gstreamer/ext/gl/effects/gstgleffectxray.c
Matthew Waters 72993f54fa gl: remove useless gl{En,Dis}able (GL_TEXTURE_*) calls
We are using shaders everywhere and so they are not needed
2017-12-09 19:32:01 +00:00

327 lines
9.7 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"
#include "gstgleffectscurves.h"
#include "gstgleffectlumatocurve.h"
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)
{
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, hconv7_fragment_source_opengl);
if (!shader)
return;
if (!kernel_ready) {
fill_gaussian_kernel (gauss_kernel, 7, 1.5);
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", 9, 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_xray_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, vconv7_fragment_source_opengl);
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", 9, gauss_kernel);
gst_gl_shader_set_uniform_1f (shader, "gauss_height", height);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
/* multipass separable sobel */
static void
gst_gl_effects_xray_desaturate (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, "desaturate",
desaturate_fragment_source_gles2, desaturate_fragment_source_opengl);
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_filter_draw_texture (filter, texture, width, height);
}
static void
gst_gl_effects_xray_sobel_hconv (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, "sobel_hconv3",
sep_sobel_hconv3_fragment_source_gles2,
sep_sobel_hconv3_fragment_source_opengl);
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_1f (shader, "width", width);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
static void
gst_gl_effects_xray_sobel_vconv (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, "sobel_vconv3",
sep_sobel_vconv3_fragment_source_gles2,
sep_sobel_vconv3_fragment_source_opengl);
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_1f (shader, "height", height);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
static void
gst_gl_effects_xray_sobel_length (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, "sobel_length",
sep_sobel_length_fragment_source_gles2,
sep_sobel_length_fragment_source_opengl);
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_1i (shader, "invert", TRUE);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
/* end of sobel passes */
static void
gst_gl_effects_xray_step_five (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, "multiply",
multiply_fragment_source_gles2, multiply_fragment_source_opengl);
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->midtexture[2]);
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, "alpha", (gfloat) 0.5f);
gst_gl_shader_set_uniform_1i (shader, "blend", 1);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
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, TRUE, effects->intexture,
effects->midtexture[0], gst_gl_effects_xray_step_one, effects);
/* horizontal blur */
gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[0],
effects->midtexture[1], gst_gl_effects_xray_step_two, effects);
/* vertical blur */
gst_gl_filter_render_to_target (filter, FALSE, 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, TRUE, effects->intexture,
effects->midtexture[3], gst_gl_effects_xray_desaturate, effects);
/* horizonal convolution */
gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[3],
effects->midtexture[4], gst_gl_effects_xray_sobel_hconv, effects);
/* vertical convolution */
gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[4],
effects->midtexture[3], gst_gl_effects_xray_sobel_vconv, effects);
/* gradient length */
gst_gl_filter_render_to_target (filter, FALSE, 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, FALSE, effects->midtexture[4],
effects->outtexture, gst_gl_effects_xray_step_five, effects);
}