gstreamer/gst/gl/gstgldeinterlace.c

230 lines
10 KiB
C

/*
* 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., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, 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,
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 <julien.isorce@mail.com>");
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);
}