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//
// libavg - Media Playback Engine.
// Copyright (C) 2003-2014 Ulrich von Zadow
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser 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
//
// Current versions can be found at www.libavg.de
//
#include "GPUBandpassFilter.h"
#include "Bitmap.h"
#include "ShaderRegistry.h"
#include "OGLShader.h"
#include "../base/ObjectCounter.h"
#include "../base/Exception.h"
#include <iostream>
#define SHADERID "bandpass"
using namespace std;
namespace avg {
GPUBandpassFilter::GPUBandpassFilter(const IntPoint& size, PixelFormat pfSrc,
float min, float max, float postScale, bool bInvert, bool bStandalone)
: GPUFilter(pfSrc, B8G8R8A8, bStandalone, SHADERID),
m_PostScale(postScale),
m_bInvert(bInvert),
m_MinFilter(size, pfSrc, R32G32B32A32F, min, true, false, true),
m_MaxFilter(size, pfSrc, R32G32B32A32F, max, true, false, true)
{
ObjectCounter::get()->incRef(&typeid(*this));
GLContext::getCurrent()->ensureFullShaders("GPUBandpassFilter");
setDimensions(size);
OGLShaderPtr pShader = getShader();
m_pMinTexParam = pShader->getParam<int>("u_MinTex");
m_pMaxTexParam = pShader->getParam<int>("u_MaxTex");
m_pPostScaleParam = pShader->getParam<float>("u_PostScale");
m_pInvertParam = pShader->getParam<int>("u_bInvert");
}
GPUBandpassFilter::~GPUBandpassFilter()
{
ObjectCounter::get()->decRef(&typeid(*this));
}
void GPUBandpassFilter::applyOnGPU(GLTexturePtr pSrcTex)
{
m_MinFilter.apply(pSrcTex);
m_MaxFilter.apply(pSrcTex);
getFBO()->activate();
getShader()->activate();
m_pMinTexParam->set(0);
m_pMaxTexParam->set(1);
m_pPostScaleParam->set(float(m_PostScale));
m_pInvertParam->set(m_bInvert);
m_MaxFilter.getDestTex()->activate(GL_TEXTURE1);
draw(m_MinFilter.getDestTex());
}
}
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