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98752e51da
Generate a normalized gaussian kernel with given size and standard deviation on the fly. Remove "norm_const" uniform from convolution shaders and provide a normalized kernel instead. Remove norm_offset uniform as it was always zero, will reintroduce it if really needed in the future. Thanks to Eric Anholt for suggesting it. Save some ALU instruction calculating directly the coordinate for texture lookup instead of summing an offset. Still exceed maximum indirect texture lookups on i915, the only solution I see is using a 3x3 kernel.
186 lines
5.5 KiB
C
186 lines
5.5 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 gboolean kernel_ready = FALSE;
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static float gauss_kernel[9];
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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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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 (gst_gl_shader_compile_and_check (shader,
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luma_threshold_fragment_source, 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,
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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, "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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if (!kernel_ready) {
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fill_gaussian_kernel (gauss_kernel, 9, 10.0);
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kernel_ready = TRUE;
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}
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g_return_if_fail (gst_gl_shader_compile_and_check (shader,
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hconv9_fragment_source, 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_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,
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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 (gst_gl_shader_compile_and_check (shader,
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vconv9_fragment_source, 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_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,
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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 (gst_gl_shader_compile_and_check (shader,
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sum_fragment_source, 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", (gfloat) 1 / 3.5f);
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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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{
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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,
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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, 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, 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, effects->midtexture[2],
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effects->outtexture, gst_gl_effects_glow_step_four, effects);
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}
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