Commit a884d6fe authored by Matthew Waters's avatar Matthew Waters 🐨 Committed by Tim-Philipp Müller

move gl elements to ext subdirectory

parent 4a18aa4b
known issues:
plugin_LTLIBRARIES = libgstopengl.la
AM_CFLAGS = $(GST_PLUGINS_BASE_CFLAGS) $(GST_BASE_CFLAGS) $(GST_CFLAGS)
AM_LIBS = $(GST_BASE_LIBS) $(GST_PLUGINS_BASE_LIBS)
# full opengl required
if USE_OPENGL
OPENGL_SOURCES = \
gstglfiltershader.c \
gstglfiltershader.h \
gstglfilterblur.c \
gstglfilterblur.h \
gstglfiltersobel.c \
gstglfiltersobel.h \
gstglfilterlaplacian.c \
gstglfilterlaplacian.h \
gstglfilterglass.c \
gstglfilterglass.h \
gstglfilterapp.c \
gstglfilterapp.h \
gstglfilterreflectedscreen.c \
gstglfilterreflectedscreen.h \
gstgldeinterlace.c \
gstgldeinterlace.h \
gltestsrc.c \
gltestsrc.h \
gstgltestsrc.c \
gstgltestsrc.h \
gstglmosaic.c \
gstglmosaic.h \
gstglvideomixer.c \
gstglvideomixer.h \
effects/gstgleffectscurves.h \
effects/gstgleffectstretch.c \
effects/gstgleffecttunnel.c \
effects/gstgleffectfisheye.c \
effects/gstgleffecttwirl.c \
effects/gstgleffectbulge.c \
effects/gstgleffectsquare.c \
effects/gstgleffectlumatocurve.c \
effects/gstgleffectlumatocurve.h \
effects/gstgleffectrgbtocurve.c \
effects/gstgleffectsin.c \
effects/gstgleffectglow.c \
effects/gstgleffectxray.c
if HAVE_PNG
OPENGL_SOURCES += \
gstglbumper.c \
gstglbumper.h \
gstgldifferencematte.c \
gstgldifferencematte.h
if HAVE_JPEG
OPENGL_SOURCES += \
gstgloverlay.c \
gstgloverlay.h
endif
endif
endif
libgstopengl_la_SOURCES = \
gstopengl.c \
gstglimagesink.c \
gstglimagesink.h \
gstglfiltercube.c \
gstglfiltercube.h \
gstgleffects.c \
gstgleffects.h \
effects/gstgleffectssources.c \
effects/gstgleffectssources.h \
effects/gstgleffectidentity.c \
effects/gstgleffectmirror.c \
effects/gstgleffectsqueeze.c \
gstglcolorscale.c \
gstglcolorscale.h \
$(OPENGL_SOURCES)
# check order of CFLAGS and LIBS, shouldn't the order be the other way around
# (like in AM_CFLAGS)?
libgstopengl_la_CFLAGS = -I$(top_srcdir)/gst-libs $(GST_CFLAGS) $(GST_BASE_CFLAGS) \
$(GST_PLUGINS_BASE_CFLAGS) $(GL_CFLAGS) $(LIBPNG_CFLAGS)
libgstopengl_la_LIBADD = \
$(top_builddir)/gst-libs/gst/gl/libgstgl-$(GST_API_VERSION).la \
$(GST_BASE_LIBS) \
$(GST_PLUGINS_BASE_LIBS) -lgstvideo-$(GST_API_VERSION) \
-lgstpbutils-$(GST_API_VERSION) \
$(GL_LIBS) \
$(LIBPNG_LIBS) \
$(JPEG_LIBS) \
$(LIBM)
libgstopengl_la_LDFLAGS = $(GST_PLUGIN_LDFLAGS)
libgstopengl_la_LIBTOOLFLAGS = $(GST_PLUGIN_LIBTOOLFLAGS)
/*
* 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"
static void
gst_gl_effects_bulge_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, "bulge0");
if (!shader) {
shader = gst_gl_shader_new (context);
g_hash_table_insert (effects->shaderstable, "bulge0", shader);
}
if (!gst_gl_shader_compile_and_check (shader,
bulge_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
gst_gl_context_set_error (context, "Failed to initialize bulge 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);
}
void
gst_gl_effects_bulge (GstGLEffects * effects)
{
GstGLFilter *filter = GST_GL_FILTER (effects);
gst_gl_filter_render_to_target (filter, TRUE, effects->intexture,
effects->outtexture, gst_gl_effects_bulge_callback, effects);
}
/*
* 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"
static void
gst_gl_effects_fisheye_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, "fisheye0");
if (!shader) {
shader = gst_gl_shader_new (context);
g_hash_table_insert (effects->shaderstable, "fisheye0", shader);
}
if (!gst_gl_shader_compile_and_check (shader,
fisheye_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
gst_gl_context_set_error (context, "Failed to initialize fisheye 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);
}
void
gst_gl_effects_fisheye (GstGLEffects * effects)
{
GstGLFilter *filter = GST_GL_FILTER (effects);
gst_gl_filter_render_to_target (filter, TRUE, effects->intexture,
effects->outtexture, gst_gl_effects_fisheye_callback, effects);
}
/*
* 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"
static gboolean kernel_ready = FALSE;
static float gauss_kernel[7];
static void
gst_gl_effects_glow_step_one (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, "glow0");
if (!shader) {
shader = gst_gl_shader_new (context);
g_hash_table_insert (effects->shaderstable, "glow0", shader);
}
if (!gst_gl_shader_compile_and_check (shader,
luma_threshold_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
gst_gl_context_set_error (context,
"Failed to initialize luma threshold 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_filter_draw_texture (filter, texture, width, height);
}
static void
gst_gl_effects_glow_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, "glow1");
if (!shader) {
shader = gst_gl_shader_new (context);
g_hash_table_insert (effects->shaderstable, "glow1", shader);
}
if (!kernel_ready) {
fill_gaussian_kernel (gauss_kernel, 7, 10.0);
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", 7, gauss_kernel);
gst_gl_shader_set_uniform_1f (shader, "height", height);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
void
gst_gl_effects_glow_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 = filter->context;
GstGLFuncs *gl = context->gl_vtable;
shader = g_hash_table_lookup (effects->shaderstable, "glow2");
if (!shader) {
shader = gst_gl_shader_new (context);
g_hash_table_insert (effects->shaderstable, "glow2", shader);
}
if (!gst_gl_shader_compile_and_check (shader,
vconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
gst_gl_context_set_error (context, "Failed to initialize vcon7 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", 7, gauss_kernel);
gst_gl_shader_set_uniform_1f (shader, "width", width);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
void
gst_gl_effects_glow_step_four (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, "glow3");
if (!shader) {
shader = gst_gl_shader_new (context);
g_hash_table_insert (effects->shaderstable, "glow3", shader);
}
if (!gst_gl_shader_compile_and_check (shader,
sum_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
gst_gl_context_set_error (context, "Failed to initialize sum 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->intexture);
gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1f (shader, "alpha", 1.0);
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, "beta", (gfloat) 1 / 3.5f);
gst_gl_shader_set_uniform_1i (shader, "blend", 1);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
void
gst_gl_effects_glow (GstGLEffects * effects)
{
GstGLFilter *filter = GST_GL_FILTER (effects);
/* threshold */
gst_gl_filter_render_to_target (filter, TRUE, effects->intexture,
effects->midtexture[0], gst_gl_effects_glow_step_one, effects);
/* blur */
gst_gl_filter_render_to_target (filter, FALSE, effects->midtexture[0],
effects->midtexture[1], gst_gl_effects_glow_step_two, effects);
gst_gl_filter_render_to_target (filter, FALSE, 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, FALSE, effects->midtexture[2],
effects->outtexture, gst_gl_effects_glow_step_four, effects);
}
/*
* 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"
#define USING_OPENGL(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL)
#define USING_OPENGL3(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL3)
#define USING_GLES(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES)
#define USING_GLES2(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2)
#define USING_GLES3(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES3)
static void
gst_gl_effects_identity_callback (gint width, gint height, guint texture,
gpointer data)
{
GstGLEffects *effects = GST_GL_EFFECTS (data);
GstGLFilter *filter = GST_GL_FILTER (effects);
GstGLContext *context = filter->context;
GstGLFuncs *gl = context->gl_vtable;
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (context)) {
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (context)) {
GstGLShader *shader =
g_hash_table_lookup (effects->shaderstable, "identity0");
if (!shader) {
shader = gst_gl_shader_new (context);
g_hash_table_insert (effects->shaderstable, "identity0", shader);
if (shader) {
GError *error = NULL;
gst_gl_shader_set_vertex_source (shader, vertex_shader_source);
gst_gl_shader_set_fragment_source (shader, identity_fragment_source);
gst_gl_shader_compile (shader, &error);
if (error) {
GST_ERROR ("%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_shader_use (NULL);
} else {
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");
}
}
}
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);
}
#endif
gst_gl_filter_draw_texture (filter, texture, width, height);
}
void
gst_gl_effects_identity (GstGLEffects * effects)
{
GstGLFilter *filter = GST_GL_FILTER (effects);
gst_gl_filter_render_to_target (filter, TRUE, effects->intexture,
effects->outtexture, gst_gl_effects_identity_callback, effects);
}
/*
* 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 "gstgleffectlumatocurve.h"
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);
}
static void
gst_gl_effects_heat_callback (gint width, gint height, guint texture,
gpointer data)
{
GstGLEffects *effects = GST_GL_EFFECTS (data);
gst_gl_effects_luma_to_curve (effects, heat_curve, GST_GL_EFFECTS_CURVE_HEAT,
width, height, texture);
}
void
gst_gl_effects_heat (GstGLEffects * effects)
{
GstGLFilter *filter = GST_GL_FILTER (effects);
gst_gl_filter_render_to_target (filter, TRUE, effects->intexture,
effects->outtexture, gst_gl_effects_heat_callback, effects);
}
static void
gst_gl_effects_sepia_callback (gint width, gint height, guint texture,
gpointer data)
{
GstGLEffects *effects = GST_GL_EFFECTS (data);
gst_gl_effects_luma_to_curve (effects, sepia_curve,
GST_GL_EFFECTS_CURVE_SEPIA, width, height, texture);
}
void
gst_gl_effects_sepia (GstGLEffects * effects)
{
GstGLFilter *filter = GST_GL_FILTER (effects);
gst_gl_filter_render_to_target (filter, TRUE, effects->intexture,
effects->outtexture, gst_gl_effects_sepia_callback, effects);
}
static void
gst_gl_effects_luma_xpro_callback (gint width, gint height, guint texture,
gpointer data)
{
GstGLEffects *effects = GST_GL_EFFECTS (data);