/* * 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" static gboolean kernel_ready = FALSE; static float gauss_kernel[7]; static void gst_gl_effects_glow_step_one (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader; GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); GstGLContext *context = GST_GL_BASE_FILTER (filter)->context; GstGLFuncs *gl = context->gl_vtable; shader = gst_gl_effects_get_fragment_shader (effects, "luma_threshold", luma_threshold_fragment_source_gles2); if (!shader) return; #if GST_GL_HAVE_OPENGL if (USING_OPENGL (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_glow_step_two (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader; GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); GstGLContext *context = GST_GL_BASE_FILTER (filter)->context; GstGLFuncs *gl = context->gl_vtable; shader = gst_gl_effects_get_fragment_shader (effects, "hconv7", hconv7_fragment_source_gles2); if (!shader) return; if (!kernel_ready) { fill_gaussian_kernel (gauss_kernel, 7, 10.0); kernel_ready = TRUE; } #if GST_GL_HAVE_OPENGL if (USING_OPENGL (context)) { gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); } #endif gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE1); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 1); gst_gl_shader_set_uniform_1fv (shader, "kernel", 7, gauss_kernel); gst_gl_shader_set_uniform_1f (shader, "gauss_width", width); gst_gl_filter_draw_texture (filter, texture, width, height); } static void gst_gl_effects_glow_step_three (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader; GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); GstGLContext *context = GST_GL_BASE_FILTER (filter)->context; GstGLFuncs *gl = context->gl_vtable; shader = gst_gl_effects_get_fragment_shader (effects, "vconv7", vconv7_fragment_source_gles2); if (!shader) return; #if GST_GL_HAVE_OPENGL if (USING_OPENGL (context)) { gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); } #endif gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE1); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 1); gst_gl_shader_set_uniform_1fv (shader, "kernel", 7, gauss_kernel); gst_gl_shader_set_uniform_1f (shader, "gauss_height", height); gst_gl_filter_draw_texture (filter, texture, width, height); } static void gst_gl_effects_glow_step_four (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader; GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); GstGLContext *context = GST_GL_BASE_FILTER (filter)->context; GstGLFuncs *gl = context->gl_vtable; shader = gst_gl_effects_get_fragment_shader (effects, "sum", sum_fragment_source_gles2); if (!shader) return; #if GST_GL_HAVE_OPENGL if (USING_OPENGL (context)) { gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); } #endif gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE2); gl->BindTexture (GL_TEXTURE_2D, effects->intexture); gst_gl_shader_set_uniform_1f (shader, "alpha", 1.0f); gst_gl_shader_set_uniform_1i (shader, "base", 2); gl->ActiveTexture (GL_TEXTURE1); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1f (shader, "beta", (gfloat) 1 / 3.5f); gst_gl_shader_set_uniform_1i (shader, "blend", 1); gst_gl_filter_draw_texture (filter, texture, width, height); } void gst_gl_effects_glow (GstGLEffects * effects) { GstGLFilter *filter = GST_GL_FILTER (effects); /* threshold */ gst_gl_filter_render_to_target (filter, TRUE, effects->intexture, effects->midtexture[0], gst_gl_effects_glow_step_one, effects); /* blur */ gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[0], effects->midtexture[1], gst_gl_effects_glow_step_two, effects); gst_gl_filter_render_to_target (filter, FALSE, 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, FALSE, effects->midtexture[2], effects->outtexture, gst_gl_effects_glow_step_four, effects); }