| /* |
| * 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" |
| #include "gstgleffectscurves.h" |
| #include "gstgleffectlumatocurve.h" |
| |
| static gboolean kernel_ready = FALSE; |
| static float gauss_kernel[7]; |
| |
| static void |
| gst_gl_effects_xray_step_one (gint width, gint height, guint texture, |
| gpointer data) |
| { |
| GstGLEffects *effects = GST_GL_EFFECTS (data); |
| |
| gst_gl_effects_luma_to_curve (effects, &xray_curve, GST_GL_EFFECTS_CURVE_XRAY, |
| width, height, texture); |
| } |
| |
| static void |
| gst_gl_effects_xray_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, 1.5); |
| 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", 9, 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_xray_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", 9, gauss_kernel); |
| gst_gl_shader_set_uniform_1f (shader, "gauss_height", height); |
| |
| gst_gl_filter_draw_texture (filter, texture, width, height); |
| } |
| |
| /* multipass separable sobel */ |
| static void |
| gst_gl_effects_xray_desaturate (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, "desaturate", |
| desaturate_fragment_source_gles2, desaturate_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_filter_draw_texture (filter, texture, width, height); |
| } |
| |
| static void |
| gst_gl_effects_xray_sobel_hconv (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, "sobel_hconv3", |
| sep_sobel_hconv3_fragment_source_gles2, |
| sep_sobel_hconv3_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_1f (shader, "width", width); |
| |
| gst_gl_filter_draw_texture (filter, texture, width, height); |
| } |
| |
| static void |
| gst_gl_effects_xray_sobel_vconv (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, "sobel_vconv3", |
| sep_sobel_vconv3_fragment_source_gles2, |
| sep_sobel_vconv3_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_1f (shader, "height", height); |
| |
| gst_gl_filter_draw_texture (filter, texture, width, height); |
| } |
| |
| static void |
| gst_gl_effects_xray_sobel_length (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, "sobel_length", |
| sep_sobel_length_fragment_source_gles2, |
| sep_sobel_length_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_1i (shader, "invert", TRUE); |
| gst_gl_filter_draw_texture (filter, texture, width, height); |
| } |
| |
| /* end of sobel passes */ |
| |
| static void |
| gst_gl_effects_xray_step_five (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, "multiply", |
| multiply_fragment_source_gles2, multiply_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->midtexture[2]); |
| gl->Disable (GL_TEXTURE_2D); |
| |
| 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, "alpha", (gfloat) 0.5f); |
| gst_gl_shader_set_uniform_1i (shader, "blend", 1); |
| |
| gst_gl_filter_draw_texture (filter, texture, width, height); |
| } |
| |
| void |
| gst_gl_effects_xray (GstGLEffects * effects) |
| { |
| GstGLFilter *filter = GST_GL_FILTER (effects); |
| |
| /* map luma to xray curve */ |
| gst_gl_filter_render_to_target (filter, TRUE, effects->intexture, |
| effects->midtexture[0], gst_gl_effects_xray_step_one, effects); |
| /* horizontal blur */ |
| gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[0], |
| effects->midtexture[1], gst_gl_effects_xray_step_two, effects); |
| /* vertical blur */ |
| gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[1], |
| effects->midtexture[2], gst_gl_effects_xray_step_three, effects); |
| /* detect edges with Sobel */ |
| /* the old version used edges from the blurred texture, this uses |
| * the ones from original texture, still not sure what I like |
| * more. This one gives better edges obviously but behaves badly |
| * with noise */ |
| /* desaturate */ |
| gst_gl_filter_render_to_target (filter, TRUE, effects->intexture, |
| effects->midtexture[3], gst_gl_effects_xray_desaturate, effects); |
| /* horizonal convolution */ |
| gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[3], |
| effects->midtexture[4], gst_gl_effects_xray_sobel_hconv, effects); |
| /* vertical convolution */ |
| gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[4], |
| effects->midtexture[3], gst_gl_effects_xray_sobel_vconv, effects); |
| /* gradient length */ |
| gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[3], |
| effects->midtexture[4], gst_gl_effects_xray_sobel_length, effects); |
| /* multiply edges with the blurred image */ |
| gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[4], |
| effects->outtexture, gst_gl_effects_xray_step_five, effects); |
| } |