| /* |
| * GStreamer |
| * Copyright (C) 2009 Julien Isorce <julien.isorce@mail.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. |
| */ |
| |
| /** |
| * SECTION:element-deinterlace |
| * |
| * Deinterlacing using based on fragment shaders. |
| * |
| * <refsect2> |
| * <title>Examples</title> |
| * |[ |
| * gst-launch videotestsrc ! glupload ! gldeinterlace ! glimagesink |
| * ]| |
| * FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required. |
| * </refsect2> |
| */ |
| |
| #ifdef HAVE_CONFIG_H |
| #include "config.h" |
| #endif |
| |
| #include "gstgldeinterlace.h" |
| |
| #define GST_CAT_DEFAULT gst_gl_deinterlace_debug |
| GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT); |
| |
| enum |
| { |
| PROP_0 |
| }; |
| |
| #define DEBUG_INIT \ |
| GST_DEBUG_CATEGORY_INIT (gst_gl_deinterlace_debug, "gldeinterlace", 0, "gldeinterlace element"); |
| |
| G_DEFINE_TYPE_WITH_CODE (GstGLDeinterlace, gst_gl_deinterlace, |
| GST_TYPE_GL_FILTER, DEBUG_INIT); |
| |
| static void gst_gl_deinterlace_set_property (GObject * object, |
| guint prop_id, const GValue * value, GParamSpec * pspec); |
| static void gst_gl_deinterlace_get_property (GObject * object, |
| guint prop_id, GValue * value, GParamSpec * pspec); |
| |
| static void gst_gl_deinterlace_reset (GstGLFilter * filter); |
| static gboolean gst_gl_deinterlace_init_shader (GstGLFilter * filter); |
| static gboolean gst_gl_deinterlace_filter (GstGLFilter * filter, |
| GstBuffer * inbuf, GstBuffer * outbuf); |
| static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter, |
| guint in_tex, guint out_tex); |
| static void gst_gl_deinterlace_callback (gint width, gint height, |
| guint texture, gpointer stuff); |
| |
| /* *INDENT-OFF* */ |
| static const gchar *greedyh_fragment_source = |
| "uniform sampler2D tex;\n" |
| "uniform sampler2D tex_prev;\n" |
| "uniform float max_comb;\n" |
| "uniform float motion_threshold;\n" |
| "uniform float motion_sense;\n" |
| "uniform float width;\n" |
| "uniform float height;\n" |
| |
| "void main () {\n" |
| " vec2 texcoord = gl_TexCoord[0].xy;\n" |
| " if (int(mod(texcoord.y * height, 2.0)) == 0) {\n" |
| " gl_FragColor = vec4(texture2D(tex_prev, texcoord).rgb, 1.0);\n" |
| " } else {\n" |
| " vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;\n" |
| " vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;\n" |
| |
| " texcoord_L1 = vec2(texcoord.x, texcoord.y - 1.0 / height);\n" |
| " texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0 / height);\n" |
| " L1 = texture2D(tex_prev, texcoord_L1).rgb;\n" |
| " L3 = texture2D(tex_prev, texcoord_L3).rgb;\n" |
| " if (texcoord.x == 1.0 && texcoord.y == 1.0) {\n" |
| " L1_1 = L1;\n" |
| " L3_1 = L3;\n" |
| " } else {\n" |
| " texcoord_L1_1 = vec2(texcoord.x + 1.0 / width, texcoord.y - 1.0 / height);\n" |
| " texcoord_L3_1 = vec2(texcoord.x + 1.0 / width, texcoord.y + 1.0 / height);\n" |
| " L1_1 = texture2D(tex_prev, texcoord_L1_1).rgb;\n" |
| " L3_1 = texture2D(tex_prev, texcoord_L3_1).rgb;\n" |
| " }\n" |
| |
| " if (int(ceil(texcoord.x + texcoord.y)) == 0) {\n" |
| " L1_a1 = L1;\n" |
| " L3_a1 = L3;\n" |
| " } else {\n" |
| " texcoord_L1_a1 = vec2(texcoord.x - 1.0 / width, texcoord.y - 1.0 / height);\n" |
| " texcoord_L3_a1 = vec2(texcoord.x - 1.0 / width, texcoord.y + 1.0 / height);\n" |
| " L1_a1 = texture2D(tex_prev, texcoord_L1_a1).rgb;\n" |
| " L3_a1 = texture2D(tex_prev, texcoord_L3_a1).rgb;\n" |
| " }\n" |
| //STEP 1 |
| " vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;\n" |
| " vec3 avg = (L1 + L3) / 2.0;\n" |
| " vec3 avg_1 = (L1_1 + L3_1) / 2.0;\n" |
| " vec3 avg_s = (avg_a1 + avg_1) / 2.0;\n" |
| " vec3 avg_sc = (avg_s + avg) / 2.0;\n" |
| " vec3 L2 = texture2D(tex, texcoord).rgb;\n" |
| " vec3 LP2 = texture2D(tex_prev, texcoord).rgb;\n" |
| " vec3 best;\n" |
| " if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {\n" |
| " best.r = L2.r;\n" " } else {\n" |
| " best.r = LP2.r;\n" |
| " }\n" |
| |
| " if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {\n" |
| " best.g = L2.g;\n" |
| " } else {\n" |
| " best.g = LP2.g;\n" |
| " }\n" |
| |
| " if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {\n" |
| " best.b = L2.b;\n" |
| " } else {\n" |
| " best.b = LP2.b;\n" |
| " }\n" |
| //STEP 2 |
| " vec3 last;\n" |
| " last.r = clamp(best.r, max(min(L1.r, L3.r) - max_comb, 0.0), min(max(L1.r, L3.r) + max_comb, 1.0));\n" |
| " last.g = clamp(best.g, max(min(L1.g, L3.g) - max_comb, 0.0), min(max(L1.g, L3.g) + max_comb, 1.0));\n" |
| " last.b = clamp(best.b, max(min(L1.b, L3.b) - max_comb, 0.0), min(max(L1.b, L3.b) + max_comb, 1.0));\n" |
| //STEP 3 |
| " const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);" |
| " float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n" |
| " last = last * (1.0 - mov) + avg_sc * mov;\n" |
| " gl_FragColor = vec4(last, 1.0);\n" |
| " }\n" |
| "}\n"; |
| /* *INDENT-ON* */ |
| |
| static void |
| gst_gl_deinterlace_class_init (GstGLDeinterlaceClass * klass) |
| { |
| GObjectClass *gobject_class; |
| GstElementClass *element_class; |
| |
| gobject_class = (GObjectClass *) klass; |
| element_class = GST_ELEMENT_CLASS (klass); |
| |
| gobject_class->set_property = gst_gl_deinterlace_set_property; |
| gobject_class->get_property = gst_gl_deinterlace_get_property; |
| |
| gst_element_class_set_metadata (element_class, |
| "OpenGL deinterlacing filter", "Deinterlace", |
| "Deinterlacing based on fragment shaders", |
| "Julien Isorce <julien.isorce@mail.com>"); |
| |
| GST_GL_FILTER_CLASS (klass)->filter = gst_gl_deinterlace_filter; |
| GST_GL_FILTER_CLASS (klass)->filter_texture = |
| gst_gl_deinterlace_filter_texture; |
| GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_deinterlace_init_shader; |
| GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_deinterlace_reset; |
| |
| GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api = GST_GL_API_OPENGL; |
| } |
| |
| static void |
| gst_gl_deinterlace_init (GstGLDeinterlace * filter) |
| { |
| filter->shader = NULL; |
| filter->prev_buffer = NULL; |
| filter->prev_tex = 0; |
| } |
| |
| static void |
| gst_gl_deinterlace_reset (GstGLFilter * filter) |
| { |
| GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter); |
| |
| gst_buffer_replace (&deinterlace_filter->prev_buffer, NULL); |
| |
| //blocking call, wait the opengl thread has destroyed the shader |
| if (deinterlace_filter->shader) |
| gst_gl_context_del_shader (GST_GL_BASE_FILTER (filter)->context, |
| deinterlace_filter->shader); |
| deinterlace_filter->shader = NULL; |
| } |
| |
| static void |
| gst_gl_deinterlace_set_property (GObject * object, guint prop_id, |
| const GValue * value, GParamSpec * pspec) |
| { |
| //GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object); |
| |
| switch (prop_id) { |
| default: |
| G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); |
| break; |
| } |
| } |
| |
| static void |
| gst_gl_deinterlace_get_property (GObject * object, guint prop_id, |
| GValue * value, GParamSpec * pspec) |
| { |
| //GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object); |
| |
| switch (prop_id) { |
| default: |
| G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); |
| break; |
| } |
| } |
| |
| static gboolean |
| gst_gl_deinterlace_init_shader (GstGLFilter * filter) |
| { |
| GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter); |
| |
| //blocking call, wait the opengl thread has compiled the shader |
| return gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context, 0, |
| greedyh_fragment_source, &deinterlace_filter->shader); |
| } |
| |
| static gboolean |
| gst_gl_deinterlace_filter_texture (GstGLFilter * filter, guint in_tex, |
| guint out_tex) |
| { |
| GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter); |
| |
| //blocking call, use a FBO |
| gst_gl_filter_render_to_target (filter, TRUE, in_tex, out_tex, |
| gst_gl_deinterlace_callback, deinterlace_filter); |
| |
| return TRUE; |
| } |
| |
| static gboolean |
| gst_gl_deinterlace_filter (GstGLFilter * filter, GstBuffer * inbuf, |
| GstBuffer * outbuf) |
| { |
| GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter); |
| |
| gst_gl_filter_filter_texture (filter, inbuf, outbuf); |
| |
| gst_buffer_replace (&deinterlace_filter->prev_buffer, inbuf); |
| |
| return TRUE; |
| } |
| |
| //opengl scene, params: input texture (not the output filter->texture) |
| static void |
| gst_gl_deinterlace_callback (gint width, gint height, guint texture, |
| gpointer stuff) |
| { |
| GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (stuff); |
| GstGLFilter *filter = GST_GL_FILTER (stuff); |
| GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; |
| guint temp; |
| |
| GLfloat verts[] = { -1.0, -1.0, |
| 1.0, -1.0, |
| 1.0, 1.0, |
| -1.0, 1.0 |
| }; |
| GLfloat texcoords0[] = { 0.0f, 0.0f, |
| 1.0f, 0.0f, |
| 1.0f, 1.0f, |
| 0.0f, 1.0f |
| }; |
| GLfloat texcoords1[] = { 0.0f, 0.0f, |
| 1.0f, 0.0f, |
| 1.0f, 1.0f, |
| 0.0f, 1.0f |
| }; |
| |
| gl->MatrixMode (GL_PROJECTION); |
| gl->LoadIdentity (); |
| |
| gst_gl_shader_use (deinterlace_filter->shader); |
| |
| gl->Enable (GL_TEXTURE_2D); |
| |
| if (G_UNLIKELY (deinterlace_filter->prev_tex == 0)) { |
| gst_gl_context_gen_texture (GST_GL_BASE_FILTER (filter)->context, |
| &deinterlace_filter->prev_tex, |
| GST_VIDEO_INFO_FORMAT (&filter->out_info), |
| GST_VIDEO_INFO_WIDTH (&filter->out_info), |
| GST_VIDEO_INFO_HEIGHT (&filter->out_info)); |
| } else { |
| gl->ActiveTexture (GL_TEXTURE1); |
| gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex_prev", 1); |
| gl->BindTexture (GL_TEXTURE_2D, deinterlace_filter->prev_tex); |
| } |
| |
| gl->ActiveTexture (GL_TEXTURE0); |
| gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex", 0); |
| gl->BindTexture (GL_TEXTURE_2D, texture); |
| |
| gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "max_comb", |
| 5.0f / 255.0f); |
| gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_threshold", |
| 25.0f / 255.0f); |
| gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_sense", |
| 30.0f / 255.0f); |
| |
| gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "width", |
| GST_VIDEO_INFO_WIDTH (&filter->out_info)); |
| gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "height", |
| GST_VIDEO_INFO_HEIGHT (&filter->out_info)); |
| |
| gl->ClientActiveTexture (GL_TEXTURE0); |
| |
| gl->EnableClientState (GL_TEXTURE_COORD_ARRAY); |
| gl->EnableClientState (GL_VERTEX_ARRAY); |
| |
| gl->VertexPointer (2, GL_FLOAT, 0, &verts); |
| gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords0); |
| |
| gl->ClientActiveTexture (GL_TEXTURE1); |
| gl->EnableClientState (GL_TEXTURE_COORD_ARRAY); |
| gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords1); |
| |
| gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4); |
| |
| gl->DisableClientState (GL_VERTEX_ARRAY); |
| gl->DisableClientState (GL_TEXTURE_COORD_ARRAY); |
| |
| gl->ClientActiveTexture (GL_TEXTURE0); |
| gl->DisableClientState (GL_TEXTURE_COORD_ARRAY); |
| |
| gl->Disable (GL_TEXTURE_2D); |
| |
| if (texture == filter->in_tex_id) { |
| temp = filter->in_tex_id; |
| filter->in_tex_id = deinterlace_filter->prev_tex; |
| deinterlace_filter->prev_tex = temp; |
| } else { |
| deinterlace_filter->prev_tex = texture; |
| } |
| } |