/* GStreamer * Copyright (C) <2016> Matthew Waters * * 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. */ /* * This file was modified from videobalance and converted to OpenGL */ /** * SECTION:element-glcolorbalance * @title: glcolorbalance * * Adjusts brightness, contrast, hue, saturation on a video stream. * * ## Example launch line * |[ * gst-launch-1.0 videotestsrc ! glupload ! glcolorbalance saturation=0.0 ! glcolorconvert ! gldownload ! ximagesink * ]| This pipeline converts the image to black and white by setting the * saturation to 0.0. * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include #include #include #include "gstglcolorbalance.h" GST_DEBUG_CATEGORY_STATIC (glcolorbalance_debug); #define GST_CAT_DEFAULT glcolorbalance_debug /* GstGLColorBalance properties */ #define DEFAULT_PROP_CONTRAST 1.0 #define DEFAULT_PROP_BRIGHTNESS 0.0 #define DEFAULT_PROP_HUE 0.0 #define DEFAULT_PROP_SATURATION 1.0 #define GST_GL_COLOR_BALANCE_VIDEO_CAPS \ "video/x-raw(" GST_CAPS_FEATURE_MEMORY_GL_MEMORY "), " \ "format = (string) RGBA, " \ "width = " GST_VIDEO_SIZE_RANGE ", " \ "height = " GST_VIDEO_SIZE_RANGE ", " \ "framerate = " GST_VIDEO_FPS_RANGE ", " \ "texture-target = (string) { 2D, external-oes } " \ " ; " \ "video/x-raw(" GST_CAPS_FEATURE_MEMORY_GL_MEMORY "," \ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION "), " \ "format = (string) RGBA, " \ "width = " GST_VIDEO_SIZE_RANGE ", " \ "height = " GST_VIDEO_SIZE_RANGE ", " \ "framerate = " GST_VIDEO_FPS_RANGE ", " \ "texture-target = (string) { 2D, external-oes }" static GstStaticPadTemplate gst_gl_color_balance_element_src_pad_template = GST_STATIC_PAD_TEMPLATE ("src", GST_PAD_SRC, GST_PAD_ALWAYS, GST_STATIC_CAPS (GST_GL_COLOR_BALANCE_VIDEO_CAPS)); static GstStaticPadTemplate gst_gl_color_balance_element_sink_pad_template = GST_STATIC_PAD_TEMPLATE ("sink", GST_PAD_SINK, GST_PAD_ALWAYS, GST_STATIC_CAPS (GST_GL_COLOR_BALANCE_VIDEO_CAPS)); /* *INDENT-OFF* */ static const gchar glsl_external_image_extension[] = "#extension GL_OES_EGL_image_external : require\n"; static const gchar glsl_external_image_sampler[] = "uniform samplerExternalOES tex;\n"; static const gchar glsl_2D_image_sampler[] = "uniform sampler2D tex;\n"; static const gchar color_balance_frag_templ[] = "uniform mat4 yuva_balance_matrix;\n" "uniform vec4 yuva_balance_constant;\n" "varying vec2 v_texcoord;\n" "#define from_yuv_bt601_offset vec4(-0.0625, -0.5, -0.5, 0.0)\n" "#define from_yuv_coeff_mat mat4(1.164, 0.000, 1.596, 0.0, 1.164,-0.391,-0.813, 0.0, 1.164, 2.018, 0.000, 0.0, 0.0, 0.0, 0.0, 1.0)\n" "void main () {\n" /* operations translated from videobalanceand tested with glvideomixer * with one pad's parameters blend-equation-rgb={subtract,reverse-subtract}, * blend-function-src-rgb=src-color and blend-function-dst-rgb=dst-color */ " vec4 rgba = %s (tex, v_texcoord);\n" /* texture2D / texture2DOES */ " vec4 yuva = rgba * yuva_balance_matrix + yuva_balance_constant;\n" " yuva = clamp(yuva, 0.0, 1.0);\n" " gl_FragColor = yuva * from_yuv_coeff_mat + from_yuv_bt601_offset * from_yuv_coeff_mat;\n" "}\n"; /* *INDENT-ON* */ enum { PROP_0, PROP_CONTRAST, PROP_BRIGHTNESS, PROP_HUE, PROP_SATURATION }; static void gst_gl_color_balance_colorbalance_init (GstColorBalanceInterface * iface); static void gst_gl_color_balance_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec); static void gst_gl_color_balance_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec); #define gst_gl_color_balance_parent_class parent_class G_DEFINE_TYPE_WITH_CODE (GstGLColorBalance, gst_gl_color_balance, GST_TYPE_GL_FILTER, G_IMPLEMENT_INTERFACE (GST_TYPE_COLOR_BALANCE, gst_gl_color_balance_colorbalance_init)); static GstCaps * gcb_transform_internal_caps (GstGLFilter * filter, GstPadDirection direction, GstCaps * caps, GstCaps * filter_caps) { GstCaps *tmp = gst_caps_copy (caps); gint i; /* If we're not in passthrough mode, we can only output 2D textures, * but can always receive any compatible texture. * This function is not called in passthrough mode, so we can do the * transform unconditionally */ for (i = 0; i < gst_caps_get_size (tmp); i++) { GstStructure *outs = gst_caps_get_structure (tmp, i); if (direction == GST_PAD_SINK) { gst_structure_set (outs, "texture-target", G_TYPE_STRING, gst_gl_texture_target_to_string (GST_GL_TEXTURE_TARGET_2D), NULL); } else { gst_structure_remove_field (outs, "texture-target"); } } return tmp; } static gboolean gst_gl_color_balance_is_passthrough (GstGLColorBalance * glcolorbalance) { return glcolorbalance->contrast == 1.0 && glcolorbalance->brightness == 0.0 && glcolorbalance->hue == 0.0 && glcolorbalance->saturation == 1.0; } static void _update_yua_uniforms (GstGLColorBalance * glcolorbalance) { gdouble brightness = glcolorbalance->brightness; gdouble contrast = glcolorbalance->contrast; gdouble hue = glcolorbalance->hue; gdouble saturation = glcolorbalance->saturation; gdouble s_hue_cos = saturation * cos (hue * G_PI); gdouble s_hue_sin = saturation * sin (hue * G_PI); // We reduce the color balance adjustment of each pixel to: // yuva_to_rgb(clamp(rgba * yuva_balance_matrix + yuva_balance_constant)) // Where yuva_balance_matrix and yuva_balance_constant are obtained by // combining following steps: // // yuva = rgba * from_rgb_coeff_mat + from_rgb_bt601_offset // yuva = yuva * contrast_matrix + contrast_brightness_constant // yuva = (yuva - vec4(0, 0.5, 0.5, 0.0)) * hue_saturation_matrix + vec4(0, 0.5, 0.5, 0) // // Where, // from_rgb_coeff_mat = mat4(0.256816, 0.504154, 0.0979137, 0, // -0.148246,-0.29102, 0.439266, 0, // 0.439271,-0.367833,-0.071438, 0 // 0, 0, 0, 1) // from_rgb_bt601_offset = vec4(0.0625, 0.5, 0.5, 0) // // contrast_matrix and contrast_brightness_constant represent the operation: // yuva.x = luma_to_narrow(luma_to_full(yuva.x)*contrast) + brightness // // If luma_to_full(x) = x * 256.0 / 219.0 - 16.0 / 256.0 // and luma_to_narrow(x) = luma * 219.0/256.0 + 16.0 * 219.0 / 256.0 / 256.0 // then luma_to_narrow(luma_to_full(x)*contrast) + brightness // = x * contrast + contrast * ((16.0 * 219.0 / 256.0 / 256.0) / (219.0 / 256.0)) + brightness - (16.0 / 256.0) // // Then contrast_matrix = mat4(contrast, 0, 0, 0, // 0, 1, 0, 0 // 0, 0, 1, 0 // 0, 0, 0, 1) // // contrast_constant = vec4(contrast * ((16.0 * 219.0 / 256.0 / 256.0) / (219.0 / 256.0)) // + brightness - (16.0 / 256.0), 0, 0, 0) // // hue_saturation_matrix is obtained by reducing the following steps: // yuv.y = 0.5 + (((uv.x - 0.5) * hue_cos + (uv.y - 0.5) * hue_sin) * saturation); // yuv.z = 0.5 + (((0.5 - uv.x) * hue_sin + (uv.y - 0.5) * hue_cos) * saturation); // // as yuv.yz = vec2(0.5) + // (yuv.yz - vec2(0.5)) * mat2(hue_cos * saturation, hue_sin * saturation, // -hue_sin * saturation, hue_cos * saturation) // => // (1, 0, 0, 0, // 0, saturation * Math.cos(Math.PI*hue),-saturation * Math.sin(Math.PI*hue), 0, // 0, saturation * Math.sin(Math.PI*hue), saturation * Math.cos(Math.PI*hue), 0, // 0, 0, 0, 1) gfloat *m = glcolorbalance->yuva_balance_matrix; // Column 0 *m++ = 0.256816 * contrast; *m++ = 0.504154 * contrast; *m++ = 0.0979137 * contrast; *m++ = 0; // Column 1 *m++ = -0.148246 * s_hue_cos + 0.439271 * s_hue_sin; *m++ = -0.29102 * s_hue_cos - 0.367833 * s_hue_sin; *m++ = 0.439266 * s_hue_cos - 0.071438 * s_hue_sin; *m++ = 0; // Column 2 *m++ = 0.148246 * s_hue_sin + 0.439271 * s_hue_cos; *m++ = 0.29102 * s_hue_sin - 0.367833 * s_hue_cos; *m++ = -0.439266 * s_hue_sin - 0.071438 * s_hue_cos; *m++ = 0; // Column 3 *m++ = 0; *m++ = 0; *m++ = 0; *m++ = 1; glcolorbalance->yuva_balance_constant[0] = 0.0625 * contrast + contrast * ((16.0 * 219.0 / 256.0 / 256.0) / (219.0 / 256.0)) + brightness - (16.0 / 256.0); glcolorbalance->yuva_balance_constant[1] = 0.5; glcolorbalance->yuva_balance_constant[2] = 0.5; glcolorbalance->yuva_balance_constant[3] = 0; } static void gst_gl_color_balance_update_properties (GstGLColorBalance * glcolorbalance) { gboolean current_passthrough, passthrough; GstBaseTransform *base = GST_BASE_TRANSFORM (glcolorbalance); GST_OBJECT_LOCK (glcolorbalance); passthrough = gst_gl_color_balance_is_passthrough (glcolorbalance); _update_yua_uniforms (glcolorbalance); GST_OBJECT_UNLOCK (glcolorbalance); current_passthrough = gst_base_transform_is_passthrough (base); gst_base_transform_set_passthrough (base, passthrough); if (current_passthrough != passthrough) gst_base_transform_reconfigure_src (base); } static gboolean _create_shader (GstGLColorBalance * balance) { GstGLBaseFilter *base_filter = GST_GL_BASE_FILTER (balance); GstGLFilter *filter = GST_GL_FILTER (balance); GError *error = NULL; gchar *frag_body; const gchar *frags[4]; guint frag_i = 0; if (balance->shader) gst_object_unref (balance->shader); if (filter->in_texture_target == GST_GL_TEXTURE_TARGET_EXTERNAL_OES) frags[frag_i++] = glsl_external_image_extension; frags[frag_i++] = gst_gl_shader_string_get_highest_precision (base_filter->context, GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY); /* Can support rectangle textures in the future if needed */ if (filter->in_texture_target == GST_GL_TEXTURE_TARGET_2D) { frags[frag_i++] = glsl_2D_image_sampler; frags[frag_i++] = frag_body = g_strdup_printf (color_balance_frag_templ, "texture2D"); } else { frags[frag_i++] = glsl_external_image_sampler; frags[frag_i++] = frag_body = g_strdup_printf (color_balance_frag_templ, "texture2D"); } g_assert (frag_i <= G_N_ELEMENTS (frags)); if (!(balance->shader = gst_gl_shader_new_link_with_stages (base_filter->context, &error, gst_glsl_stage_new_default_vertex (base_filter->context), gst_glsl_stage_new_with_strings (base_filter->context, GL_FRAGMENT_SHADER, GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, frag_i, frags), NULL))) { g_free (frag_body); GST_ELEMENT_ERROR (balance, RESOURCE, NOT_FOUND, ("%s", "Failed to initialize colorbalance shader"), ("%s", error ? error->message : "Unknown error")); return FALSE; } g_free (frag_body); filter->draw_attr_position_loc = gst_gl_shader_get_attribute_location (balance->shader, "a_position"); filter->draw_attr_texture_loc = gst_gl_shader_get_attribute_location (balance->shader, "a_texcoord"); return TRUE; } static gboolean gst_gl_color_balance_gl_start (GstGLBaseFilter * base_filter) { GstGLColorBalance *balance = GST_GL_COLOR_BALANCE (base_filter); if (!_create_shader (balance)) return FALSE; return GST_GL_BASE_FILTER_CLASS (parent_class)->gl_start (base_filter); } static void gst_gl_color_balance_gl_stop (GstGLBaseFilter * base_filter) { GstGLColorBalance *balance = GST_GL_COLOR_BALANCE (base_filter); if (balance->shader) gst_object_unref (balance->shader); balance->shader = NULL; GST_GL_BASE_FILTER_CLASS (parent_class)->gl_stop (base_filter); } static void gst_gl_color_balance_before_transform (GstBaseTransform * base, GstBuffer * buf) { GstGLColorBalance *balance = GST_GL_COLOR_BALANCE (base); GstClockTime timestamp, stream_time; timestamp = GST_BUFFER_TIMESTAMP (buf); stream_time = gst_segment_to_stream_time (&base->segment, GST_FORMAT_TIME, timestamp); GST_DEBUG_OBJECT (balance, "sync to %" GST_TIME_FORMAT, GST_TIME_ARGS (timestamp)); if (GST_CLOCK_TIME_IS_VALID (stream_time)) gst_object_sync_values (GST_OBJECT (balance), stream_time); } static gboolean gst_gl_color_balance_filter_texture (GstGLFilter * filter, GstGLMemory * in_tex, GstGLMemory * out_tex) { GstGLColorBalance *balance = GST_GL_COLOR_BALANCE (filter); if (!balance->shader) _create_shader (balance); gst_gl_shader_use (balance->shader); GST_OBJECT_LOCK (balance); gst_gl_shader_set_uniform_matrix_4fv (balance->shader, "yuva_balance_matrix", 1, GL_FALSE, balance->yuva_balance_matrix); gst_gl_shader_set_uniform_4fv (balance->shader, "yuva_balance_constant", 1, balance->yuva_balance_constant); GST_OBJECT_UNLOCK (balance); gst_gl_filter_render_to_target_with_shader (filter, in_tex, out_tex, balance->shader); return TRUE; } static void gst_gl_color_balance_finalize (GObject * object) { GstGLColorBalance *balance = GST_GL_COLOR_BALANCE (object); GList *channels = NULL; channels = balance->channels; while (channels) { GstColorBalanceChannel *channel = channels->data; g_object_unref (channel); channels->data = NULL; channels = g_list_next (channels); } if (balance->channels) g_list_free (balance->channels); G_OBJECT_CLASS (parent_class)->finalize (object); } static void gst_gl_color_balance_class_init (GstGLColorBalanceClass * klass) { GObjectClass *gobject_class = (GObjectClass *) klass; GstElementClass *gstelement_class = (GstElementClass *) klass; GstBaseTransformClass *trans_class = (GstBaseTransformClass *) klass; GstGLBaseFilterClass *base_filter_class = (GstGLBaseFilterClass *) klass; GstGLFilterClass *filter_class = (GstGLFilterClass *) klass; GST_DEBUG_CATEGORY_INIT (glcolorbalance_debug, "glcolorbalance", 0, "glcolorbalance"); gst_element_class_add_static_pad_template (gstelement_class, &gst_gl_color_balance_element_src_pad_template); gst_element_class_add_static_pad_template (gstelement_class, &gst_gl_color_balance_element_sink_pad_template); gobject_class->finalize = gst_gl_color_balance_finalize; gobject_class->set_property = gst_gl_color_balance_set_property; gobject_class->get_property = gst_gl_color_balance_get_property; g_object_class_install_property (gobject_class, PROP_CONTRAST, g_param_spec_double ("contrast", "Contrast", "contrast", 0.0, 2.0, DEFAULT_PROP_CONTRAST, GST_PARAM_CONTROLLABLE | G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (gobject_class, PROP_BRIGHTNESS, g_param_spec_double ("brightness", "Brightness", "brightness", -1.0, 1.0, DEFAULT_PROP_BRIGHTNESS, GST_PARAM_CONTROLLABLE | G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (gobject_class, PROP_HUE, g_param_spec_double ("hue", "Hue", "hue", -1.0, 1.0, DEFAULT_PROP_HUE, GST_PARAM_CONTROLLABLE | G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (gobject_class, PROP_SATURATION, g_param_spec_double ("saturation", "Saturation", "saturation", 0.0, 2.0, DEFAULT_PROP_SATURATION, GST_PARAM_CONTROLLABLE | G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); gst_element_class_set_static_metadata (gstelement_class, "Video balance", "Filter/Effect/Video", "Adjusts brightness, contrast, hue, saturation on a video stream", "Matthew Waters "); trans_class->before_transform = GST_DEBUG_FUNCPTR (gst_gl_color_balance_before_transform); trans_class->transform_ip_on_passthrough = FALSE; base_filter_class->gl_start = GST_DEBUG_FUNCPTR (gst_gl_color_balance_gl_start); base_filter_class->gl_stop = GST_DEBUG_FUNCPTR (gst_gl_color_balance_gl_stop); filter_class->filter_texture = GST_DEBUG_FUNCPTR (gst_gl_color_balance_filter_texture); filter_class->transform_internal_caps = gcb_transform_internal_caps; } static void gst_gl_color_balance_init (GstGLColorBalance * glcolorbalance) { const gchar *channels[4] = { "HUE", "SATURATION", "BRIGHTNESS", "CONTRAST" }; gint i; /* Initialize propertiews */ glcolorbalance->contrast = DEFAULT_PROP_CONTRAST; glcolorbalance->brightness = DEFAULT_PROP_BRIGHTNESS; glcolorbalance->hue = DEFAULT_PROP_HUE; glcolorbalance->saturation = DEFAULT_PROP_SATURATION; gst_gl_color_balance_update_properties (glcolorbalance); /* Generate the channels list */ for (i = 0; i < G_N_ELEMENTS (channels); i++) { GstColorBalanceChannel *channel; channel = g_object_new (GST_TYPE_COLOR_BALANCE_CHANNEL, NULL); channel->label = g_strdup (channels[i]); channel->min_value = -1000; channel->max_value = 1000; glcolorbalance->channels = g_list_append (glcolorbalance->channels, channel); } } static const GList * gst_gl_color_balance_colorbalance_list_channels (GstColorBalance * balance) { GstGLColorBalance *glcolorbalance = GST_GL_COLOR_BALANCE (balance); g_return_val_if_fail (glcolorbalance != NULL, NULL); g_return_val_if_fail (GST_IS_GL_COLOR_BALANCE (glcolorbalance), NULL); return glcolorbalance->channels; } static void gst_gl_color_balance_colorbalance_set_value (GstColorBalance * balance, GstColorBalanceChannel * channel, gint value) { GstGLColorBalance *vb = GST_GL_COLOR_BALANCE (balance); gdouble new_val; gboolean changed = FALSE; g_return_if_fail (vb != NULL); g_return_if_fail (GST_IS_GL_COLOR_BALANCE (vb)); g_return_if_fail (channel->label != NULL); GST_OBJECT_LOCK (vb); if (!g_ascii_strcasecmp (channel->label, "HUE")) { new_val = (value + 1000.0) * 2.0 / 2000.0 - 1.0; changed = new_val != vb->hue; vb->hue = new_val; } else if (!g_ascii_strcasecmp (channel->label, "SATURATION")) { new_val = (value + 1000.0) * 2.0 / 2000.0; changed = new_val != vb->saturation; vb->saturation = new_val; } else if (!g_ascii_strcasecmp (channel->label, "BRIGHTNESS")) { new_val = (value + 1000.0) * 2.0 / 2000.0 - 1.0; changed = new_val != vb->brightness; vb->brightness = new_val; } else if (!g_ascii_strcasecmp (channel->label, "CONTRAST")) { new_val = (value + 1000.0) * 2.0 / 2000.0; changed = new_val != vb->contrast; vb->contrast = new_val; } GST_OBJECT_UNLOCK (vb); if (changed) gst_gl_color_balance_update_properties (vb); if (changed) { gst_color_balance_value_changed (balance, channel, gst_color_balance_get_value (balance, channel)); } } static gint gst_gl_color_balance_colorbalance_get_value (GstColorBalance * balance, GstColorBalanceChannel * channel) { GstGLColorBalance *vb = GST_GL_COLOR_BALANCE (balance); gint value = 0; g_return_val_if_fail (vb != NULL, 0); g_return_val_if_fail (GST_IS_GL_COLOR_BALANCE (vb), 0); g_return_val_if_fail (channel->label != NULL, 0); if (!g_ascii_strcasecmp (channel->label, "HUE")) { value = (vb->hue + 1) * 2000.0 / 2.0 - 1000.0; } else if (!g_ascii_strcasecmp (channel->label, "SATURATION")) { value = vb->saturation * 2000.0 / 2.0 - 1000.0; } else if (!g_ascii_strcasecmp (channel->label, "BRIGHTNESS")) { value = (vb->brightness + 1) * 2000.0 / 2.0 - 1000.0; } else if (!g_ascii_strcasecmp (channel->label, "CONTRAST")) { value = vb->contrast * 2000.0 / 2.0 - 1000.0; } return value; } static GstColorBalanceType gst_gl_color_balance_colorbalance_get_balance_type (GstColorBalance * balance) { return GST_COLOR_BALANCE_HARDWARE; } static void gst_gl_color_balance_colorbalance_init (GstColorBalanceInterface * iface) { iface->list_channels = gst_gl_color_balance_colorbalance_list_channels; iface->set_value = gst_gl_color_balance_colorbalance_set_value; iface->get_value = gst_gl_color_balance_colorbalance_get_value; iface->get_balance_type = gst_gl_color_balance_colorbalance_get_balance_type; } static GstColorBalanceChannel * gst_gl_color_balance_find_channel (GstGLColorBalance * balance, const gchar * label) { GList *l; for (l = balance->channels; l; l = l->next) { GstColorBalanceChannel *channel = l->data; if (g_ascii_strcasecmp (channel->label, label) == 0) return channel; } return NULL; } static void gst_gl_color_balance_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec) { GstGLColorBalance *balance = GST_GL_COLOR_BALANCE (object); gdouble d; const gchar *label = NULL; GST_OBJECT_LOCK (balance); switch (prop_id) { case PROP_CONTRAST: d = g_value_get_double (value); GST_DEBUG_OBJECT (balance, "Changing contrast from %lf to %lf", balance->contrast, d); if (d != balance->contrast) label = "CONTRAST"; balance->contrast = d; break; case PROP_BRIGHTNESS: d = g_value_get_double (value); GST_DEBUG_OBJECT (balance, "Changing brightness from %lf to %lf", balance->brightness, d); if (d != balance->brightness) label = "BRIGHTNESS"; balance->brightness = d; break; case PROP_HUE: d = g_value_get_double (value); GST_DEBUG_OBJECT (balance, "Changing hue from %lf to %lf", balance->hue, d); if (d != balance->hue) label = "HUE"; balance->hue = d; break; case PROP_SATURATION: d = g_value_get_double (value); GST_DEBUG_OBJECT (balance, "Changing saturation from %lf to %lf", balance->saturation, d); if (d != balance->saturation) label = "SATURATION"; balance->saturation = d; break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } GST_OBJECT_UNLOCK (balance); gst_gl_color_balance_update_properties (balance); if (label) { GstColorBalanceChannel *channel = gst_gl_color_balance_find_channel (balance, label); gst_color_balance_value_changed (GST_COLOR_BALANCE (balance), channel, gst_color_balance_get_value (GST_COLOR_BALANCE (balance), channel)); } } static void gst_gl_color_balance_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec) { GstGLColorBalance *balance = GST_GL_COLOR_BALANCE (object); switch (prop_id) { case PROP_CONTRAST: g_value_set_double (value, balance->contrast); break; case PROP_BRIGHTNESS: g_value_set_double (value, balance->brightness); break; case PROP_HUE: g_value_set_double (value, balance->hue); break; case PROP_SATURATION: g_value_set_double (value, balance->saturation); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } }