gstreamer/gst/gl/effects/gstgleffectxray.c

218 lines
6.8 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>
#include <gstgleffectscurves.h>
#include <gstgleffectlumatocurve.h>
/* Gaussian Kernel: std = 1.200000, size = 9x1 */
static gfloat gauss_kernel[9] = { 0.001285f, 0.014607f, 0.082898f,
0.234927f, 0.332452f, 0.234927f,
0.082898f, 0.014607f, 0.001285f };
/* Normalization Constant = 0.999885 */
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);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, hconv9_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", 9, gauss_kernel);
gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.999885f);
gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0f);
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);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, vconv9_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", 9, gauss_kernel);
gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.999885f);
gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0f);
gst_gl_effects_draw_texture (effects, texture);
}
static void
gst_gl_effects_xray_step_four (gint width, gint height, guint texture, gpointer data)
{
GstGLEffects* effects = GST_GL_EFFECTS (data);
GstGLShader *shader;
gfloat hkern[9] = {
1.0, 0.0, -1.0,
2.0, 0.0, -2.0,
1.0, 0.0, -1.0
};
gfloat vkern[9] = {
1.0, 2.0, 1.0,
0.0, 0.0, 0.0,
-1.0, -2.0, -1.0
};
shader = g_hash_table_lookup (effects->shaderstable, "xray3");
if (!shader) {
shader = gst_gl_shader_new ();
g_hash_table_insert (effects->shaderstable, "xray3", shader);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, sobel_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, "hkern", 9, hkern);
gst_gl_shader_set_uniform_1fv (shader, "vkern", 9, vkern);
gst_gl_shader_set_uniform_1i (shader, "invert", TRUE);
gst_gl_effects_draw_texture (effects, texture);
}
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);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, multiply_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->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) 0.28f);
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 */
gst_gl_filter_render_to_target (filter, effects->midtexture[2], effects->midtexture[3],
gst_gl_effects_xray_step_four, effects);
/* multiply edges with the blurred image */
gst_gl_filter_render_to_target (filter, effects->midtexture[3], effects->outtexture,
gst_gl_effects_xray_step_five, effects);
}