/* * 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., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "../gstgleffects.h" #include "gstgleffectlumatocurve.h" void gst_gl_effects_luma_to_curve (GstGLEffects * effects, const GstGLEffectsCurve * curve, gint curve_index, gint width, gint height, GLuint texture) { GstGLShader *shader; GstGLFilter *filter = GST_GL_FILTER (effects); GstGLContext *context = filter->context; GstGLFuncs *gl = context->gl_vtable; shader = g_hash_table_lookup (effects->shaderstable, "lumamap0"); if (!shader) { shader = gst_gl_shader_new (context); g_hash_table_insert (effects->shaderstable, (gchar *) "lumamap0", shader); } if (!gst_gl_shader_compile_and_check (shader, luma_to_curve_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_context_set_error (context, "Failed to initialize luma to curve shader"); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, ("%s", gst_gl_context_get_error ()), (NULL)); return; } gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); gst_gl_shader_use (shader); if (effects->curve[curve_index] == 0) { /* this parameters are needed to have a right, predictable, mapping */ gl->GenTextures (1, &effects->curve[curve_index]); gl->Enable (GL_TEXTURE_1D); gl->BindTexture (GL_TEXTURE_1D, effects->curve[curve_index]); gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP); gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP); gl->TexImage1D (GL_TEXTURE_1D, 0, curve->bytes_per_pixel, curve->width, 0, GL_RGB, GL_UNSIGNED_BYTE, curve->pixel_data); gl->Disable (GL_TEXTURE_1D); } gl->ActiveTexture (GL_TEXTURE2); gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 2); gl->Disable (GL_TEXTURE_2D); gl->ActiveTexture (GL_TEXTURE1); gl->Enable (GL_TEXTURE_1D); gl->BindTexture (GL_TEXTURE_1D, effects->curve[curve_index]); gst_gl_shader_set_uniform_1i (shader, "curve", 1); gl->Disable (GL_TEXTURE_1D); gst_gl_filter_draw_texture (filter, texture, width, height); } static void gst_gl_effects_heat_callback (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); gst_gl_effects_luma_to_curve (effects, &heat_curve, GST_GL_EFFECTS_CURVE_HEAT, width, height, texture); } void gst_gl_effects_heat (GstGLEffects * effects) { GstGLFilter *filter = GST_GL_FILTER (effects); gst_gl_filter_render_to_target (filter, TRUE, effects->intexture, effects->outtexture, gst_gl_effects_heat_callback, effects); } static void gst_gl_effects_sepia_callback (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); gst_gl_effects_luma_to_curve (effects, &sepia_curve, GST_GL_EFFECTS_CURVE_SEPIA, width, height, texture); } void gst_gl_effects_sepia (GstGLEffects * effects) { GstGLFilter *filter = GST_GL_FILTER (effects); gst_gl_filter_render_to_target (filter, TRUE, effects->intexture, effects->outtexture, gst_gl_effects_sepia_callback, effects); } static void gst_gl_effects_luma_xpro_callback (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); gst_gl_effects_luma_to_curve (effects, &luma_xpro_curve, GST_GL_EFFECTS_CURVE_LUMA_XPRO, width, height, texture); } void gst_gl_effects_luma_xpro (GstGLEffects * effects) { GstGLFilter *filter = GST_GL_FILTER (effects); gst_gl_filter_render_to_target (filter, TRUE, effects->intexture, effects->outtexture, gst_gl_effects_luma_xpro_callback, effects); }