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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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43e574aa8f
This reverts commit 96e4ab18c2cf9876f6c031b9aba6282d0bd45a93. You should have asked first. And you would have been told "no", because it causes people on development branches to do a huge amount of extra work.
132 lines
4.4 KiB
C
132 lines
4.4 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#include <gstgleffects.h>
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#include <gstgleffectlumatocurve.h>
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void gst_gl_effects_luma_to_curve (GstGLEffects *effects,
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GstGLEffectsCurve curve,
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gint curve_index,
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gint width, gint height,
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GLuint texture)
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{
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GstGLShader *shader;
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shader = g_hash_table_lookup (effects->shaderstable, "lumamap0");
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if (!shader) {
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shader = gst_gl_shader_new ();
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g_hash_table_insert (effects->shaderstable, "lumamap0", shader);
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}
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g_return_if_fail (
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gst_gl_shader_compile_and_check (shader, luma_to_curve_fragment_source,
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GST_GL_SHADER_FRAGMENT_SOURCE));
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gst_gl_shader_use (shader);
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if (effects->curve[curve_index] == 0) {
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/* this parameters are needed to have a right, predictable, mapping */
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glGenTextures(1, &effects->curve[curve_index]);
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glEnable(GL_TEXTURE_1D);
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glBindTexture (GL_TEXTURE_1D, effects->curve[curve_index]);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexImage1D(GL_TEXTURE_1D, 0, curve.bytes_per_pixel,
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curve.width, 0,
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GL_RGB, GL_UNSIGNED_BYTE,
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curve.pixel_data);
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glDisable(GL_TEXTURE_1D);
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}
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glActiveTexture (GL_TEXTURE2);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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gst_gl_shader_set_uniform_1i (shader, "tex", 2);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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glActiveTexture (GL_TEXTURE1);
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glEnable (GL_TEXTURE_1D);
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glBindTexture (GL_TEXTURE_1D, effects->curve[curve_index]);
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gst_gl_shader_set_uniform_1i (shader, "curve", 1);
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glDisable (GL_TEXTURE_1D);
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gst_gl_effects_draw_texture (effects, texture);
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}
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static void gst_gl_effects_heat_callback (gint width, gint height, guint texture, gpointer data)
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{
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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gst_gl_effects_luma_to_curve (effects, heat_curve, GST_GL_EFFECTS_CURVE_HEAT,
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width, height, texture);
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}
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void
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gst_gl_effects_heat (GstGLEffects *effects) {
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GstGLFilter *filter = GST_GL_FILTER (effects);
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gst_gl_filter_render_to_target (filter, effects->intexture, effects->outtexture,
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gst_gl_effects_heat_callback, effects);
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}
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static void gst_gl_effects_sepia_callback (gint width, gint height, guint texture, gpointer data)
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{
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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gst_gl_effects_luma_to_curve (effects, sepia_curve, GST_GL_EFFECTS_CURVE_SEPIA,
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width, height, texture);
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}
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void
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gst_gl_effects_sepia (GstGLEffects *effects) {
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GstGLFilter *filter = GST_GL_FILTER (effects);
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gst_gl_filter_render_to_target (filter, effects->intexture, effects->outtexture,
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gst_gl_effects_sepia_callback, effects);
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}
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static void gst_gl_effects_luma_xpro_callback (gint width, gint height, guint texture, gpointer data)
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{
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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gst_gl_effects_luma_to_curve (effects, luma_xpro_curve, GST_GL_EFFECTS_CURVE_LUMA_XPRO,
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width, height, texture);
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}
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void
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gst_gl_effects_luma_xpro (GstGLEffects *effects) {
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GstGLFilter *filter = GST_GL_FILTER (effects);
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gst_gl_filter_render_to_target (filter, effects->intexture, effects->outtexture,
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gst_gl_effects_luma_xpro_callback, effects);
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}
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