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190 lines
5.9 KiB
C
190 lines
5.9 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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static gfloat gauss_kernel[9] = { 0.060493, 0.075284, 0.088016,
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0.096667, 0.099736, 0.096667,
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0.088016, 0.075284, 0.060493 };
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static void
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gst_gl_effects_glow_step_one (gint width, gint height, guint texture, 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, "glow0");
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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, "glow0", shader);
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}
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g_return_if_fail (
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gst_gl_shader_compile_and_check (shader, luma_threshold_fragment_source,
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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_TEXTURE0);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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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_glow_step_two (gint width, gint height, guint texture, 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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/* hard coded kernel, it could be easily generated at runtime with a
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* property to change standard deviation */
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shader = g_hash_table_lookup (effects->shaderstable, "glow1");
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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, "glow1", shader);
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}
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g_return_if_fail (
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gst_gl_shader_compile_and_check (shader, hconv9_fragment_source,
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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_shader_set_uniform_1f (shader, "norm_const", 0.740656);
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gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0);
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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_glow_step_three (gint width, gint height, guint texture, 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, "glow2");
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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, "glow2", shader);
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}
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g_return_if_fail (
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gst_gl_shader_compile_and_check (shader, vconv9_fragment_source,
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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_shader_set_uniform_1f (shader, "norm_const", 0.740656);
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gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0);
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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_glow_step_four (gint width, gint height, guint texture, 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, "glow3");
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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, "glow3", shader);
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}
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g_return_if_fail (
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gst_gl_shader_compile_and_check (shader, sum_fragment_source,
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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->intexture);
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1f (shader, "alpha", 1.0);
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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, "beta", 1/3.5);
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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_glow (GstGLEffects *effects) {
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GstGLFilter *filter = GST_GL_FILTER (effects);
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/* threshold */
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gst_gl_filter_render_to_target (filter, effects->intexture, effects->midtexture[0],
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gst_gl_effects_glow_step_one, effects);
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/* blur */
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gst_gl_filter_render_to_target (filter, effects->midtexture[0], effects->midtexture[1],
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gst_gl_effects_glow_step_two, effects);
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gst_gl_filter_render_to_target (filter, effects->midtexture[1], effects->midtexture[2],
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gst_gl_effects_glow_step_three, effects);
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/* add blurred luma to intexture */
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gst_gl_filter_render_to_target (filter, effects->midtexture[2], effects->outtexture,
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gst_gl_effects_glow_step_four, effects);
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}
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