/* * 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 #include #include static gboolean kernel_ready = FALSE; static float gauss_kernel[7]; static void gst_gl_effects_xray_step_one (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); gst_gl_effects_luma_to_curve (effects, xray_curve, GST_GL_EFFECTS_CURVE_XRAY, width, height, texture); } static void gst_gl_effects_xray_step_two (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "xray1"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "xray1", shader); } if (!kernel_ready) { fill_gaussian_kernel (gauss_kernel, 7, 1.5); kernel_ready = TRUE; } if (!gst_gl_shader_compile_and_check (shader, hconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_display_set_error (GST_GL_FILTER (effects)->display, "Failed to initialize hconv7 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); 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", 9, gauss_kernel); gst_gl_effects_draw_texture (effects, texture); } static void gst_gl_effects_xray_step_three (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "xray2"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "xray2", shader); } if (!gst_gl_shader_compile_and_check (shader, vconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_display_set_error (GST_GL_FILTER (effects)->display, "Failed to initialize vconv7 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); 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", 9, gauss_kernel); gst_gl_effects_draw_texture (effects, texture); } /* multipass separable sobel */ static void gst_gl_effects_xray_desaturate (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "xray_desat"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "xray_desat", shader); } if (!gst_gl_shader_compile_and_check (shader, desaturate_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_display_set_error (GST_GL_FILTER (effects)->display, "Failed to initialize desaturate 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); 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_effects_draw_texture (effects, texture); } static void gst_gl_effects_xray_sobel_hconv (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "xray_sob_hconv"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "xray_sob_hconv", shader); } if (!gst_gl_shader_compile_and_check (shader, sep_sobel_hconv3_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_display_set_error (GST_GL_FILTER (effects)->display, "Failed to initialize sobel hvonc3 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); 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_effects_draw_texture (effects, texture); } static void gst_gl_effects_xray_sobel_vconv (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "xray_sob_vconv"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "xray_sob_vconv", shader); } if (!gst_gl_shader_compile_and_check (shader, sep_sobel_vconv3_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_display_set_error (GST_GL_FILTER (effects)->display, "Failed to initialize sobel vconv3 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); 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_effects_draw_texture (effects, texture); } static void gst_gl_effects_xray_sobel_length (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "xray_sob_len"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "xray_sob_len", shader); } if (!gst_gl_shader_compile_and_check (shader, sep_sobel_length_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_display_set_error (GST_GL_FILTER (effects)->display, "Failed to initialize seobel length 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); 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_1i (shader, "invert", TRUE); gst_gl_effects_draw_texture (effects, texture); } /* end of sobel passes */ void gst_gl_effects_xray_step_five (gint width, gint height, guint texture, gpointer stuff) { GstGLEffects *effects = GST_GL_EFFECTS (stuff); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "xray4"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "xray4", shader); } if (!gst_gl_shader_compile_and_check (shader, multiply_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_display_set_error (GST_GL_FILTER (effects)->display, "Failed to initialize multiply 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); glActiveTexture (GL_TEXTURE2); glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, effects->midtexture[2]); glDisable (GL_TEXTURE_RECTANGLE_ARB); 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, "alpha", (gfloat) 0.5f); gst_gl_shader_set_uniform_1i (shader, "blend", 1); gst_gl_effects_draw_texture (effects, texture); } void gst_gl_effects_xray (GstGLEffects * effects) { GstGLFilter *filter = GST_GL_FILTER (effects); /* map luma to xray curve */ gst_gl_filter_render_to_target (filter, effects->intexture, effects->midtexture[0], gst_gl_effects_xray_step_one, effects); /* horizontal blur */ gst_gl_filter_render_to_target (filter, effects->midtexture[0], effects->midtexture[1], gst_gl_effects_xray_step_two, effects); /* vertical blur */ gst_gl_filter_render_to_target (filter, effects->midtexture[1], effects->midtexture[2], gst_gl_effects_xray_step_three, effects); /* 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 */ gst_gl_filter_render_to_target (filter, effects->intexture, effects->midtexture[3], gst_gl_effects_xray_desaturate, effects); /* horizonal convolution */ gst_gl_filter_render_to_target (filter, effects->midtexture[3], effects->midtexture[4], gst_gl_effects_xray_sobel_hconv, effects); /* vertical convolution */ gst_gl_filter_render_to_target (filter, effects->midtexture[4], effects->midtexture[3], gst_gl_effects_xray_sobel_vconv, effects); /* gradient length */ gst_gl_filter_render_to_target (filter, effects->midtexture[3], effects->midtexture[4], gst_gl_effects_xray_sobel_length, effects); /* multiply edges with the blurred image */ gst_gl_filter_render_to_target (filter, effects->midtexture[4], effects->outtexture, gst_gl_effects_xray_step_five, effects); }