gstreamer/gst/gl/effects/gstgleffectglow.c
Filippo Argiolas 17a33cd19a [453/906] blur: give up some accuracy for speed
Settle with 7x7 gaussian convolution kernels, maybe slightly less
accurate than previous 9x9 but fast enough to be able to use it on i915.
About a 20% percent speed gain (again, roughly measured with
videotestsrc and glimagesink sync=false). No noticeable rendering
difference with current effects.
2014-03-15 18:36:41 +01:00

186 lines
5.5 KiB
C

/*
* 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., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#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)
{
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);
}