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223 lines
6.9 KiB
C
223 lines
6.9 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., 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 gboolean kernel_ready = FALSE;
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static float gauss_kernel[7];
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static void
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gst_gl_effects_glow_step_one (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLShader *shader;
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLFilter *filter = GST_GL_FILTER (effects);
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GstGLContext *context = filter->context;
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GstGLFuncs *gl = context->gl_vtable;
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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 (context);
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g_hash_table_insert (effects->shaderstable, (gchar *) "glow0", shader);
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}
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if (!gst_gl_shader_compile_and_check (shader,
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luma_threshold_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
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gst_gl_context_set_error (context,
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"Failed to initialize luma threshold shader");
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GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
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("%s", gst_gl_context_get_error ()), (NULL));
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return;
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}
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->Enable (GL_TEXTURE_2D);
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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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static void
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gst_gl_effects_glow_step_two (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLShader *shader;
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLFilter *filter = GST_GL_FILTER (effects);
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GstGLContext *context = filter->context;
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GstGLFuncs *gl = context->gl_vtable;
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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 (context);
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g_hash_table_insert (effects->shaderstable, (gchar *) "glow1", shader);
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}
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if (!kernel_ready) {
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fill_gaussian_kernel (gauss_kernel, 7, 10.0);
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kernel_ready = TRUE;
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}
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if (!gst_gl_shader_compile_and_check (shader,
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hconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
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gst_gl_context_set_error (context, "Failed to initialize hconv7 shader");
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GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
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("%s", gst_gl_context_get_error ()), (NULL));
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return;
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}
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE1);
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gl->Enable (GL_TEXTURE_2D);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gl->Disable (GL_TEXTURE_2D);
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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", 7, gauss_kernel);
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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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static void
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gst_gl_effects_glow_step_three (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLShader *shader;
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLFilter *filter = GST_GL_FILTER (effects);
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GstGLContext *context = filter->context;
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GstGLFuncs *gl = context->gl_vtable;
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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 (context);
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g_hash_table_insert (effects->shaderstable, (gchar *) "glow2", shader);
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}
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if (!gst_gl_shader_compile_and_check (shader,
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vconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
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gst_gl_context_set_error (context, "Failed to initialize vcon7 shader");
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GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
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("%s", gst_gl_context_get_error ()), (NULL));
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return;
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}
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE1);
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gl->Enable (GL_TEXTURE_2D);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gl->Disable (GL_TEXTURE_2D);
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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", 7, gauss_kernel);
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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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static void
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gst_gl_effects_glow_step_four (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLShader *shader;
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLFilter *filter = GST_GL_FILTER (effects);
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GstGLContext *context = filter->context;
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GstGLFuncs *gl = context->gl_vtable;
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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 (context);
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g_hash_table_insert (effects->shaderstable, (gchar *) "glow3", shader);
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}
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if (!gst_gl_shader_compile_and_check (shader,
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sum_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
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gst_gl_context_set_error (context, "Failed to initialize sum shader");
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GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
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("%s", gst_gl_context_get_error ()), (NULL));
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return;
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}
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE2);
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gl->Enable (GL_TEXTURE_2D);
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gl->BindTexture (GL_TEXTURE_2D, effects->intexture);
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gl->Disable (GL_TEXTURE_2D);
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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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gl->ActiveTexture (GL_TEXTURE1);
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gl->Enable (GL_TEXTURE_2D);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gl->Disable (GL_TEXTURE_2D);
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gst_gl_shader_set_uniform_1f (shader, "beta", (gfloat) 1 / 3.5f);
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gst_gl_shader_set_uniform_1i (shader, "blend", 1);
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gst_gl_filter_draw_texture (filter, texture, width, height);
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}
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void
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gst_gl_effects_glow (GstGLEffects * effects)
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{
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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, TRUE, effects->intexture,
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effects->midtexture[0], gst_gl_effects_glow_step_one, effects);
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/* blur */
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gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[0],
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effects->midtexture[1], gst_gl_effects_glow_step_two, effects);
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gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[1],
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effects->midtexture[2], 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, FALSE, effects->midtexture[2],
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effects->outtexture, gst_gl_effects_glow_step_four, effects);
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}
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