Example #1
0
static void
gst_gl_filterblur_init (GstGLFilterBlur * filterblur,
                        GstGLFilterBlurClass * klass)
{
    filterblur->shader0 = NULL;
    filterblur->shader1 = NULL;
    filterblur->midtexture = 0;
    /* gaussian kernel (well, actually vector), size 9, standard
     * deviation 3.0 */
    /* FIXME: eventually make this a runtime property */
    fill_gaussian_kernel (filterblur->gauss_kernel, 7, 3.0);
}
static void
gst_gl_differencematte_init (GstGLDifferenceMatte * differencematte)
{
  differencematte->shader[0] = NULL;
  differencematte->shader[1] = NULL;
  differencematte->shader[2] = NULL;
  differencematte->shader[3] = NULL;
  differencematte->location = NULL;
  differencematte->pixbuf = NULL;
  differencematte->savedbgtexture = 0;
  differencematte->newbgtexture = 0;
  differencematte->bg_has_changed = FALSE;

  fill_gaussian_kernel (differencematte->kernel, 7, 30.0);
}
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 = filter->context;
  GstGLFuncs *gl = context->gl_vtable;

  shader = g_hash_table_lookup (effects->shaderstable, "xray1");

  if (!shader) {
    shader = gst_gl_shader_new (context);
    g_hash_table_insert (effects->shaderstable, "xray1", shader);
  }

  if (!kernel_ready) {
    fill_gaussian_kernel (gauss_kernel, 7, 1.5);
    kernel_ready = TRUE;
  }

  if (!gst_gl_shader_compile_and_check (shader,
          hconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
    gst_gl_context_set_error (context, "Failed to initialize hconv7 shader");
    GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
        ("%s", gst_gl_context_get_error ()), (NULL));
    return;
  }

  gl->MatrixMode (GL_PROJECTION);
  gl->LoadIdentity ();

  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, "width", width);

  gst_gl_filter_draw_texture (filter, texture, width, height);
}
Example #4
0
static void
gst_gl_effects_xray_step_two (gint width, gint height, guint texture,
    gpointer data)
{
  GstGLEffects *effects = GST_GL_EFFECTS (data);
  GstGLShader *shader;

  shader = g_hash_table_lookup (effects->shaderstable, "xray1");

  if (!shader) {
    shader = gst_gl_shader_new ();
    g_hash_table_insert (effects->shaderstable, "xray1", shader);
  }

  if (!kernel_ready) {
    fill_gaussian_kernel (gauss_kernel, 7, 1.5);
    kernel_ready = TRUE;
  }

  if (!gst_gl_shader_compile_and_check (shader,
          hconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
    gst_gl_display_set_error (GST_GL_FILTER (effects)->display,
        "Failed to initialize hconv7 shader");
    GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
        GST_GL_DISPLAY_ERR_MSG (GST_GL_FILTER (effects)->display), (NULL));
    return;
  }

  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_effects_draw_texture (effects, texture);
}
Example #5
0
float local_gaussian_blur_at(float s, float *x, int w, int h, int i, int j)
{
	if (s < 0.1) return x[j*w+i];
	int kw = gaussian_kernel_width(s);
	float k[kw*kw], c[kw*kw];
	fill_gaussian_kernel(k, kw, s);
	fill_square(c, kw, x, w, h, i, j);

	float m = 0;
	for (int l = 0; l < kw*kw; l++)
		if (isfinite(c[l]))
			m += k[l];
	for (int l = 0; l < kw*kw; l++)
		k[l] /= m;

	float r = 0;
	for (int l = 0; l < kw*kw; l++)
		if (isfinite(c[l]))
			r += k[l]*c[l];

	return r;
}
Example #6
0
static void
gst_gl_effects_xray_step_two (gint width, gint height, guint texture,
    gpointer data)
{
  GstGLEffects *effects = GST_GL_EFFECTS (data);
  GstGLShader *shader;

  shader = g_hash_table_lookup (effects->shaderstable, "xray1");

  if (!shader) {
    shader = gst_gl_shader_new ();
    g_hash_table_insert (effects->shaderstable, "xray1", shader);
  }

  if (!kernel_ready) {
    fill_gaussian_kernel (gauss_kernel, 7, 1.5);
    kernel_ready = TRUE;
  }

  g_return_if_fail (gst_gl_shader_compile_and_check (shader,
          hconv7_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_effects_draw_texture (effects, texture);
}