예제 #1
0
static void
gst_gl_effects_sobel_callback_vconv (gint width, gint height, guint texture,
    gpointer data)
{
  GstGLShader *shader = NULL;
  GstGLEffects *effects = GST_GL_EFFECTS (data);
  GstGLFilter *filter = GST_GL_FILTER (effects);

  if (NULL != (shader = gst_gl_effects_get_fragment_shader (effects, "vconv0",
              sep_sobel_vconv3_fragment_source_gles2,
              sep_sobel_vconv3_fragment_source_opengl))) {
    GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

#if GST_GL_HAVE_OPENGL
    if (USING_OPENGL (GST_GL_BASE_FILTER (filter)->context)) {
      gl->MatrixMode (GL_PROJECTION);
      gl->LoadIdentity ();
    }
#endif

    gst_gl_shader_use (shader);

    gl->ActiveTexture (GL_TEXTURE0);
    gl->BindTexture (GL_TEXTURE_2D, texture);

    gst_gl_shader_set_uniform_1i (shader, "tex", 0);
    gst_gl_shader_set_uniform_1f (shader, "height", height);

    gst_gl_filter_draw_texture (filter, texture, width, height);
  }
}
예제 #2
0
static void
gst_gl_effects_twirl_callback (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, "twirl",
      twirl_fragment_source_gles2);

  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->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_differencematte_diff (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLDifferenceMatte *differencematte = GST_GL_DIFFERENCEMATTE (stuff);
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

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

  gst_gl_shader_use (differencematte->shader[0]);

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_shader_set_uniform_1i (differencematte->shader[0], "current", 0);

  gl->ActiveTexture (GL_TEXTURE1);
  gl->BindTexture (GL_TEXTURE_2D, differencematte->savedbgtexture);

  gst_gl_shader_set_uniform_1i (differencematte->shader[0], "saved", 1);

  gst_gl_filter_draw_texture (filter, texture, width, height);
}
예제 #4
0
static void
gst_gl_differencematte_interp (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLDifferenceMatte *differencematte = GST_GL_DIFFERENCEMATTE (stuff);
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

  gst_gl_shader_use (differencematte->shader[3]);

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_shader_set_uniform_1i (differencematte->shader[3], "blend", 0);

  gl->ActiveTexture (GL_TEXTURE1);
  gl->BindTexture (GL_TEXTURE_2D, differencematte->newbgtexture);

  gst_gl_shader_set_uniform_1i (differencematte->shader[3], "base", 1);

  gl->ActiveTexture (GL_TEXTURE2);
  gl->BindTexture (GL_TEXTURE_2D, differencematte->midtexture[2]);

  gst_gl_shader_set_uniform_1i (differencematte->shader[3], "alpha", 2);

  gst_gl_filter_draw_texture (filter, texture, width, height);
}
예제 #5
0
static void
gst_gl_effects_squeeze_callback (gint width, gint height, guint texture,
    gpointer data)
{
  GstGLShader *shader;
  GstGLFilter *filter = GST_GL_FILTER (data);
  GstGLEffects *effects = GST_GL_EFFECTS (data);
  GstGLContext *context = filter->context;
  GstGLFuncs *gl = context->gl_vtable;

  shader = g_hash_table_lookup (effects->shaderstable, "squeeze0");

  if (!shader) {
    shader = gst_gl_shader_new (context);
    g_hash_table_insert (effects->shaderstable, (gchar *) "squeeze0", shader);

    if (USING_GLES2 (context) || USING_OPENGL3 (context)) {
      if (!gst_gl_shader_compile_with_default_v_and_check (shader,
              squeeze_fragment_source_gles2, &filter->draw_attr_position_loc,
              &filter->draw_attr_texture_loc)) {
        /* gst gl context error is already set */
        GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
            ("Failed to initialize squeeze shader, %s",
                gst_gl_context_get_error ()), (NULL));
        return;
      }
    }
#if GST_GL_HAVE_OPENGL
    if (USING_OPENGL (context)) {
      if (!gst_gl_shader_compile_and_check (shader,
              squeeze_fragment_source_opengl, GST_GL_SHADER_FRAGMENT_SOURCE)) {
        gst_gl_context_set_error (context,
            "Failed to initialize squeeze shader");
        GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
            ("%s", gst_gl_context_get_error ()), (NULL));
        return;
      }
    }
#endif
  }
#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);
  if (USING_OPENGL (context))
    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_differencematte_save_texture (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

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

  gst_gl_filter_draw_texture (filter, texture, width, height);
}
예제 #7
0
static void
gst_gl_colorscale_callback (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);

  if (gst_gl_context_get_gl_api (filter->context) & GST_GL_API_OPENGL) {
    const GstGLFuncs *gl = filter->context->gl_vtable;

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

  gst_gl_filter_draw_texture (filter, texture, width, height);
}
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 = filter->context;
  GstGLFuncs *gl = context->gl_vtable;

  shader = g_hash_table_lookup (effects->shaderstable, "xray4");

  if (!shader) {
    shader = gst_gl_shader_new (context);
    g_hash_table_insert (effects->shaderstable, "xray4", shader);
  }

  if (!gst_gl_shader_compile_and_check (shader,
          multiply_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
    gst_gl_context_set_error (context, "Failed to initialize multiply 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_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);
}
예제 #9
0
static void
gst_gl_differencematte_identity (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLDifferenceMatte *differencematte = GST_GL_DIFFERENCEMATTE (stuff);
  GstGLFilter *filter = GST_GL_FILTER (differencematte);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

  gst_gl_shader_use (differencematte->identity_shader);

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_shader_set_uniform_1i (differencematte->identity_shader, "tex", 0);

  gst_gl_filter_draw_texture (filter, texture, width, height);
}
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);
}
static void
gst_gl_effects_square_callback (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, "square0");

  if (!shader) {
    shader = gst_gl_shader_new (context);
    g_hash_table_insert (effects->shaderstable, "square0", shader);
  }

  if (!gst_gl_shader_compile_and_check (shader,
          square_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
    gst_gl_context_set_error (context, "Failed to initialize square 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_TEXTURE0);
  gl->Enable (GL_TEXTURE_2D);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_shader_set_uniform_1i (shader, "tex", 0);

  gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
  gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);

  gst_gl_filter_draw_texture (filter, texture, width, height);
}
예제 #12
0
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 = filter->context;
  GstGLFuncs *gl = context->gl_vtable;

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

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

  if (!gst_gl_shader_compile_and_check (shader,
          sep_sobel_length_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
    gst_gl_context_set_error (context,
        "Failed to initialize seobel length 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_1i (shader, "invert", TRUE);
  gst_gl_filter_draw_texture (filter, texture, width, height);
}
예제 #13
0
static void
gst_gl_differencematte_vblur (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLDifferenceMatte *differencematte = GST_GL_DIFFERENCEMATTE (stuff);
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

  gst_gl_shader_use (differencematte->shader[2]);

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_shader_set_uniform_1i (differencematte->shader[2], "tex", 0);

  gst_gl_shader_set_uniform_1fv (differencematte->shader[2], "kernel", 7,
      differencematte->kernel);
  gst_gl_shader_set_uniform_1f (differencematte->shader[2], "gauss_height",
      height);

  gst_gl_filter_draw_texture (filter, texture, width, height);
}
예제 #14
0
static void
gst_gl_filterblur_vcallback (gint width, gint height, guint texture,
                             gpointer stuff)
{
    GstGLFilter *filter = GST_GL_FILTER (stuff);
    GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter);

    glMatrixMode (GL_PROJECTION);
    glLoadIdentity ();

    gst_gl_shader_use (filterblur->shader1);

    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 (filterblur->shader1, "tex", 1);
    gst_gl_shader_set_uniform_1fv (filterblur->shader1, "kernel", 7,
                                   filterblur->gauss_kernel);

    gst_gl_filter_draw_texture (filter, texture);
}
예제 #15
0
static void
gst_gl_filtersobel_length (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFilterSobel *filtersobel = GST_GL_FILTERSOBEL (filter);

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();

  gst_gl_shader_use (filtersobel->len);

  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 (filtersobel->len, "tex", 1);
  gst_gl_shader_set_uniform_1i (filtersobel->len, "invert",
      filtersobel->invert);

  gst_gl_filter_draw_texture (filter, texture);
}
예제 #16
0
static void
gst_gl_filtershader_hcallback (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
  GstGLShader *shader;

  if (!(shader = _maybe_recompile_shader (filtershader)))
    return;

  gl->ClearColor (0.0, 0.0, 0.0, 1.0);
  gl->Clear (GL_COLOR_BUFFER_BIT);

  gst_gl_shader_use (shader);

  /* FIXME: propertise these */
  gst_gl_shader_set_uniform_1i (shader, "tex", 0);
  gst_gl_shader_set_uniform_1f (shader, "width", width);
  gst_gl_shader_set_uniform_1f (shader, "height", height);
  gst_gl_shader_set_uniform_1f (shader, "time", filtershader->time);

  /* FIXME: propertise these */
  filter->draw_attr_position_loc =
      gst_gl_shader_get_attribute_location (shader, "a_position");
  filter->draw_attr_texture_loc =
      gst_gl_shader_get_attribute_location (shader, "a_texcoord");

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_filter_draw_texture (filter, texture, width, height);

  gst_object_unref (shader);
}
예제 #17
0
static void
_draw_with_shader_cb (gint width, gint height, guint texture, gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFuncs *gl = filter->context->gl_vtable;

#if GST_GL_HAVE_OPENGL
  if (gst_gl_context_get_gl_api (filter->context) & GST_GL_API_OPENGL) {
    gl->MatrixMode (GL_PROJECTION);
    gl->LoadIdentity ();
  }
#endif

  gst_gl_shader_use (filter->default_shader);

  gl->ActiveTexture (GL_TEXTURE1);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_shader_set_uniform_1i (filter->default_shader, "tex", 1);
  gst_gl_shader_set_uniform_1f (filter->default_shader, "width", width);
  gst_gl_shader_set_uniform_1f (filter->default_shader, "height", height);

  gst_gl_filter_draw_texture (filter, texture, width, height);
}
void
gst_gl_effects_luma_to_curve (GstGLEffects * effects,
    GstGLEffectsCurve curve,
    gint curve_index, gint width, gint height, GLuint texture)
{
  GstGLShader *shader;
  GstGLFilter *filter = GST_GL_FILTER (effects);
  GstGLContext *context = filter->context;
  GstGLFuncs *gl = context->gl_vtable;

  shader = g_hash_table_lookup (effects->shaderstable, "lumamap0");

  if (!shader) {
    shader = gst_gl_shader_new (context);
    g_hash_table_insert (effects->shaderstable, "lumamap0", shader);
  }

  if (!gst_gl_shader_compile_and_check (shader,
          luma_to_curve_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
    gst_gl_context_set_error (context,
        "Failed to initialize luma to curve 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);

  if (effects->curve[curve_index] == 0) {
    /* this parameters are needed to have a right, predictable, mapping */
    gl->GenTextures (1, &effects->curve[curve_index]);
    gl->Enable (GL_TEXTURE_1D);
    gl->BindTexture (GL_TEXTURE_1D, effects->curve[curve_index]);
    gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP);

    gl->TexImage1D (GL_TEXTURE_1D, 0, curve.bytes_per_pixel,
        curve.width, 0, GL_RGB, GL_UNSIGNED_BYTE, curve.pixel_data);

    gl->Disable (GL_TEXTURE_1D);
  }

  gl->ActiveTexture (GL_TEXTURE2);
  gl->Enable (GL_TEXTURE_2D);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_shader_set_uniform_1i (shader, "tex", 2);

  gl->Disable (GL_TEXTURE_2D);

  gl->ActiveTexture (GL_TEXTURE1);
  gl->Enable (GL_TEXTURE_1D);
  gl->BindTexture (GL_TEXTURE_1D, effects->curve[curve_index]);

  gst_gl_shader_set_uniform_1i (shader, "curve", 1);

  gl->Disable (GL_TEXTURE_1D);

  gst_gl_filter_draw_texture (filter, texture, width, height);
}