| /* |
| * 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., 51 Franklin St, Fifth Floor, |
| * Boston, MA 02110-1301, USA. |
| */ |
| #ifdef HAVE_CONFIG_H |
| #include "config.h" |
| #endif |
| |
| #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) |
| { |
| GstGLShader *shader; |
| GstGLEffects *effects = GST_GL_EFFECTS (data); |
| GstGLFilter *filter = GST_GL_FILTER (effects); |
| GstGLContext *context = GST_GL_BASE_FILTER (filter)->context; |
| GstGLFuncs *gl = context->gl_vtable; |
| |
| shader = gst_gl_effects_get_fragment_shader (effects, "luma_threshold", |
| luma_threshold_fragment_source_gles2, |
| luma_threshold_fragment_source_opengl); |
| |
| if (!shader) |
| return; |
| |
| #if GST_GL_HAVE_OPENGL |
| if (USING_OPENGL (context)) { |
| gl->MatrixMode (GL_PROJECTION); |
| gl->LoadIdentity (); |
| } |
| #endif |
| |
| gst_gl_shader_use (shader); |
| |
| gl->ActiveTexture (GL_TEXTURE0); |
| gl->Enable (GL_TEXTURE_2D); |
| gl->BindTexture (GL_TEXTURE_2D, texture); |
| |
| gst_gl_shader_set_uniform_1i (shader, "tex", 0); |
| |
| gst_gl_filter_draw_texture (filter, texture, width, height); |
| } |
| |
| static void |
| gst_gl_effects_glow_step_two (gint width, gint height, guint texture, |
| gpointer data) |
| { |
| GstGLShader *shader; |
| GstGLEffects *effects = GST_GL_EFFECTS (data); |
| GstGLFilter *filter = GST_GL_FILTER (effects); |
| GstGLContext *context = GST_GL_BASE_FILTER (filter)->context; |
| GstGLFuncs *gl = context->gl_vtable; |
| |
| shader = gst_gl_effects_get_fragment_shader (effects, "hconv7", |
| hconv7_fragment_source_gles2, hconv7_fragment_source_opengl); |
| |
| if (!shader) |
| return; |
| |
| if (!kernel_ready) { |
| fill_gaussian_kernel (gauss_kernel, 7, 10.0); |
| kernel_ready = TRUE; |
| } |
| #if GST_GL_HAVE_OPENGL |
| if (USING_OPENGL (context)) { |
| gl->MatrixMode (GL_PROJECTION); |
| gl->LoadIdentity (); |
| } |
| #endif |
| |
| gst_gl_shader_use (shader); |
| |
| gl->ActiveTexture (GL_TEXTURE1); |
| gl->Enable (GL_TEXTURE_2D); |
| gl->BindTexture (GL_TEXTURE_2D, texture); |
| gl->Disable (GL_TEXTURE_2D); |
| |
| gst_gl_shader_set_uniform_1i (shader, "tex", 1); |
| gst_gl_shader_set_uniform_1fv (shader, "kernel", 7, gauss_kernel); |
| gst_gl_shader_set_uniform_1f (shader, "gauss_width", width); |
| |
| gst_gl_filter_draw_texture (filter, texture, width, height); |
| } |
| |
| static void |
| gst_gl_effects_glow_step_three (gint width, gint height, guint texture, |
| gpointer data) |
| { |
| GstGLShader *shader; |
| GstGLEffects *effects = GST_GL_EFFECTS (data); |
| GstGLFilter *filter = GST_GL_FILTER (effects); |
| GstGLContext *context = GST_GL_BASE_FILTER (filter)->context; |
| GstGLFuncs *gl = context->gl_vtable; |
| |
| shader = gst_gl_effects_get_fragment_shader (effects, "vconv7", |
| vconv7_fragment_source_gles2, vconv7_fragment_source_opengl); |
| |
| if (!shader) |
| return; |
| |
| #if GST_GL_HAVE_OPENGL |
| if (USING_OPENGL (context)) { |
| gl->MatrixMode (GL_PROJECTION); |
| gl->LoadIdentity (); |
| } |
| #endif |
| |
| gst_gl_shader_use (shader); |
| |
| gl->ActiveTexture (GL_TEXTURE1); |
| gl->Enable (GL_TEXTURE_2D); |
| gl->BindTexture (GL_TEXTURE_2D, texture); |
| gl->Disable (GL_TEXTURE_2D); |
| |
| gst_gl_shader_set_uniform_1i (shader, "tex", 1); |
| gst_gl_shader_set_uniform_1fv (shader, "kernel", 7, gauss_kernel); |
| gst_gl_shader_set_uniform_1f (shader, "gauss_height", height); |
| |
| gst_gl_filter_draw_texture (filter, texture, width, height); |
| } |
| |
| static void |
| gst_gl_effects_glow_step_four (gint width, gint height, guint texture, |
| gpointer data) |
| { |
| GstGLShader *shader; |
| GstGLEffects *effects = GST_GL_EFFECTS (data); |
| GstGLFilter *filter = GST_GL_FILTER (effects); |
| GstGLContext *context = GST_GL_BASE_FILTER (filter)->context; |
| GstGLFuncs *gl = context->gl_vtable; |
| |
| shader = gst_gl_effects_get_fragment_shader (effects, "sum", |
| sum_fragment_source_gles2, sum_fragment_source_opengl); |
| |
| if (!shader) |
| return; |
| |
| #if GST_GL_HAVE_OPENGL |
| if (USING_OPENGL (context)) { |
| gl->MatrixMode (GL_PROJECTION); |
| gl->LoadIdentity (); |
| } |
| #endif |
| |
| gst_gl_shader_use (shader); |
| |
| gl->ActiveTexture (GL_TEXTURE2); |
| gl->Enable (GL_TEXTURE_2D); |
| gl->BindTexture (GL_TEXTURE_2D, effects->intexture); |
| gl->Disable (GL_TEXTURE_2D); |
| |
| gst_gl_shader_set_uniform_1f (shader, "alpha", 1.0f); |
| gst_gl_shader_set_uniform_1i (shader, "base", 2); |
| |
| gl->ActiveTexture (GL_TEXTURE1); |
| gl->Enable (GL_TEXTURE_2D); |
| gl->BindTexture (GL_TEXTURE_2D, texture); |
| gl->Disable (GL_TEXTURE_2D); |
| |
| gst_gl_shader_set_uniform_1f (shader, "beta", (gfloat) 1 / 3.5f); |
| gst_gl_shader_set_uniform_1i (shader, "blend", 1); |
| |
| gst_gl_filter_draw_texture (filter, texture, width, height); |
| } |
| |
| void |
| gst_gl_effects_glow (GstGLEffects * effects) |
| { |
| GstGLFilter *filter = GST_GL_FILTER (effects); |
| |
| /* threshold */ |
| gst_gl_filter_render_to_target (filter, TRUE, effects->intexture, |
| effects->midtexture[0], gst_gl_effects_glow_step_one, effects); |
| |
| /* blur */ |
| gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[0], |
| effects->midtexture[1], gst_gl_effects_glow_step_two, effects); |
| |
| gst_gl_filter_render_to_target (filter, FALSE, 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, FALSE, effects->midtexture[2], |
| effects->outtexture, gst_gl_effects_glow_step_four, effects); |
| } |