1 /*
2 * GStreamer
3 * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Library General Public
7 * License as published by the Free Software Foundation; either
8 * version 2 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Library General Public License for more details.
14 *
15 * You should have received a copy of the GNU Library General Public
16 * License along with this library; if not, write to the
17 * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
18 * Boston, MA 02110-1301, USA.
19 */
20 #ifdef HAVE_CONFIG_H
21 #include "config.h"
22 #endif
23
24 #include "../gstgleffects.h"
25 #include "gstgleffectscurves.h"
26 #include "gstgleffectlumatocurve.h"
27
28 static gboolean kernel_ready = FALSE;
29 static float gauss_kernel[7];
30
31 void
gst_gl_effects_xray(GstGLEffects * effects)32 gst_gl_effects_xray (GstGLEffects * effects)
33 {
34 const GstGLFuncs *gl = GST_GL_BASE_FILTER (effects)->context->gl_vtable;
35 GstGLFilter *filter = GST_GL_FILTER (effects);
36 GstGLShader *shader;
37
38 if (!kernel_ready) {
39 fill_gaussian_kernel (gauss_kernel, 7, 1.5);
40 kernel_ready = TRUE;
41 }
42
43 /* map luma to xray curve */
44 gst_gl_effects_luma_to_curve (effects, &xray_curve, GST_GL_EFFECTS_CURVE_XRAY,
45 effects->intexture, effects->midtexture[0]);
46
47 /* horizontal blur */
48 shader = gst_gl_effects_get_fragment_shader (effects, "hconv7",
49 hconv7_fragment_source_gles2);
50 gst_gl_shader_use (shader);
51 gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
52 gst_gl_shader_set_uniform_1f (shader, "gauss_width",
53 GST_VIDEO_INFO_WIDTH (&filter->in_info));
54 gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[0],
55 effects->midtexture[1], shader);
56
57 /* vertical blur */
58 shader = gst_gl_effects_get_fragment_shader (effects, "vconv7",
59 vconv7_fragment_source_gles2);
60 gst_gl_shader_use (shader);
61 gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
62 gst_gl_shader_set_uniform_1f (shader, "gauss_height",
63 GST_VIDEO_INFO_HEIGHT (&filter->out_info));
64 gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[1],
65 effects->midtexture[2], shader);
66
67 /* detect edges with Sobel */
68 /* the old version used edges from the blurred texture, this uses
69 * the ones from original texture, still not sure what I like
70 * more. This one gives better edges obviously but behaves badly
71 * with noise */
72 /* desaturate */
73 shader = gst_gl_effects_get_fragment_shader (effects, "desaturate",
74 desaturate_fragment_source_gles2);
75 gst_gl_filter_render_to_target_with_shader (filter, effects->intexture,
76 effects->midtexture[3], shader);
77
78 /* horizontal convolution */
79 shader = gst_gl_effects_get_fragment_shader (effects, "sobel_hconv3",
80 sep_sobel_hconv3_fragment_source_gles2);
81 gst_gl_shader_use (shader);
82 gst_gl_shader_set_uniform_1f (shader, "width",
83 GST_VIDEO_INFO_WIDTH (&filter->out_info));
84 gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[3],
85 effects->midtexture[4], shader);
86
87 /* vertical convolution */
88 shader = gst_gl_effects_get_fragment_shader (effects, "sobel_vconv3",
89 sep_sobel_vconv3_fragment_source_gles2);
90 gst_gl_shader_use (shader);
91 gst_gl_shader_set_uniform_1f (shader, "height",
92 GST_VIDEO_INFO_HEIGHT (&filter->out_info));
93 gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[4],
94 effects->midtexture[3], shader);
95
96 /* gradient length */
97 shader = gst_gl_effects_get_fragment_shader (effects, "sobel_length",
98 sep_sobel_length_fragment_source_gles2);
99 gst_gl_shader_use (shader);
100 gst_gl_shader_set_uniform_1i (shader, "invert", TRUE);
101 gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[3],
102 effects->midtexture[4], shader);
103
104 /* multiply edges with the blurred image */
105 shader = gst_gl_effects_get_fragment_shader (effects, "multiply",
106 multiply_fragment_source_gles2);
107 gst_gl_shader_use (shader);
108
109 gl->ActiveTexture (GL_TEXTURE2);
110 gl->BindTexture (GL_TEXTURE_2D,
111 gst_gl_memory_get_texture_id (effects->midtexture[2]));
112
113 gst_gl_shader_set_uniform_1i (shader, "base", 2);
114
115 gl->ActiveTexture (GL_TEXTURE1);
116 gl->BindTexture (GL_TEXTURE_2D,
117 gst_gl_memory_get_texture_id (effects->midtexture[4]));
118
119 gst_gl_shader_set_uniform_1f (shader, "alpha", (gfloat) 0.5f);
120 gst_gl_shader_set_uniform_1i (shader, "blend", 1);
121
122 gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[4],
123 effects->outtexture, shader);
124 }
125