gstreamer/ext/gl/effects/gstgleffectlumatocurve.c
Matthew Waters 5da138d1ae glfilter: rewrite subclasses for filter_texture() occuring on GL thread
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.
2016-07-26 14:07:24 +10:00

92 lines
3 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 "gstgleffectlumatocurve.h"
void
gst_gl_effects_luma_to_curve (GstGLEffects * effects,
const GstGLEffectsCurve * curve, gint curve_index, GstGLMemory * in_tex,
GstGLMemory * out_tex)
{
GstGLContext *context = GST_GL_BASE_FILTER (effects)->context;
GstGLFilter *filter = GST_GL_FILTER (effects);
const GstGLFuncs *gl = context->gl_vtable;
GstGLShader *shader;
shader = gst_gl_effects_get_fragment_shader (effects, "luma_to_curve",
luma_to_curve_fragment_source_gles2);
if (!shader)
return;
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (context)) {
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
}
#endif
if (effects->curve[curve_index] == 0) {
/* this parameters are needed to have a right, predictable, mapping */
gl->GenTextures (1, &effects->curve[curve_index]);
gl->BindTexture (GL_TEXTURE_2D, effects->curve[curve_index]);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGB,
curve->width, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, curve->pixel_data);
}
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE2);
gl->BindTexture (GL_TEXTURE_2D, effects->curve[curve_index]);
gst_gl_shader_set_uniform_1i (shader, "curve", 2);
gst_gl_filter_render_to_target_with_shader (filter, in_tex, out_tex, shader);
}
void
gst_gl_effects_heat (GstGLEffects * effects)
{
gst_gl_effects_luma_to_curve (effects, &heat_curve,
GST_GL_EFFECTS_CURVE_HEAT, effects->intexture, effects->outtexture);
}
void
gst_gl_effects_sepia (GstGLEffects * effects)
{
gst_gl_effects_luma_to_curve (effects, &sepia_curve,
GST_GL_EFFECTS_CURVE_SEPIA, effects->intexture, effects->outtexture);
}
void
gst_gl_effects_luma_xpro (GstGLEffects * effects)
{
gst_gl_effects_luma_to_curve (effects, &luma_xpro_curve,
GST_GL_EFFECTS_CURVE_LUMA_XPRO, effects->intexture, effects->outtexture);
}