow.c new file mode 100644 index 0000000000..4fe53d8152 --- /dev/null +++ b/gst/gl/effects/gstgleffectglow.c @@ -0,0 +1,188 @@ +/* + * GStreamer + * Copyright (C) 2008 Filippo Argiolas + * + * 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 + +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); +} diff --git a/gst/gl/effects/gstgleffectssources.c b/gst/gl/effects/gstgleffectssources.c index 99ceae18b4..d151eb5e1e 100644 --- a/gst/gl/effects/gstgleffectssources.c +++ b/gst/gl/effects/gstgleffectssources.c @@ -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;" "}"; diff --git a/gst/gl/effects/gstgleffectssources.h b/gst/gl/effects/gstgleffectssources.h index 505b6e5e55..c20d998a80 100644 --- a/gst/gl/effects/gstgleffectssources.h +++ b/gst/gl/effects/gstgleffectssources.h @@ -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__ */ diff --git a/gst/gl/gstgleffects.c b/gst/gl/gstgleffects.c index 79885b2b0c..d6c19161d5 100644 --- a/gst/gl/gstgleffects.c +++ b/gst/gl/gstgleffects.c @@ -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 (); } diff --git a/gst/gl/effects/gstgleffects.h b/gst/gl/gstgleffects.h similarity index 97% rename from gst/gl/effects/gstgleffects.h rename to gst/gl/gstgleffects.h index e7ae933ab3..f59f9f43fe 100644 --- a/gst/gl/effects/gstgleffects.h +++ b/gst/gl/gstgleffects.h @@ -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