/* * GStreamer * Copyright (C) 2008-2010 Filippo Argiolas * Copyright (C) 2015 Michał Dębski * * 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" static void gst_gl_effects_sobel_callback_desaturate (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader = NULL; GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); if (NULL != (shader = gst_gl_effects_get_fragment_shader (effects, "desat0", desaturate_fragment_source_gles2, desaturate_fragment_source_opengl))) { GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; #if GST_GL_HAVE_OPENGL if (USING_OPENGL (GST_GL_BASE_FILTER (filter)->context)) { gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); } #endif gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE0); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 0); gst_gl_filter_draw_texture (filter, texture, width, height); } } static void gst_gl_effects_sobel_callback_hconv (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader = NULL; GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); if (NULL != (shader = gst_gl_effects_get_fragment_shader (effects, "hconv0", sep_sobel_hconv3_fragment_source_gles2, sep_sobel_hconv3_fragment_source_opengl))) { GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; #if GST_GL_HAVE_OPENGL if (USING_OPENGL (GST_GL_BASE_FILTER (filter)->context)) { gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); } #endif gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE0); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 0); gst_gl_shader_set_uniform_1f (shader, "width", width); gst_gl_filter_draw_texture (filter, texture, width, height); } } static void gst_gl_effects_sobel_callback_vconv (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader = NULL; GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); if (NULL != (shader = gst_gl_effects_get_fragment_shader (effects, "vconv0", sep_sobel_vconv3_fragment_source_gles2, sep_sobel_vconv3_fragment_source_opengl))) { GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; #if GST_GL_HAVE_OPENGL if (USING_OPENGL (GST_GL_BASE_FILTER (filter)->context)) { gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); } #endif gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE0); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 0); gst_gl_shader_set_uniform_1f (shader, "height", height); gst_gl_filter_draw_texture (filter, texture, width, height); } } static void gst_gl_effects_sobel_callback_length (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader = NULL; GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); if (NULL != (shader = gst_gl_effects_get_fragment_shader (effects, "len0", sep_sobel_length_fragment_source_gles2, sep_sobel_length_fragment_source_opengl))) { GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; #if GST_GL_HAVE_OPENGL if (USING_OPENGL (GST_GL_BASE_FILTER (filter)->context)) { gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); } #endif gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE0); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 0); gst_gl_shader_set_uniform_1i (shader, "invert", effects->invert); gst_gl_filter_draw_texture (filter, texture, width, height); } } void gst_gl_effects_sobel (GstGLEffects * effects) { GstGLFilter *filter = GST_GL_FILTER (effects); gst_gl_filter_render_to_target (filter, TRUE, effects->intexture, effects->midtexture[0], gst_gl_effects_sobel_callback_desaturate, effects); gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[0], effects->midtexture[1], gst_gl_effects_sobel_callback_hconv, effects); gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[1], effects->midtexture[0], gst_gl_effects_sobel_callback_vconv, effects); gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[0], effects->outtexture, gst_gl_effects_sobel_callback_length, effects); }