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17a33cd19a
Settle with 7x7 gaussian convolution kernels, maybe slightly less accurate than previous 9x9 but fast enough to be able to use it on i915. About a 20% percent speed gain (again, roughly measured with videotestsrc and glimagesink sync=false). No noticeable rendering difference with current effects.
311 lines
9.4 KiB
C
311 lines
9.4 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 <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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static void
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gst_gl_effects_xray_step_one (gint width, gint height, guint texture,
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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, xray_curve, GST_GL_EFFECTS_CURVE_XRAY,
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width, height, texture);
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}
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static void
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gst_gl_effects_xray_step_two (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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shader = g_hash_table_lookup (effects->shaderstable, "xray1");
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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, "xray1", shader);
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}
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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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g_return_if_fail (gst_gl_shader_compile_and_check (shader,
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hconv7_fragment_source, 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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glActiveTexture (GL_TEXTURE1);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (shader, "tex", 1);
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gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
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gst_gl_effects_draw_texture (effects, texture);
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}
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static void
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gst_gl_effects_xray_step_three (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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shader = g_hash_table_lookup (effects->shaderstable, "xray2");
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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, "xray2", shader);
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}
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g_return_if_fail (gst_gl_shader_compile_and_check (shader,
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vconv7_fragment_source, 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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glActiveTexture (GL_TEXTURE1);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (shader, "tex", 1);
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gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
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gst_gl_effects_draw_texture (effects, texture);
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}
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/* multipass separable sobel */
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static void
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gst_gl_effects_xray_desaturate (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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shader = g_hash_table_lookup (effects->shaderstable, "xray_desat");
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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, "xray_desat", shader);
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}
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g_return_if_fail (gst_gl_shader_compile_and_check (shader,
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desaturate_fragment_source, 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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glActiveTexture (GL_TEXTURE1);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (shader, "tex", 1);
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gst_gl_effects_draw_texture (effects, texture);
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}
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static void
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gst_gl_effects_xray_sobel_hconv (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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shader = g_hash_table_lookup (effects->shaderstable, "xray_sob_hconv");
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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, "xray_sob_hconv", shader);
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}
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g_return_if_fail (gst_gl_shader_compile_and_check (shader,
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sep_sobel_hconv3_fragment_source, 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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glActiveTexture (GL_TEXTURE1);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (shader, "tex", 1);
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gst_gl_effects_draw_texture (effects, texture);
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}
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static void
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gst_gl_effects_xray_sobel_vconv (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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shader = g_hash_table_lookup (effects->shaderstable, "xray_sob_vconv");
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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, "xray_sob_vconv", shader);
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}
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g_return_if_fail (gst_gl_shader_compile_and_check (shader,
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sep_sobel_vconv3_fragment_source, 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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glActiveTexture (GL_TEXTURE1);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (shader, "tex", 1);
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gst_gl_effects_draw_texture (effects, texture);
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}
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static void
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gst_gl_effects_xray_sobel_length (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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shader = g_hash_table_lookup (effects->shaderstable, "xray_sob_len");
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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, "xray_sob_len", shader);
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}
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g_return_if_fail (gst_gl_shader_compile_and_check (shader,
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sep_sobel_length_fragment_source, 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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glActiveTexture (GL_TEXTURE1);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (shader, "tex", 1);
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gst_gl_shader_set_uniform_1i (shader, "invert", TRUE);
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gst_gl_effects_draw_texture (effects, texture);
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}
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/* end of sobel passes */
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void
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gst_gl_effects_xray_step_five (gint width, gint height, guint texture,
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gpointer stuff)
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{
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GstGLEffects *effects = GST_GL_EFFECTS (stuff);
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GstGLShader *shader;
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shader = g_hash_table_lookup (effects->shaderstable, "xray4");
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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, "xray4", shader);
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}
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g_return_if_fail (gst_gl_shader_compile_and_check (shader,
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multiply_fragment_source, 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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glActiveTexture (GL_TEXTURE2);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, effects->midtexture[2]);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (shader, "base", 2);
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glActiveTexture (GL_TEXTURE1);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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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_effects_draw_texture (effects, texture);
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}
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void
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gst_gl_effects_xray (GstGLEffects * effects)
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{
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GstGLFilter *filter = GST_GL_FILTER (effects);
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/* map luma to xray curve */
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gst_gl_filter_render_to_target (filter, effects->intexture,
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effects->midtexture[0], gst_gl_effects_xray_step_one, effects);
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/* horizontal blur */
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gst_gl_filter_render_to_target (filter, effects->midtexture[0],
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effects->midtexture[1], gst_gl_effects_xray_step_two, effects);
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/* vertical blur */
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gst_gl_filter_render_to_target (filter, effects->midtexture[1],
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effects->midtexture[2], gst_gl_effects_xray_step_three, effects);
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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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gst_gl_filter_render_to_target (filter, effects->intexture,
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effects->midtexture[3], gst_gl_effects_xray_desaturate, effects);
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/* horizonal convolution */
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gst_gl_filter_render_to_target (filter, effects->midtexture[3],
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effects->midtexture[4], gst_gl_effects_xray_sobel_hconv, effects);
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/* vertical convolution */
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gst_gl_filter_render_to_target (filter, effects->midtexture[4],
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effects->midtexture[3], gst_gl_effects_xray_sobel_vconv, effects);
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/* gradient length */
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gst_gl_filter_render_to_target (filter, effects->midtexture[3],
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effects->midtexture[4], gst_gl_effects_xray_sobel_length, effects);
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/* multiply edges with the blurred image */
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gst_gl_filter_render_to_target (filter, effects->midtexture[4],
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effects->outtexture, gst_gl_effects_xray_step_five, effects);
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}
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