/* * GStreamer * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> * * 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 "gstgleffectscurves.h" #include "gstgleffectlumatocurve.h" static gboolean kernel_ready = FALSE; static float gauss_kernel[7]; void gst_gl_effects_xray (GstGLEffects * effects) { const GstGLFuncs *gl = GST_GL_BASE_FILTER (effects)->context->gl_vtable; GstGLFilter *filter = GST_GL_FILTER (effects); GstGLShader *shader; if (!kernel_ready) { fill_gaussian_kernel (gauss_kernel, 7, 1.5); kernel_ready = TRUE; } /* map luma to xray curve */ gst_gl_effects_luma_to_curve (effects, &xray_curve, GST_GL_EFFECTS_CURVE_XRAY, effects->intexture, effects->midtexture[0]); /* horizontal blur */ shader = gst_gl_effects_get_fragment_shader (effects, "hconv7", hconv7_fragment_source_gles2); gst_gl_shader_use (shader); gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel); gst_gl_shader_set_uniform_1f (shader, "gauss_width", GST_VIDEO_INFO_WIDTH (&filter->in_info)); gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[0], effects->midtexture[1], shader); /* vertical blur */ shader = gst_gl_effects_get_fragment_shader (effects, "vconv7", vconv7_fragment_source_gles2); gst_gl_shader_use (shader); gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel); gst_gl_shader_set_uniform_1f (shader, "gauss_height", GST_VIDEO_INFO_HEIGHT (&filter->out_info)); gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[1], effects->midtexture[2], shader); /* detect edges with Sobel */ /* the old version used edges from the blurred texture, this uses * the ones from original texture, still not sure what I like * more. This one gives better edges obviously but behaves badly * with noise */ /* desaturate */ shader = gst_gl_effects_get_fragment_shader (effects, "desaturate", desaturate_fragment_source_gles2); gst_gl_filter_render_to_target_with_shader (filter, effects->intexture, effects->midtexture[3], shader); /* horizontal convolution */ shader = gst_gl_effects_get_fragment_shader (effects, "sobel_hconv3", sep_sobel_hconv3_fragment_source_gles2); gst_gl_shader_use (shader); gst_gl_shader_set_uniform_1f (shader, "width", GST_VIDEO_INFO_WIDTH (&filter->out_info)); gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[3], effects->midtexture[4], shader); /* vertical convolution */ shader = gst_gl_effects_get_fragment_shader (effects, "sobel_vconv3", sep_sobel_vconv3_fragment_source_gles2); gst_gl_shader_use (shader); gst_gl_shader_set_uniform_1f (shader, "height", GST_VIDEO_INFO_HEIGHT (&filter->out_info)); gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[4], effects->midtexture[3], shader); /* gradient length */ shader = gst_gl_effects_get_fragment_shader (effects, "sobel_length", sep_sobel_length_fragment_source_gles2); gst_gl_shader_use (shader); gst_gl_shader_set_uniform_1i (shader, "invert", TRUE); gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[3], effects->midtexture[4], shader); /* multiply edges with the blurred image */ shader = gst_gl_effects_get_fragment_shader (effects, "multiply", multiply_fragment_source_gles2); gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE2); gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (effects->midtexture[2])); gst_gl_shader_set_uniform_1i (shader, "base", 2); gl->ActiveTexture (GL_TEXTURE1); gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (effects->midtexture[4])); gst_gl_shader_set_uniform_1f (shader, "alpha", (gfloat) 0.5f); gst_gl_shader_set_uniform_1i (shader, "blend", 1); gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[4], effects->outtexture, shader); }