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