diff options
Diffstat (limited to 'src/color_conversion.c')
-rw-r--r-- | src/color_conversion.c | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/src/color_conversion.c b/src/color_conversion.c new file mode 100644 index 0000000..fbbe9e6 --- /dev/null +++ b/src/color_conversion.c @@ -0,0 +1,235 @@ +#include "../include/color_conversion.h" +#include <stdio.h> +#include <string.h> +#include <assert.h> + +#define MAX_SHADERS 2 +#define MAX_FRAMEBUFFERS 2 + +#define ROTATE_Z "mat4 rotate_z(in float angle) {\n" \ + " return mat4(cos(angle), -sin(angle), 0.0, 0.0,\n" \ + " sin(angle), cos(angle), 0.0, 0.0,\n" \ + " 0.0, 0.0, 1.0, 0.0,\n" \ + " 0.0, 0.0, 0.0, 1.0);\n" \ + "}\n" + +#define RGB_TO_YUV "const mat4 RGBtoYUV = mat4(0.257, 0.439, -0.148, 0.0,\n" \ + " 0.504, -0.368, -0.291, 0.0,\n" \ + " 0.098, -0.071, 0.439, 0.0,\n" \ + " 0.0625, 0.500, 0.500, 1.0);" + +static int load_shader_y(gsr_shader *shader, gsr_egl *egl, float rotation) { + char vertex_shader[2048]; + snprintf(vertex_shader, sizeof(vertex_shader), + "#version 300 es \n" + "in vec2 pos; \n" + "in vec2 texcoords; \n" + "out vec2 texcoords_out; \n" + ROTATE_Z + "void main() \n" + "{ \n" + " texcoords_out = texcoords; \n" + " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f); \n" + "} \n", rotation); + + char fragment_shader[] = + "#version 300 es \n" + "precision mediump float; \n" + "in vec2 texcoords_out; \n" + "uniform sampler2D tex1; \n" + "out vec4 FragColor; \n" + RGB_TO_YUV + "void main() \n" + "{ \n" + " FragColor.x = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).x; \n" + "} \n"; + + if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0) + return -1; + + gsr_shader_bind_attribute_location(shader, "pos", 0); + gsr_shader_bind_attribute_location(shader, "texcoords", 1); + return 0; +} + +static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, float rotation) { + char vertex_shader[2048]; + snprintf(vertex_shader, sizeof(vertex_shader), + "#version 300 es \n" + "in vec2 pos; \n" + "in vec2 texcoords; \n" + "out vec2 texcoords_out; \n" + ROTATE_Z + "void main() \n" + "{ \n" + " texcoords_out = texcoords; \n" + " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n" + "} \n", rotation); + + char fragment_shader[] = + "#version 300 es \n" + "precision mediump float; \n" + "in vec2 texcoords_out; \n" + "uniform sampler2D tex1; \n" + "out vec4 FragColor; \n" + RGB_TO_YUV + "void main() \n" + "{ \n" + " FragColor.xy = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).zy; \n" + "} \n"; + + if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0) + return -1; + + gsr_shader_bind_attribute_location(shader, "pos", 0); + gsr_shader_bind_attribute_location(shader, "texcoords", 1); + return 0; +} + +static int loader_framebuffers(gsr_color_conversion *self) { + const unsigned int draw_buffer = GL_COLOR_ATTACHMENT0; + self->egl->glGenFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers); + + self->egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); + self->egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->destination_textures[0], 0); + self->egl->glDrawBuffers(1, &draw_buffer); + if(self->egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for Y\n"); + goto err; + } + + self->egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]); + self->egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->destination_textures[1], 0); + self->egl->glDrawBuffers(1, &draw_buffer); + if(self->egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for UV\n"); + goto err; + } + + self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); + return 0; + + err: + self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); + return -1; +} + +static int create_vertices(gsr_color_conversion *self, vec2f position, vec2f size) { + const float vertices[] = { + -1.0f, 1.0f, position.x, position.y + size.y, + -1.0f, -1.0f, position.x, position.y, + 1.0f, -1.0f, position.x + size.x, position.y, + + -1.0f, 1.0f, position.x, position.y + size.y, + 1.0f, -1.0f, position.x + size.x, position.y, + 1.0f, 1.0f, position.x + size.x, position.y + size.y + }; + + self->egl->glGenVertexArrays(1, &self->vertex_array_object_id); + self->egl->glGenBuffers(1, &self->vertex_buffer_object_id); + self->egl->glBindVertexArray(self->vertex_array_object_id); + self->egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id); + self->egl->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); + + self->egl->glEnableVertexAttribArray(0); + self->egl->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); + + self->egl->glEnableVertexAttribArray(1); + self->egl->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); + + self->egl->glBindVertexArray(0); + return 0; +} + +int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conversion_params *params) { + assert(params); + assert(params->egl); + memset(self, 0, sizeof(*self)); + self->egl = params->egl; + + if(params->num_source_textures != 1) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 1 source texture for source color RGB, got %d source texture(s)\n", params->num_source_textures); + return -1; + } + + if(params->num_destination_textures != 2) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12, got %d destination texture(s)\n", params->num_destination_textures); + return -1; + } + + if(load_shader_y(&self->shaders[0], self->egl, params->rotation) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to loader Y shader\n"); + goto err; + } + + if(load_shader_uv(&self->shaders[1], self->egl, params->rotation) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to loader UV shader\n"); + goto err; + } + + self->source_textures[0] = params->source_textures[0]; + self->destination_textures[0] = params->destination_textures[0]; + self->destination_textures[1] = params->destination_textures[1]; + + if(loader_framebuffers(self) != 0) + goto err; + + if(create_vertices(self, params->position, params->size) != 0) + goto err; + + return 0; + + err: + self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); + gsr_color_conversion_deinit(self); + return -1; +} + +void gsr_color_conversion_deinit(gsr_color_conversion *self) { + if(self->vertex_buffer_object_id) { + self->egl->glDeleteBuffers(1, &self->vertex_buffer_object_id); + self->vertex_buffer_object_id = 0; + } + + if(self->vertex_array_object_id) { + self->egl->glDeleteVertexArrays(1, &self->vertex_array_object_id); + self->vertex_array_object_id = 0; + } + + self->egl->glDeleteFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers); + for(int i = 0; i < MAX_FRAMEBUFFERS; ++i) { + self->framebuffers[i] = 0; + } + + for(int i = 0; i < MAX_SHADERS; ++i) { + gsr_shader_deinit(&self->shaders[i]); + } +} + +int gsr_color_conversion_update(gsr_color_conversion *self, int width, int height) { + self->egl->glBindVertexArray(self->vertex_array_object_id); + self->egl->glViewport(0, 0, width, height); + self->egl->glBindTexture(GL_TEXTURE_2D, self->source_textures[0]); + + { + self->egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); + //cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT); + + gsr_shader_use(&self->shaders[0]); + self->egl->glDrawArrays(GL_TRIANGLES, 0, 6); + } + + { + self->egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]); + //cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT); + + gsr_shader_use(&self->shaders[1]); + self->egl->glDrawArrays(GL_TRIANGLES, 0, 6); + } + + self->egl->glBindVertexArray(0); + gsr_shader_use_none(&self->shaders[0]); + self->egl->glBindTexture(GL_TEXTURE_2D, 0); + self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); + return 0; +} |