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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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312 lines
11 KiB
C
312 lines
11 KiB
C
/*
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* GStreamer
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* Copyright (C) 2009 Julien Isorce <julien.isorce@mail.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:element-deinterlace
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*
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* Deinterlacing using based on fragment shaders.
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*
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* <refsect2>
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* <title>Examples</title>
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* |[
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* gst-launch videotestsrc ! glupload ! gldeinterlace ! glimagesink
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* ]|
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* FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required.
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* </refsect2>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gstgldeinterlace.h"
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#define GST_CAT_DEFAULT gst_gl_deinterlace_debug
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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static const GstElementDetails element_details =
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GST_ELEMENT_DETAILS ("OpenGL deinterlacing filter",
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"Deinterlace",
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"Deinterlacing based on fragment shaders",
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"Julien Isorce <julien.isorce@mail.com>");
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enum
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{
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PROP_0
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};
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#define DEBUG_INIT(bla) \
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GST_DEBUG_CATEGORY_INIT (gst_gl_deinterlace_debug, "gldeinterlace", 0, "gldeinterlace element");
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GST_BOILERPLATE_FULL (GstGLDeinterlace, gst_gl_deinterlace,
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GstGLFilter, GST_TYPE_GL_FILTER, DEBUG_INIT);
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static void gst_gl_deinterlace_set_property (GObject * object,
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guint prop_id, const GValue * value, GParamSpec * pspec);
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static void gst_gl_deinterlace_get_property (GObject * object,
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guint prop_id, GValue * value, GParamSpec * pspec);
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static void gst_gl_deinterlace_reset (GstGLFilter * filter);
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static void gst_gl_deinterlace_init_shader (GstGLFilter * filter);
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static gboolean gst_gl_deinterlace_filter (GstGLFilter * filter,
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GstGLBuffer * inbuf, GstGLBuffer * outbuf);
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static void gst_gl_deinterlace_callback (gint width, gint height,
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guint texture, gpointer stuff);
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static const gchar *greedyh_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;\n"
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"uniform sampler2DRect tex_prev;\n"
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"uniform float max_comb;\n"
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"uniform float motion_threshold;\n"
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"uniform float motion_sense;\n"
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"uniform int width;\n"
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"uniform int height;\n"
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""
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"void main () {\n"
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" vec2 texcoord = gl_TexCoord[0].xy;\n"
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" if (int(mod(texcoord.y, 2.0)) == 0)\n"
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" gl_FragColor = vec4(texture2DRect(tex_prev, texcoord).rgb, 1.0);\n"
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" else {\n"
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"" // cannot have __ in a var so __ is replaced by _a
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" vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;\n"
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" vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;\n"
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""
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" texcoord_L1 = vec2(texcoord.x, texcoord.y - 1.0);\n"
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" texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0);\n"
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" L1 = texture2DRect(tex_prev, texcoord_L1).rgb;\n"
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" L3 = texture2DRect(tex_prev, texcoord_L3).rgb;\n"
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" if (int(ceil(texcoord.x)) == width && int(ceil(texcoord.y)) == height) {\n"
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" L1_1 = L1;\n"
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" L3_1 = L3;\n"
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" } else {\n"
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" texcoord_L1_1 = vec2(texcoord.x + 1.0, texcoord.y - 1.0);\n"
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" texcoord_L3_1 = vec2(texcoord.x + 1.0, texcoord.y + 1.0);\n"
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" L1_1 = texture2DRect(tex_prev, texcoord_L1_1).rgb;\n"
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" L3_1 = texture2DRect(tex_prev, texcoord_L3_1).rgb;\n"
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" }\n"
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" if (int(ceil(texcoord.x + texcoord.y)) == 0) {\n"
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" L1_a1 = L1;\n"
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" L3_a1 = L3;\n"
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" } else {\n"
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" texcoord_L1_a1 = vec2(texcoord.x - 1.0, texcoord.y - 1.0);\n"
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" texcoord_L3_a1 = vec2(texcoord.x - 1.0, texcoord.y + 1.0);\n"
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" L1_a1 = texture2DRect(tex_prev, texcoord_L1_a1).rgb;\n"
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" L3_a1 = texture2DRect(tex_prev, texcoord_L3_a1).rgb;\n"
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" }\n"
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""
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"" //STEP 1
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" vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;\n"
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" vec3 avg = (L1 + L3) / 2.0;\n"
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" vec3 avg_1 = (L1_1 + L3_1) / 2.0;\n"
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""
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" vec3 avg_s = (avg_a1 + avg_1) / 2.0;\n"
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""
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" vec3 avg_sc = (avg_s + avg) / 2.0;\n"
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""
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" vec3 L2 = texture2DRect(tex, texcoord).rgb;\n"
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" vec3 LP2 = texture2DRect(tex_prev, texcoord).rgb;\n"
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""
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" vec3 best;\n"
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""
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" if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {\n"
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" best.r = L2.r;\n"
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" } else {\n"
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" best.r = LP2.r;\n"
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" }\n"
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""
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" if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {\n"
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" best.g = L2.g;\n"
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" } else {\n"
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" best.g = LP2.g;\n"
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" }\n"
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""
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" if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {\n"
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" best.b = L2.b;\n"
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" } else {\n"
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" best.b = LP2.b;\n"
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" }\n"
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""
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"" //STEP 2
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" vec3 last;\n"
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" 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"
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" 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"
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" 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"
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""
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"" //STEP 3
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" const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);"
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" float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n"
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" last = last * (1.0 - mov) + avg_sc * mov;\n"
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""
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" gl_FragColor = vec4(last, 1.0);\n"
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" }\n"
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"}\n";
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static void
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gst_gl_deinterlace_base_init (gpointer klass)
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{
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GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
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gst_element_class_set_details (element_class, &element_details);
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}
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static void
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gst_gl_deinterlace_class_init (GstGLDeinterlaceClass * klass)
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{
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GObjectClass *gobject_class;
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gobject_class = (GObjectClass *) klass;
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gobject_class->set_property = gst_gl_deinterlace_set_property;
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gobject_class->get_property = gst_gl_deinterlace_get_property;
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GST_GL_FILTER_CLASS (klass)->filter = gst_gl_deinterlace_filter;
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GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_deinterlace_init_shader;
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GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_deinterlace_reset;
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}
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static void
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gst_gl_deinterlace_init (GstGLDeinterlace * filter,
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GstGLDeinterlaceClass * klass)
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{
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filter->shader = NULL;
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filter->gl_buffer_prev = NULL;
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}
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static void
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gst_gl_deinterlace_reset (GstGLFilter * filter)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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if (deinterlace_filter->gl_buffer_prev) {
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gst_buffer_unref (GST_BUFFER_CAST (deinterlace_filter->gl_buffer_prev));
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deinterlace_filter->gl_buffer_prev = NULL;
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}
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//blocking call, wait the opengl thread has destroyed the shader
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gst_gl_display_del_shader (filter->display, deinterlace_filter->shader);
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}
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static void
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gst_gl_deinterlace_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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//GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
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switch (prop_id) {
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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gst_gl_deinterlace_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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//GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
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switch (prop_id) {
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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gst_gl_deinterlace_init_shader (GstGLFilter * filter)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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//blocking call, wait the opengl thread has compiled the shader
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gst_gl_display_gen_shader (filter->display, 0, greedyh_fragment_source,
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&deinterlace_filter->shader);
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}
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static gboolean
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gst_gl_deinterlace_filter (GstGLFilter * filter, GstGLBuffer * inbuf,
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GstGLBuffer * outbuf)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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//blocking call, use a FBO
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gst_gl_display_use_fbo (filter->display, filter->width, filter->height,
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filter->fbo, filter->depthbuffer, outbuf->texture,
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gst_gl_deinterlace_callback, inbuf->width, inbuf->height,
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inbuf->texture, 0, filter->width, 0, filter->height,
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GST_GL_DISPLAY_PROJECTION_ORTHO2D, (gpointer) deinterlace_filter);
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if (deinterlace_filter->gl_buffer_prev)
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gst_buffer_unref (GST_BUFFER_CAST (deinterlace_filter->gl_buffer_prev));
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deinterlace_filter->gl_buffer_prev = GST_GL_BUFFER (gst_buffer_ref (GST_BUFFER_CAST (inbuf)));
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return TRUE;
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}
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//opengl scene, params: input texture (not the output filter->texture)
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static void
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gst_gl_deinterlace_callback (gint width, gint height, guint texture,
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gpointer stuff)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (stuff);
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GstGLFilter *filter = GST_GL_FILTER (stuff);
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GstGLBuffer *gl_buffer_prev = deinterlace_filter->gl_buffer_prev;
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gst_gl_shader_use (deinterlace_filter->shader);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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if (gl_buffer_prev) {
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glActiveTexture (GL_TEXTURE1_ARB);
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gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex_prev", 1);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, gl_buffer_prev->texture);
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}
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glActiveTexture (GL_TEXTURE0_ARB);
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gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex", 0);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "max_comb", 5.0f/255.0f);
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gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_threshold", 25.0f/255.0f);
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gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_sense", 30.0f/255.0f);
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gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "width", filter->width);
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gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "height", filter->height);
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glBegin (GL_QUADS);
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glMultiTexCoord2iARB (GL_TEXTURE0_ARB, 0, 0);
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glMultiTexCoord2iARB (GL_TEXTURE1_ARB, 0, 0);
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glVertex2i (-1, -1);
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glMultiTexCoord2iARB (GL_TEXTURE0_ARB, width, 0);
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glMultiTexCoord2iARB (GL_TEXTURE1_ARB, width, 0);
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glVertex2i (1, -1);
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glMultiTexCoord2iARB (GL_TEXTURE0_ARB, width, height);
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glMultiTexCoord2iARB (GL_TEXTURE1_ARB, width, height);
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glVertex2i (1, 1);
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glMultiTexCoord2iARB (GL_TEXTURE0_ARB, 0, height);
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glMultiTexCoord2iARB (GL_TEXTURE1_ARB, 0, height);
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glVertex2i (-1, 1);
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glEnd ();
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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}
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