gstreamer/ext/gl/effects/gstgleffectglow.c
Matthew Waters b3d8e09839 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.
2017-12-09 19:32:21 +00:00

86 lines
3.1 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"
static gboolean kernel_ready = FALSE;
static float gauss_kernel[7];
void
gst_gl_effects_glow (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, 10.0);
kernel_ready = TRUE;
}
/* threshold */
shader = gst_gl_effects_get_fragment_shader (effects, "luma_threshold",
luma_threshold_fragment_source_gles2);
gst_gl_filter_render_to_target_with_shader (filter, effects->intexture,
effects->midtexture[0], shader);
/* 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", 7, gauss_kernel);
gst_gl_shader_set_uniform_1f (shader, "gauss_width",
GST_VIDEO_INFO_WIDTH (&filter->out_info));
gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[0],
effects->midtexture[1], shader);
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", 7, 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);
/* add blurred luma to intexture */
shader = gst_gl_effects_get_fragment_shader (effects, "sum",
sum_fragment_source_gles2);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE2);
gl->BindTexture (GL_TEXTURE_2D,
gst_gl_memory_get_texture_id (effects->intexture));
gst_gl_shader_set_uniform_1f (shader, "alpha", 1.0f);
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[2]));
gst_gl_shader_set_uniform_1f (shader, "beta", (gfloat) 1 / 3.5f);
gst_gl_shader_set_uniform_1i (shader, "blend", 1);
gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[2],
effects->outtexture, shader);
}