/* * GStreamer * Copyright (C) 2009 Julien Isorce * * 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., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ /** * SECTION:element-deinterlace * * Deinterlacing using based on fragment shaders. * * * Examples * |[ * gst-launch videotestsrc ! glupload ! gldeinterlace ! glimagesink * ]| * FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required. * */ #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, GstGLBuffer * inbuf, GstGLBuffer * outbuf); static void gst_gl_deinterlace_callback (gint width, gint height, guint texture, gpointer stuff); static const gchar *greedyh_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;\n" "uniform sampler2DRect tex_prev;\n" "uniform float max_comb;\n" "uniform float motion_threshold;\n" "uniform float motion_sense;\n" "uniform int width;\n" "uniform int height;\n" "" "void main () {\n" " vec2 texcoord = gl_TexCoord[0].xy;\n" " if (int(mod(texcoord.y, 2.0)) == 0)\n" " gl_FragColor = vec4(texture2DRect(tex_prev, texcoord).rgb, 1.0);\n" " else {\n" "" // cannot have __ in a var so __ is replaced by _a " 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);\n" " texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0);\n" " L1 = texture2DRect(tex_prev, texcoord_L1).rgb;\n" " L3 = texture2DRect(tex_prev, texcoord_L3).rgb;\n" " if (int(ceil(texcoord.x)) == width && int(ceil(texcoord.y)) == height) {\n" " L1_1 = L1;\n" " L3_1 = L3;\n" " } else {\n" " texcoord_L1_1 = vec2(texcoord.x + 1.0, texcoord.y - 1.0);\n" " texcoord_L3_1 = vec2(texcoord.x + 1.0, texcoord.y + 1.0);\n" " L1_1 = texture2DRect(tex_prev, texcoord_L1_1).rgb;\n" " L3_1 = texture2DRect(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, texcoord.y - 1.0);\n" " texcoord_L3_a1 = vec2(texcoord.x - 1.0, texcoord.y + 1.0);\n" " L1_a1 = texture2DRect(tex_prev, texcoord_L1_a1).rgb;\n" " L3_a1 = texture2DRect(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 = texture2DRect(tex, texcoord).rgb;\n" " vec3 LP2 = texture2DRect(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"; 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_details_simple (element_class, "OpenGL deinterlacing filter", "Deinterlace", "Deinterlacing based on fragment shaders", "Julien Isorce "); GST_GL_FILTER_CLASS (klass)->filter = gst_gl_deinterlace_filter; GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_deinterlace_init_shader; GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_deinterlace_reset; } static void gst_gl_deinterlace_init (GstGLDeinterlace * filter) { filter->shader = NULL; filter->gl_buffer_prev = NULL; } static void gst_gl_deinterlace_reset (GstGLFilter * filter) { GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter); if (deinterlace_filter->gl_buffer_prev) { gst_buffer_unref (GST_BUFFER_CAST (deinterlace_filter->gl_buffer_prev)); deinterlace_filter->gl_buffer_prev = NULL; } //blocking call, wait the opengl thread has destroyed the shader gst_gl_display_del_shader (filter->display, deinterlace_filter->shader); } 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_display_gen_shader (filter->display, 0, greedyh_fragment_source, &deinterlace_filter->shader); } static gboolean gst_gl_deinterlace_filter (GstGLFilter * filter, GstGLBuffer * inbuf, GstGLBuffer * outbuf) { GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter); //blocking call, use a FBO gst_gl_display_use_fbo (filter->display, filter->width, filter->height, filter->fbo, filter->depthbuffer, outbuf->texture, gst_gl_deinterlace_callback, inbuf->width, inbuf->height, inbuf->texture, 0, filter->width, 0, filter->height, GST_GL_DISPLAY_PROJECTION_ORTHO2D, (gpointer) deinterlace_filter); if (deinterlace_filter->gl_buffer_prev) gst_buffer_unref (GST_BUFFER_CAST (deinterlace_filter->gl_buffer_prev)); deinterlace_filter->gl_buffer_prev = GST_GL_BUFFER (gst_buffer_ref (GST_BUFFER_CAST (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); GstGLBuffer *gl_buffer_prev = deinterlace_filter->gl_buffer_prev; glMatrixMode (GL_PROJECTION); glLoadIdentity (); gst_gl_shader_use (deinterlace_filter->shader); glEnable (GL_TEXTURE_RECTANGLE_ARB); if (gl_buffer_prev) { glActiveTexture (GL_TEXTURE1_ARB); gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex_prev", 1); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, gl_buffer_prev->texture); } glActiveTexture (GL_TEXTURE0_ARB); gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex", 0); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 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_1i (deinterlace_filter->shader, "width", filter->width); gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "height", filter->height); glBegin (GL_QUADS); glMultiTexCoord2iARB (GL_TEXTURE0_ARB, 0, 0); glMultiTexCoord2iARB (GL_TEXTURE1_ARB, 0, 0); glVertex2i (-1, -1); glMultiTexCoord2iARB (GL_TEXTURE0_ARB, width, 0); glMultiTexCoord2iARB (GL_TEXTURE1_ARB, width, 0); glVertex2i (1, -1); glMultiTexCoord2iARB (GL_TEXTURE0_ARB, width, height); glMultiTexCoord2iARB (GL_TEXTURE1_ARB, width, height); glVertex2i (1, 1); glMultiTexCoord2iARB (GL_TEXTURE0_ARB, 0, height); glMultiTexCoord2iARB (GL_TEXTURE1_ARB, 0, height); glVertex2i (-1, 1); glEnd (); glDisable (GL_TEXTURE_RECTANGLE_ARB); }