mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-26 18:20:44 +00:00
17a33cd19a
Settle with 7x7 gaussian convolution kernels, maybe slightly less accurate than previous 9x9 but fast enough to be able to use it on i915. About a 20% percent speed gain (again, roughly measured with videotestsrc and glimagesink sync=false). No noticeable rendering difference with current effects.
186 lines
5.5 KiB
C
186 lines
5.5 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 gboolean kernel_ready = FALSE;
|
|
static float gauss_kernel[7];
|
|
|
|
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;
|
|
|
|
shader = g_hash_table_lookup (effects->shaderstable, "glow1");
|
|
|
|
if (!shader) {
|
|
shader = gst_gl_shader_new ();
|
|
g_hash_table_insert (effects->shaderstable, "glow1", shader);
|
|
}
|
|
|
|
if (!kernel_ready) {
|
|
fill_gaussian_kernel (gauss_kernel, 7, 10.0);
|
|
kernel_ready = TRUE;
|
|
}
|
|
|
|
g_return_if_fail (gst_gl_shader_compile_and_check (shader,
|
|
hconv7_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", 7, gauss_kernel);
|
|
|
|
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,
|
|
vconv7_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", 7, gauss_kernel);
|
|
|
|
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", (gfloat) 1 / 3.5f);
|
|
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);
|
|
}
|