megapixels/src/gles2_debayer.c

142 lines
3.5 KiB
C

#include "gles2_debayer.h"
#include "camera.h"
#include "gl_util.h"
#include <stdlib.h>
#define VERTEX_ATTRIBUTE 0
#define TEX_COORD_ATTRIBUTE 1
struct _GLES2Debayer {
GLuint frame_buffer;
GLuint program;
GLuint uniform_transform;
GLuint uniform_pixel_size;
GLuint uniform_texture;
GLuint uniform_color_matrix;
GLuint quad;
};
GLES2Debayer *
gles2_debayer_new(MPPixelFormat format)
{
if (format != MP_PIXEL_FMT_BGGR8) {
return NULL;
}
GLuint frame_buffer;
glGenFramebuffers(1, &frame_buffer);
check_gl();
GLuint shaders[] = {
gl_util_load_shader("/org/postmarketos/Megapixels/debayer.vert", GL_VERTEX_SHADER, NULL, 0),
gl_util_load_shader("/org/postmarketos/Megapixels/debayer.frag", GL_FRAGMENT_SHADER, NULL, 0),
};
GLuint program = gl_util_link_program(shaders, 2);
glBindAttribLocation(program, VERTEX_ATTRIBUTE, "vert");
glBindAttribLocation(program, TEX_COORD_ATTRIBUTE, "tex_coord");
check_gl();
GLES2Debayer *self = malloc(sizeof(GLES2Debayer));
self->frame_buffer = frame_buffer;
self->program = program;
self->uniform_transform = glGetUniformLocation(self->program, "transform");
self->uniform_pixel_size = glGetUniformLocation(self->program, "pixel_size");
self->uniform_texture = glGetUniformLocation(self->program, "texture");
self->uniform_color_matrix = glGetUniformLocation(self->program, "color_matrix");
check_gl();
self->quad = gl_util_new_quad();
return self;
}
void
gles2_debayer_free(GLES2Debayer *self)
{
glDeleteFramebuffers(1, &self->frame_buffer);
glDeleteProgram(self->program);
free(self);
}
void
gles2_debayer_use(GLES2Debayer *self)
{
glUseProgram(self->program);
check_gl();
gl_util_bind_quad(self->quad);
}
void
gles2_debayer_configure(GLES2Debayer *self,
const uint32_t dst_width, const uint32_t dst_height,
const uint32_t src_width, const uint32_t src_height,
const uint32_t rotation,
const bool mirrored,
const float *colormatrix,
const uint8_t blacklevel)
{
glViewport(0, 0, dst_width, dst_height);
check_gl();
GLfloat rotation_list[4] = { 0, -1, 0, 1 };
int rotation_index = 4 - rotation / 90;
GLfloat sin_rot = rotation_list[rotation_index];
GLfloat cos_rot = rotation_list[(rotation_index + 1) % 4];
GLfloat scale_x = mirrored ? 1 : -1;
GLfloat matrix[9] = {
cos_rot * scale_x, sin_rot, 0,
-sin_rot * scale_x, cos_rot, 0,
0, 0, 1,
};
glUniformMatrix3fv(self->uniform_transform, 1, GL_FALSE, matrix);
check_gl();
GLfloat pixel_size_x = 1.0f / src_width;
GLfloat pixel_size_y = 1.0f / src_height;
glUniform2f(self->uniform_pixel_size, pixel_size_x, pixel_size_y);
check_gl();
if (colormatrix) {
GLfloat transposed[9];
for (int i = 0; i < 3; ++i)
for (int j = 0; j < 3; ++j)
transposed[i + j * 3] = colormatrix[j + i * 3];
glUniformMatrix3fv(self->uniform_color_matrix, 1, GL_FALSE, transposed);
} else {
static const GLfloat identity[9] = {
1, 0, 0,
0, 1, 0,
0, 0, 1,
};
glUniformMatrix3fv(self->uniform_color_matrix, 1, GL_FALSE, identity);
}
check_gl();
}
void
gles2_debayer_process(GLES2Debayer *self, GLuint dst_id, GLuint source_id)
{
glBindFramebuffer(GL_FRAMEBUFFER, self->frame_buffer);
glBindTexture(GL_TEXTURE_2D, dst_id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_id, 0);
check_gl();
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, source_id);
glUniform1i(self->uniform_texture, 0);
check_gl();
gl_util_draw_quad(self->quad);
}