mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-28 19:20:35 +00:00
b7777b9181
This effectively limits a glfilter subclass to be > GL(ES) 2.0. rather than a possible GL 1.4.
195 lines
5.5 KiB
C
195 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., 51 Franklin St, Fifth Floor,
|
|
* Boston, MA 02110-1301, USA.
|
|
*/
|
|
#ifdef HAVE_CONFIG_H
|
|
#include "config.h"
|
|
#endif
|
|
|
|
#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)
|
|
{
|
|
GstGLShader *shader;
|
|
GstGLEffects *effects = GST_GL_EFFECTS (data);
|
|
GstGLFilter *filter = GST_GL_FILTER (effects);
|
|
GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
|
|
GstGLFuncs *gl = context->gl_vtable;
|
|
|
|
shader = gst_gl_effects_get_fragment_shader (effects, "luma_threshold",
|
|
luma_threshold_fragment_source_gles2);
|
|
|
|
if (!shader)
|
|
return;
|
|
|
|
#if GST_GL_HAVE_OPENGL
|
|
if (USING_OPENGL (context)) {
|
|
gl->MatrixMode (GL_PROJECTION);
|
|
gl->LoadIdentity ();
|
|
}
|
|
#endif
|
|
|
|
gst_gl_shader_use (shader);
|
|
|
|
gl->ActiveTexture (GL_TEXTURE0);
|
|
gl->BindTexture (GL_TEXTURE_2D, texture);
|
|
|
|
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
|
|
|
|
gst_gl_filter_draw_texture (filter, texture, width, height);
|
|
}
|
|
|
|
static void
|
|
gst_gl_effects_glow_step_two (gint width, gint height, guint texture,
|
|
gpointer data)
|
|
{
|
|
GstGLShader *shader;
|
|
GstGLEffects *effects = GST_GL_EFFECTS (data);
|
|
GstGLFilter *filter = GST_GL_FILTER (effects);
|
|
GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
|
|
GstGLFuncs *gl = context->gl_vtable;
|
|
|
|
shader = gst_gl_effects_get_fragment_shader (effects, "hconv7",
|
|
hconv7_fragment_source_gles2);
|
|
|
|
if (!shader)
|
|
return;
|
|
|
|
if (!kernel_ready) {
|
|
fill_gaussian_kernel (gauss_kernel, 7, 10.0);
|
|
kernel_ready = TRUE;
|
|
}
|
|
#if GST_GL_HAVE_OPENGL
|
|
if (USING_OPENGL (context)) {
|
|
gl->MatrixMode (GL_PROJECTION);
|
|
gl->LoadIdentity ();
|
|
}
|
|
#endif
|
|
|
|
gst_gl_shader_use (shader);
|
|
|
|
gl->ActiveTexture (GL_TEXTURE1);
|
|
gl->BindTexture (GL_TEXTURE_2D, texture);
|
|
|
|
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
|
|
gst_gl_shader_set_uniform_1fv (shader, "kernel", 7, gauss_kernel);
|
|
gst_gl_shader_set_uniform_1f (shader, "gauss_width", width);
|
|
|
|
gst_gl_filter_draw_texture (filter, texture, width, height);
|
|
}
|
|
|
|
static void
|
|
gst_gl_effects_glow_step_three (gint width, gint height, guint texture,
|
|
gpointer data)
|
|
{
|
|
GstGLShader *shader;
|
|
GstGLEffects *effects = GST_GL_EFFECTS (data);
|
|
GstGLFilter *filter = GST_GL_FILTER (effects);
|
|
GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
|
|
GstGLFuncs *gl = context->gl_vtable;
|
|
|
|
shader = gst_gl_effects_get_fragment_shader (effects, "vconv7",
|
|
vconv7_fragment_source_gles2);
|
|
|
|
if (!shader)
|
|
return;
|
|
|
|
#if GST_GL_HAVE_OPENGL
|
|
if (USING_OPENGL (context)) {
|
|
gl->MatrixMode (GL_PROJECTION);
|
|
gl->LoadIdentity ();
|
|
}
|
|
#endif
|
|
|
|
gst_gl_shader_use (shader);
|
|
|
|
gl->ActiveTexture (GL_TEXTURE1);
|
|
gl->BindTexture (GL_TEXTURE_2D, texture);
|
|
|
|
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
|
|
gst_gl_shader_set_uniform_1fv (shader, "kernel", 7, gauss_kernel);
|
|
gst_gl_shader_set_uniform_1f (shader, "gauss_height", height);
|
|
|
|
gst_gl_filter_draw_texture (filter, texture, width, height);
|
|
}
|
|
|
|
static void
|
|
gst_gl_effects_glow_step_four (gint width, gint height, guint texture,
|
|
gpointer data)
|
|
{
|
|
GstGLShader *shader;
|
|
GstGLEffects *effects = GST_GL_EFFECTS (data);
|
|
GstGLFilter *filter = GST_GL_FILTER (effects);
|
|
GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
|
|
GstGLFuncs *gl = context->gl_vtable;
|
|
|
|
shader = gst_gl_effects_get_fragment_shader (effects, "sum",
|
|
sum_fragment_source_gles2);
|
|
|
|
if (!shader)
|
|
return;
|
|
|
|
#if GST_GL_HAVE_OPENGL
|
|
if (USING_OPENGL (context)) {
|
|
gl->MatrixMode (GL_PROJECTION);
|
|
gl->LoadIdentity ();
|
|
}
|
|
#endif
|
|
|
|
gst_gl_shader_use (shader);
|
|
|
|
gl->ActiveTexture (GL_TEXTURE2);
|
|
gl->BindTexture (GL_TEXTURE_2D, effects->intexture);
|
|
|
|
gst_gl_shader_set_uniform_1f (shader, "alpha", 1.0f);
|
|
gst_gl_shader_set_uniform_1i (shader, "base", 2);
|
|
|
|
gl->ActiveTexture (GL_TEXTURE1);
|
|
gl->BindTexture (GL_TEXTURE_2D, texture);
|
|
|
|
gst_gl_shader_set_uniform_1f (shader, "beta", (gfloat) 1 / 3.5f);
|
|
gst_gl_shader_set_uniform_1i (shader, "blend", 1);
|
|
|
|
gst_gl_filter_draw_texture (filter, texture, width, height);
|
|
}
|
|
|
|
void
|
|
gst_gl_effects_glow (GstGLEffects * effects)
|
|
{
|
|
GstGLFilter *filter = GST_GL_FILTER (effects);
|
|
|
|
/* threshold */
|
|
gst_gl_filter_render_to_target (filter, TRUE, effects->intexture,
|
|
effects->midtexture[0], gst_gl_effects_glow_step_one, effects);
|
|
|
|
/* blur */
|
|
gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[0],
|
|
effects->midtexture[1], gst_gl_effects_glow_step_two, effects);
|
|
|
|
gst_gl_filter_render_to_target (filter, FALSE, 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, FALSE, effects->midtexture[2],
|
|
effects->outtexture, gst_gl_effects_glow_step_four, effects);
|
|
}
|