/* * GStreamer * Copyright (C) 2008 Filippo Argiolas * * 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-glfilterblur * * Blur with 9x9 separable convolution. * * * Examples * |[ * gst-launch videotestsrc ! glupload ! glfilterblur ! glimagesink * ]| * FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required. * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gstglfilterblur.h" #include "effects/gstgleffectssources.h" #define GST_CAT_DEFAULT gst_gl_filterblur_debug GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT); #define DEBUG_INIT \ GST_DEBUG_CATEGORY_INIT (gst_gl_filterblur_debug, "glfilterblur", 0, "glfilterblur element"); G_DEFINE_TYPE_WITH_CODE (GstGLFilterBlur, gst_gl_filterblur, GST_TYPE_GL_FILTER, DEBUG_INIT); static void gst_gl_filterblur_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec); static void gst_gl_filterblur_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec); static void gst_gl_filter_filterblur_reset (GstGLFilter * filter); static gboolean gst_gl_filterblur_init_shader (GstGLFilter * filter); static gboolean gst_gl_filterblur_filter_texture (GstGLFilter * filter, guint in_tex, guint out_tex); static void gst_gl_filterblur_hcallback (gint width, gint height, guint texture, gpointer stuff); static void gst_gl_filterblur_vcallback (gint width, gint height, guint texture, gpointer stuff); static void gst_gl_filterblur_init_resources (GstGLFilter * filter) { GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter); GstGLFuncs *gl = filter->context->gl_vtable; gl->GenTextures (1, &filterblur->midtexture); gl->BindTexture (GL_TEXTURE_2D, filterblur->midtexture); gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, GST_VIDEO_INFO_WIDTH (&filter->out_info), GST_VIDEO_INFO_HEIGHT (&filter->out_info), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } static void gst_gl_filterblur_reset_resources (GstGLFilter * filter) { GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter); GstGLFuncs *gl = filter->context->gl_vtable; gl->DeleteTextures (1, &filterblur->midtexture); } static void gst_gl_filterblur_class_init (GstGLFilterBlurClass * klass) { GObjectClass *gobject_class; GstElementClass *element_class; gobject_class = (GObjectClass *) klass; element_class = GST_ELEMENT_CLASS (klass); gobject_class->set_property = gst_gl_filterblur_set_property; gobject_class->get_property = gst_gl_filterblur_get_property; gst_element_class_set_metadata (element_class, "Gstreamer OpenGL Blur", "Filter/Effect/Video", "Blur with 9x9 separable convolution", "Filippo Argiolas "); GST_GL_FILTER_CLASS (klass)->filter_texture = gst_gl_filterblur_filter_texture; GST_GL_FILTER_CLASS (klass)->display_init_cb = gst_gl_filterblur_init_resources; GST_GL_FILTER_CLASS (klass)->display_reset_cb = gst_gl_filterblur_reset_resources; GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_filterblur_init_shader; GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_filter_filterblur_reset; } static void gst_gl_filterblur_init (GstGLFilterBlur * filterblur) { filterblur->shader0 = NULL; filterblur->shader1 = NULL; filterblur->midtexture = 0; /* gaussian kernel (well, actually vector), size 9, standard * deviation 3.0 */ /* FIXME: eventually make this a runtime property */ fill_gaussian_kernel (filterblur->gauss_kernel, 7, 3.0); } static void gst_gl_filter_filterblur_reset (GstGLFilter * filter) { GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter); //blocking call, wait the opengl thread has destroyed the shader if (filterblur->shader0) gst_gl_context_del_shader (filter->context, filterblur->shader0); filterblur->shader0 = NULL; //blocking call, wait the opengl thread has destroyed the shader if (filterblur->shader1) gst_gl_context_del_shader (filter->context, filterblur->shader1); filterblur->shader1 = NULL; } static void gst_gl_filterblur_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec) { /* GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (object); */ switch (prop_id) { default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void gst_gl_filterblur_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec) { /* GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (object); */ switch (prop_id) { default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static gboolean gst_gl_filterblur_init_shader (GstGLFilter * filter) { GstGLFilterBlur *blur_filter = GST_GL_FILTERBLUR (filter); //blocking call, wait the opengl thread has compiled the shader if (!gst_gl_context_gen_shader (filter->context, 0, hconv7_fragment_source, &blur_filter->shader0)) return FALSE; //blocking call, wait the opengl thread has compiled the shader if (!gst_gl_context_gen_shader (filter->context, 0, vconv7_fragment_source, &blur_filter->shader1)) return FALSE; return TRUE; } static gboolean gst_gl_filterblur_filter_texture (GstGLFilter * filter, guint in_tex, guint out_tex) { GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter); gst_gl_filter_render_to_target (filter, TRUE, in_tex, filterblur->midtexture, gst_gl_filterblur_hcallback, filterblur); gst_gl_filter_render_to_target (filter, FALSE, filterblur->midtexture, out_tex, gst_gl_filterblur_vcallback, filterblur); return TRUE; } static void gst_gl_filterblur_hcallback (gint width, gint height, guint texture, gpointer stuff) { GstGLFilter *filter = GST_GL_FILTER (stuff); GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter); GstGLFuncs *gl = filter->context->gl_vtable; gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); gst_gl_shader_use (filterblur->shader0); 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 (filterblur->shader0, "tex", 1); gst_gl_shader_set_uniform_1fv (filterblur->shader0, "kernel", 7, filterblur->gauss_kernel); gst_gl_shader_set_uniform_1f (filterblur->shader0, "width", width); gst_gl_filter_draw_texture (filter, texture, width, height); } 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); GstGLFuncs *gl = filter->context->gl_vtable; gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); gst_gl_shader_use (filterblur->shader1); 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 (filterblur->shader1, "tex", 1); gst_gl_shader_set_uniform_1fv (filterblur->shader1, "kernel", 7, filterblur->gauss_kernel); gst_gl_shader_set_uniform_1f (filterblur->shader1, "height", height); gst_gl_filter_draw_texture (filter, texture, width, height); }