/* * 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 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) { 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; shader = g_hash_table_lookup (effects->shaderstable, "glow1"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "glow1", shader); } if (!kernel_ready) { fill_gaussian_kernel (gauss_kernel, 7, 10.0); kernel_ready = TRUE; } g_return_if_fail (gst_gl_shader_compile_and_check (shader, hconv7_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", 7, gauss_kernel); 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, vconv7_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", 7, gauss_kernel); 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, sum_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_1f (shader, "alpha", 1.0); 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_1f (shader, "beta", (gfloat) 1 / 3.5f); 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); }