summaryrefslogtreecommitdiff
path: root/gst/gl/effects/gstgleffectglow.c
blob: 49302497beec99fdc0eb58270f45078b7e0a58e7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
/*
 * 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., 59 Temple Place - Suite 330,
 * Boston, MA 02111-1307, USA.
 */

#include <gstgleffects.h>

static gfloat gauss_kernel[9] = { 0.060493f, 0.075284f, 0.088016f,
  0.096667f, 0.099736f, 0.096667f,
  0.088016f, 0.075284f, 0.060493f
};

static void
gst_gl_effects_glow_step_one (gint width, gint height, guint texture,
    gpointer data)
{
  GstGLEffects *effects = GST_GL_EFFECTS (data);

  GstGLShader *shader;

  shader = g_hash_table_lookup (effects->shaderstable, "glow0");

  if (!shader) {
    shader = gst_gl_shader_new ();
    g_hash_table_insert (effects->shaderstable, "glow0", shader);
  }

  g_return_if_fail (gst_gl_shader_compile_and_check (shader,
          luma_threshold_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE));

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();

  gst_gl_shader_use (shader);

  glActiveTexture (GL_TEXTURE0);
  glEnable (GL_TEXTURE_RECTANGLE_ARB);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);

  gst_gl_shader_set_uniform_1i (shader, "tex", 0);

  gst_gl_effects_draw_texture (effects, texture);
}

static void
gst_gl_effects_glow_step_two (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLEffects *effects = GST_GL_EFFECTS (stuff);
  GstGLShader *shader;

  /* hard coded kernel, it could be easily generated at runtime with a
   * property to change standard deviation */

  shader = g_hash_table_lookup (effects->shaderstable, "glow1");

  if (!shader) {
    shader = gst_gl_shader_new ();
    g_hash_table_insert (effects->shaderstable, "glow1", shader);
  }

  g_return_if_fail (gst_gl_shader_compile_and_check (shader,
          hconv9_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE));

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();

  gst_gl_shader_use (shader);

  glActiveTexture (GL_TEXTURE1);
  glEnable (GL_TEXTURE_RECTANGLE_ARB);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
  glDisable (GL_TEXTURE_RECTANGLE_ARB);

  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, "norm_const", 0.740656f);
  gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0f);

  gst_gl_effects_draw_texture (effects, texture);
}

void
gst_gl_effects_glow_step_three (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLEffects *effects = GST_GL_EFFECTS (stuff);
  GstGLShader *shader;

  shader = g_hash_table_lookup (effects->shaderstable, "glow2");

  if (!shader) {
    shader = gst_gl_shader_new ();
    g_hash_table_insert (effects->shaderstable, "glow2", shader);
  }

  g_return_if_fail (gst_gl_shader_compile_and_check (shader,
          vconv9_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE));

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();

  gst_gl_shader_use (shader);

  glActiveTexture (GL_TEXTURE1);
  glEnable (GL_TEXTURE_RECTANGLE_ARB);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
  glDisable (GL_TEXTURE_RECTANGLE_ARB);

  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, "norm_const", 0.740656f);
  gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0f);

  gst_gl_effects_draw_texture (effects, texture);
}

void
gst_gl_effects_glow_step_four (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLEffects *effects = GST_GL_EFFECTS (stuff);
  GstGLShader *shader;

  shader = g_hash_table_lookup (effects->shaderstable, "glow3");

  if (!shader) {
    shader = gst_gl_shader_new ();
    g_hash_table_insert (effects->shaderstable, "glow3", shader);
  }

  g_return_if_fail (gst_gl_shader_compile_and_check (shader,
          sum_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE));

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();

  gst_gl_shader_use (shader);

  glActiveTexture (GL_TEXTURE2);
  glEnable (GL_TEXTURE_RECTANGLE_ARB);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, effects->intexture);
  glDisable (GL_TEXTURE_RECTANGLE_ARB);

  gst_gl_shader_set_uniform_1f (shader, "alpha", 1.0);
  gst_gl_shader_set_uniform_1i (shader, "base", 2);

  glActiveTexture (GL_TEXTURE1);
  glEnable (GL_TEXTURE_RECTANGLE_ARB);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
  glDisable (GL_TEXTURE_RECTANGLE_ARB);

  gst_gl_shader_set_uniform_1f (shader, "beta", (gfloat) 1 / 3.5f);
  gst_gl_shader_set_uniform_1i (shader, "blend", 1);

  gst_gl_effects_draw_texture (effects, texture);
}

void
gst_gl_effects_glow (GstGLEffects * effects)
{
  GstGLFilter *filter = GST_GL_FILTER (effects);

  /* threshold */
  gst_gl_filter_render_to_target (filter, effects->intexture,
      effects->midtexture[0], gst_gl_effects_glow_step_one, effects);
  /* blur */
  gst_gl_filter_render_to_target (filter, effects->midtexture[0],
      effects->midtexture[1], gst_gl_effects_glow_step_two, effects);
  gst_gl_filter_render_to_target (filter, 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, effects->midtexture[2],
      effects->outtexture, gst_gl_effects_glow_step_four, effects);
}