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b3d8e09839
There's no need for the jump to an extra thread in most cases, especially when relying solely on a shader to render. We can use the provided render_to_target() functions to simplify filter writing.
124 lines
4.7 KiB
C
124 lines
4.7 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., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "../gstgleffects.h"
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#include "gstgleffectscurves.h"
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#include "gstgleffectlumatocurve.h"
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static gboolean kernel_ready = FALSE;
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static float gauss_kernel[7];
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void
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gst_gl_effects_xray (GstGLEffects * effects)
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{
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const GstGLFuncs *gl = GST_GL_BASE_FILTER (effects)->context->gl_vtable;
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GstGLFilter *filter = GST_GL_FILTER (effects);
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GstGLShader *shader;
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if (!kernel_ready) {
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fill_gaussian_kernel (gauss_kernel, 7, 1.5);
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kernel_ready = TRUE;
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}
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/* map luma to xray curve */
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gst_gl_effects_luma_to_curve (effects, &xray_curve, GST_GL_EFFECTS_CURVE_XRAY,
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effects->intexture, effects->midtexture[0]);
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/* horizontal blur */
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shader = gst_gl_effects_get_fragment_shader (effects, "hconv7",
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hconv7_fragment_source_gles2);
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gst_gl_shader_use (shader);
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gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
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gst_gl_shader_set_uniform_1f (shader, "gauss_width",
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GST_VIDEO_INFO_WIDTH (&filter->in_info));
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gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[0],
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effects->midtexture[1], shader);
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/* vertical blur */
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shader = gst_gl_effects_get_fragment_shader (effects, "vconv7",
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vconv7_fragment_source_gles2);
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gst_gl_shader_use (shader);
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gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
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gst_gl_shader_set_uniform_1f (shader, "gauss_height",
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GST_VIDEO_INFO_HEIGHT (&filter->out_info));
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gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[1],
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effects->midtexture[2], shader);
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/* detect edges with Sobel */
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/* the old version used edges from the blurred texture, this uses
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* the ones from original texture, still not sure what I like
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* more. This one gives better edges obviously but behaves badly
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* with noise */
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/* desaturate */
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shader = gst_gl_effects_get_fragment_shader (effects, "desaturate",
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desaturate_fragment_source_gles2);
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gst_gl_filter_render_to_target_with_shader (filter, effects->intexture,
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effects->midtexture[3], shader);
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/* horizonal convolution */
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shader = gst_gl_effects_get_fragment_shader (effects, "sobel_hconv3",
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sep_sobel_hconv3_fragment_source_gles2);
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gst_gl_shader_use (shader);
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gst_gl_shader_set_uniform_1f (shader, "width",
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GST_VIDEO_INFO_WIDTH (&filter->out_info));
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gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[3],
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effects->midtexture[4], shader);
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/* vertical convolution */
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shader = gst_gl_effects_get_fragment_shader (effects, "sobel_vconv3",
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sep_sobel_vconv3_fragment_source_gles2);
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gst_gl_shader_use (shader);
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gst_gl_shader_set_uniform_1f (shader, "height",
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GST_VIDEO_INFO_HEIGHT (&filter->out_info));
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gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[4],
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effects->midtexture[3], shader);
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/* gradient length */
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shader = gst_gl_effects_get_fragment_shader (effects, "sobel_length",
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sep_sobel_length_fragment_source_gles2);
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gst_gl_shader_use (shader);
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gst_gl_shader_set_uniform_1i (shader, "invert", TRUE);
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gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[3],
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effects->midtexture[4], shader);
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/* multiply edges with the blurred image */
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shader = gst_gl_effects_get_fragment_shader (effects, "multiply",
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multiply_fragment_source_gles2);
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gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE2);
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gl->BindTexture (GL_TEXTURE_2D,
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gst_gl_memory_get_texture_id (effects->midtexture[2]));
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gst_gl_shader_set_uniform_1i (shader, "base", 2);
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gl->ActiveTexture (GL_TEXTURE1);
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gl->BindTexture (GL_TEXTURE_2D,
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gst_gl_memory_get_texture_id (effects->midtexture[4]));
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gst_gl_shader_set_uniform_1f (shader, "alpha", (gfloat) 0.5f);
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gst_gl_shader_set_uniform_1i (shader, "blend", 1);
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gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[4],
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effects->outtexture, shader);
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}
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