/* * 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. */ #include #include void gst_gl_effects_luma_to_curve (GstGLEffects * effects, GstGLEffectsCurve curve, gint curve_index, gint width, gint height, GLuint texture) { GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "lumamap0"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "lumamap0", shader); } if (!gst_gl_shader_compile_and_check (shader, luma_to_curve_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_display_set_error (GST_GL_FILTER (effects)->display, "Failed to initialize luma to curve shader"); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, GST_GL_DISPLAY_ERR_MSG (GST_GL_FILTER (effects)->display), (NULL)); return; } glMatrixMode (GL_PROJECTION); glLoadIdentity (); gst_gl_shader_use (shader); if (effects->curve[curve_index] == 0) { /* this parameters are needed to have a right, predictable, mapping */ glGenTextures (1, &effects->curve[curve_index]); glEnable (GL_TEXTURE_1D); glBindTexture (GL_TEXTURE_1D, effects->curve[curve_index]); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexImage1D (GL_TEXTURE_1D, 0, curve.bytes_per_pixel, curve.width, 0, GL_RGB, GL_UNSIGNED_BYTE, curve.pixel_data); glDisable (GL_TEXTURE_1D); } glActiveTexture (GL_TEXTURE2); glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 2); glDisable (GL_TEXTURE_RECTANGLE_ARB); glActiveTexture (GL_TEXTURE1); glEnable (GL_TEXTURE_1D); glBindTexture (GL_TEXTURE_1D, effects->curve[curve_index]); gst_gl_shader_set_uniform_1i (shader, "curve", 1); glDisable (GL_TEXTURE_1D); gst_gl_effects_draw_texture (effects, 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); }