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3ba30d42a4
This effectively limits a glfilter subclass to be > GL(ES) 2.0. rather than a possible GL 1.4.
168 lines
5.2 KiB
C
168 lines
5.2 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008-2010 Filippo Argiolas <filippo.argiolas@gmail.com>
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* Copyright (C) 2015 Michał Dębski <debski.mi.zd@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., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "../gstgleffects.h"
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static void
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gst_gl_effects_sobel_callback_desaturate (gint width, gint height,
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guint texture, gpointer data)
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{
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GstGLShader *shader = NULL;
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLFilter *filter = GST_GL_FILTER (effects);
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if (NULL != (shader = gst_gl_effects_get_fragment_shader (effects, "desat0",
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desaturate_fragment_source_gles2))) {
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GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
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#if GST_GL_HAVE_OPENGL
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if (USING_OPENGL (GST_GL_BASE_FILTER (filter)->context)) {
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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}
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#endif
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gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_filter_draw_texture (filter, texture, width, height);
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}
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}
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static void
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gst_gl_effects_sobel_callback_hconv (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLShader *shader = NULL;
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLFilter *filter = GST_GL_FILTER (effects);
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if (NULL != (shader = gst_gl_effects_get_fragment_shader (effects, "hconv0",
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sep_sobel_hconv3_fragment_source_gles2))) {
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GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
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#if GST_GL_HAVE_OPENGL
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if (USING_OPENGL (GST_GL_BASE_FILTER (filter)->context)) {
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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}
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#endif
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gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (shader, "width", width);
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gst_gl_filter_draw_texture (filter, texture, width, height);
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}
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}
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static void
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gst_gl_effects_sobel_callback_vconv (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLShader *shader = NULL;
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLFilter *filter = GST_GL_FILTER (effects);
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if (NULL != (shader = gst_gl_effects_get_fragment_shader (effects, "vconv0",
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sep_sobel_vconv3_fragment_source_gles2))) {
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GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
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#if GST_GL_HAVE_OPENGL
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if (USING_OPENGL (GST_GL_BASE_FILTER (filter)->context)) {
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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}
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#endif
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gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (shader, "height", height);
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gst_gl_filter_draw_texture (filter, texture, width, height);
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}
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}
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static void
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gst_gl_effects_sobel_callback_length (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLShader *shader = NULL;
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLFilter *filter = GST_GL_FILTER (effects);
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if (NULL != (shader = gst_gl_effects_get_fragment_shader (effects, "len0",
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sep_sobel_length_fragment_source_gles2))) {
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GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
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#if GST_GL_HAVE_OPENGL
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if (USING_OPENGL (GST_GL_BASE_FILTER (filter)->context)) {
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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}
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#endif
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gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1i (shader, "invert", effects->invert);
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gst_gl_filter_draw_texture (filter, texture, width, height);
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}
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}
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void
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gst_gl_effects_sobel (GstGLEffects * effects)
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{
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GstGLFilter *filter = GST_GL_FILTER (effects);
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gst_gl_filter_render_to_target (filter, TRUE,
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effects->intexture, effects->midtexture[0],
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gst_gl_effects_sobel_callback_desaturate, effects);
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gst_gl_filter_render_to_target (filter, FALSE,
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effects->midtexture[0], effects->midtexture[1],
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gst_gl_effects_sobel_callback_hconv, effects);
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gst_gl_filter_render_to_target (filter, FALSE,
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effects->midtexture[1], effects->midtexture[0],
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gst_gl_effects_sobel_callback_vconv, effects);
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gst_gl_filter_render_to_target (filter, FALSE,
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effects->midtexture[0], effects->outtexture,
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gst_gl_effects_sobel_callback_length, effects);
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}
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