gstreamer/gst/gl/effects/gstgleffectglow.c

190 lines
5.9 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., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#include <gstgleffects.h>
static gfloat gauss_kernel[9] = { 0.060493, 0.075284, 0.088016,
0.096667, 0.099736, 0.096667,
0.088016, 0.075284, 0.060493 };
static void
gst_gl_effects_glow_step_one (gint width, gint height, guint texture, gpointer data)
{
GstGLEffects* effects = GST_GL_EFFECTS (data);
GstGLShader *shader;
shader = g_hash_table_lookup (effects->shaderstable, "glow0");
if (!shader) {
shader = gst_gl_shader_new ();
g_hash_table_insert (effects->shaderstable, "glow0", shader);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, luma_threshold_fragment_source,
GST_GL_SHADER_FRAGMENT_SOURCE));
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gst_gl_shader_use (shader);
glActiveTexture (GL_TEXTURE0);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_effects_draw_texture (effects, texture);
}
static void
gst_gl_effects_glow_step_two (gint width, gint height, guint texture, gpointer stuff)
{
GstGLEffects* effects = GST_GL_EFFECTS (stuff);
GstGLShader *shader;
/* hard coded kernel, it could be easily generated at runtime with a
* property to change standard deviation */
shader = g_hash_table_lookup (effects->shaderstable, "glow1");
if (!shader) {
shader = gst_gl_shader_new ();
g_hash_table_insert (effects->shaderstable, "glow1", shader);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, hconv9_fragment_source,
GST_GL_SHADER_FRAGMENT_SOURCE));
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gst_gl_shader_use (shader);
glActiveTexture (GL_TEXTURE1);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glDisable (GL_TEXTURE_RECTANGLE_ARB);
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, "norm_const", 0.740656);
gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0);
gst_gl_effects_draw_texture (effects, texture);
}
void
gst_gl_effects_glow_step_three (gint width, gint height, guint texture, gpointer stuff)
{
GstGLEffects* effects = GST_GL_EFFECTS (stuff);
GstGLShader *shader;
shader = g_hash_table_lookup (effects->shaderstable, "glow2");
if (!shader) {
shader = gst_gl_shader_new ();
g_hash_table_insert (effects->shaderstable, "glow2", shader);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, vconv9_fragment_source,
GST_GL_SHADER_FRAGMENT_SOURCE));
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gst_gl_shader_use (shader);
glActiveTexture (GL_TEXTURE1);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glDisable (GL_TEXTURE_RECTANGLE_ARB);
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, "norm_const", 0.740656);
gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0);
gst_gl_effects_draw_texture (effects, texture);
}
void
gst_gl_effects_glow_step_four (gint width, gint height, guint texture, gpointer stuff)
{
GstGLEffects* effects = GST_GL_EFFECTS (stuff);
GstGLShader *shader;
shader = g_hash_table_lookup (effects->shaderstable, "glow3");
if (!shader) {
shader = gst_gl_shader_new ();
g_hash_table_insert (effects->shaderstable, "glow3", shader);
}
g_return_if_fail (
gst_gl_shader_compile_and_check (shader, sum_fragment_source,
GST_GL_SHADER_FRAGMENT_SOURCE));
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gst_gl_shader_use (shader);
glActiveTexture (GL_TEXTURE2);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, effects->intexture);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
gst_gl_shader_set_uniform_1f (shader, "alpha", 1.0);
gst_gl_shader_set_uniform_1i (shader, "base", 2);
glActiveTexture (GL_TEXTURE1);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
gst_gl_shader_set_uniform_1f (shader, "beta", 1/3.5);
gst_gl_shader_set_uniform_1i (shader, "blend", 1);
gst_gl_effects_draw_texture (effects, texture);
}
void
gst_gl_effects_glow (GstGLEffects *effects) {
GstGLFilter *filter = GST_GL_FILTER (effects);
/* threshold */
gst_gl_filter_render_to_target (filter, effects->intexture, effects->midtexture[0],
gst_gl_effects_glow_step_one, effects);
/* blur */
gst_gl_filter_render_to_target (filter, effects->midtexture[0], effects->midtexture[1],
gst_gl_effects_glow_step_two, effects);
gst_gl_filter_render_to_target (filter, effects->midtexture[1], effects->midtexture[2],
gst_gl_effects_glow_step_three, effects);
/* add blurred luma to intexture */
gst_gl_filter_render_to_target (filter, effects->midtexture[2], effects->outtexture,
gst_gl_effects_glow_step_four, effects);
}