mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-09-08 13:18:52 +00:00
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
/*
|
|
* 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];
|
|
|
|
void
|
|
gst_gl_effects_xray (GstGLEffects * effects)
|
|
{
|
|
const GstGLFuncs *gl = GST_GL_BASE_FILTER (effects)->context->gl_vtable;
|
|
GstGLFilter *filter = GST_GL_FILTER (effects);
|
|
GstGLShader *shader;
|
|
|
|
if (!kernel_ready) {
|
|
fill_gaussian_kernel (gauss_kernel, 7, 1.5);
|
|
kernel_ready = TRUE;
|
|
}
|
|
|
|
/* map luma to xray curve */
|
|
gst_gl_effects_luma_to_curve (effects, &xray_curve, GST_GL_EFFECTS_CURVE_XRAY,
|
|
effects->intexture, effects->midtexture[0]);
|
|
|
|
/* horizontal blur */
|
|
shader = gst_gl_effects_get_fragment_shader (effects, "hconv7",
|
|
hconv7_fragment_source_gles2);
|
|
gst_gl_shader_use (shader);
|
|
gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
|
|
gst_gl_shader_set_uniform_1f (shader, "gauss_width",
|
|
GST_VIDEO_INFO_WIDTH (&filter->in_info));
|
|
gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[0],
|
|
effects->midtexture[1], shader);
|
|
|
|
/* vertical blur */
|
|
shader = gst_gl_effects_get_fragment_shader (effects, "vconv7",
|
|
vconv7_fragment_source_gles2);
|
|
gst_gl_shader_use (shader);
|
|
gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
|
|
gst_gl_shader_set_uniform_1f (shader, "gauss_height",
|
|
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
|
|
gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[1],
|
|
effects->midtexture[2], shader);
|
|
|
|
/* 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 */
|
|
shader = gst_gl_effects_get_fragment_shader (effects, "desaturate",
|
|
desaturate_fragment_source_gles2);
|
|
gst_gl_filter_render_to_target_with_shader (filter, effects->intexture,
|
|
effects->midtexture[3], shader);
|
|
|
|
/* horizonal convolution */
|
|
shader = gst_gl_effects_get_fragment_shader (effects, "sobel_hconv3",
|
|
sep_sobel_hconv3_fragment_source_gles2);
|
|
gst_gl_shader_use (shader);
|
|
gst_gl_shader_set_uniform_1f (shader, "width",
|
|
GST_VIDEO_INFO_WIDTH (&filter->out_info));
|
|
gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[3],
|
|
effects->midtexture[4], shader);
|
|
|
|
/* vertical convolution */
|
|
shader = gst_gl_effects_get_fragment_shader (effects, "sobel_vconv3",
|
|
sep_sobel_vconv3_fragment_source_gles2);
|
|
gst_gl_shader_use (shader);
|
|
gst_gl_shader_set_uniform_1f (shader, "height",
|
|
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
|
|
gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[4],
|
|
effects->midtexture[3], shader);
|
|
|
|
/* gradient length */
|
|
shader = gst_gl_effects_get_fragment_shader (effects, "sobel_length",
|
|
sep_sobel_length_fragment_source_gles2);
|
|
gst_gl_shader_use (shader);
|
|
gst_gl_shader_set_uniform_1i (shader, "invert", TRUE);
|
|
gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[3],
|
|
effects->midtexture[4], shader);
|
|
|
|
/* multiply edges with the blurred image */
|
|
shader = gst_gl_effects_get_fragment_shader (effects, "multiply",
|
|
multiply_fragment_source_gles2);
|
|
gst_gl_shader_use (shader);
|
|
|
|
gl->ActiveTexture (GL_TEXTURE2);
|
|
gl->BindTexture (GL_TEXTURE_2D,
|
|
gst_gl_memory_get_texture_id (effects->midtexture[2]));
|
|
|
|
gst_gl_shader_set_uniform_1i (shader, "base", 2);
|
|
|
|
gl->ActiveTexture (GL_TEXTURE1);
|
|
gl->BindTexture (GL_TEXTURE_2D,
|
|
gst_gl_memory_get_texture_id (effects->midtexture[4]));
|
|
|
|
gst_gl_shader_set_uniform_1f (shader, "alpha", (gfloat) 0.5f);
|
|
gst_gl_shader_set_uniform_1i (shader, "blend", 1);
|
|
|
|
gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[4],
|
|
effects->outtexture, shader);
|
|
}
|