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- #include "camera.h"
- #include "gl_quickpreview.h"
- #include "gl_utils.h"
- #include <stdlib.h>
- #define VERTEX_ATTRIBUTE 0
- #define TEX_COORD_ATTRIBUTE 1
- struct _GLQuickPreview {
- GLuint frame_buffer;
- GLuint program;
- GLuint uniform_transform;
- GLuint uniform_pixel_size;
- GLuint uniform_half_image_size;
- GLuint uniform_texture;
- GLuint uniform_pixel_layout;
- GLuint uniform_srgb_map;
- GLuint uniform_color_matrix;
- GLuint pixel_layout_texture_id;
- uint32_t pixel_layout_texture_width;
- uint32_t pixel_layout_texture_height;
- MPPixelFormat pixel_layout_texture_format;
- };
- GLQuickPreview *gl_quick_preview_new()
- {
- GLuint frame_buffer;
- glGenFramebuffers(1, &frame_buffer);
- check_gl();
- GLuint shaders[] = {
- gl_load_shader("data/debayer.vert", GL_VERTEX_SHADER),
- gl_load_shader("data/debayer.frag", GL_FRAGMENT_SHADER),
- };
- GLuint program = gl_link_program(shaders, 2);
- glBindAttribLocation(program, VERTEX_ATTRIBUTE, "vert");
- glBindAttribLocation(program, TEX_COORD_ATTRIBUTE, "tex_coord");
- check_gl();
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- check_gl();
- GLuint pixel_layout_texture_id;
- glGenTextures(1, &pixel_layout_texture_id);
- check_gl();
- GLQuickPreview *self = malloc(sizeof(GLQuickPreview));
- 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_half_image_size = glGetUniformLocation(self->program, "half_image_size");
- self->uniform_texture = glGetUniformLocation(self->program, "texture");
- self->uniform_pixel_layout = glGetUniformLocation(self->program, "pixel_layout");
- self->uniform_color_matrix = glGetUniformLocation(self->program, "color_matrix");
- self->uniform_srgb_map = glGetUniformLocation(self->program, "srgb_map");
- check_gl();
- self->pixel_layout_texture_id = pixel_layout_texture_id;
- self->pixel_layout_texture_width = 0;
- self->pixel_layout_texture_height = 0;
- self->pixel_layout_texture_format = MP_PIXEL_FMT_BGGR8;
- return self;
- }
- void gl_quick_preview_free(GLQuickPreview *self)
- {
- glDeleteFramebuffers(1, &self->frame_buffer);
- free(self);
- }
- bool
- ql_quick_preview_supports_format(GLQuickPreview *self, const MPPixelFormat format)
- {
- return format == MP_PIXEL_FMT_BGGR8;
- }
- bool
- gl_quick_preview(GLQuickPreview *self,
- GLuint dst_id,
- const uint32_t dst_width, const uint32_t dst_height,
- GLuint source_id,
- const uint32_t src_width, const uint32_t src_height,
- const MPPixelFormat format,
- const uint32_t rotation,
- const bool mirrored,
- const float *colormatrix,
- const uint8_t blacklevel)
- {
- // Generate pixel layout image
- if (src_width != self->pixel_layout_texture_width
- || src_height != self->pixel_layout_texture_height
- || format != self->pixel_layout_texture_format) {
- glBindTexture(GL_TEXTURE_2D, self->pixel_layout_texture_id);
- uint16_t *buffer = malloc(src_width * src_height * sizeof(uint16_t));
- for (size_t y = 0; y < src_height; ++y) {
- for (size_t x = 0; x < src_width; ++x) {
- buffer[x + y * src_width] =
- (y % 2) == 0
- ? ((x % 2) == 0 ? 0b1111 << 4 : 0b1111 << 8)
- : ((x % 2) == 0 ? 0b1111 << 8 : 0b1111 << 12);
- }
- }
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_width, src_height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, buffer);
- check_gl();
- free(buffer);
- self->pixel_layout_texture_width = src_width;
- self->pixel_layout_texture_height = src_height;
- self->pixel_layout_texture_format = format;
- glBindTexture(GL_TEXTURE_2D, 0);
- check_gl();
- }
- assert(ql_quick_preview_supports_format(self, format));
- 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();
- glViewport(0, 0, dst_width, dst_height);
- check_gl();
- assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
- glUseProgram(self->program);
- 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();
- glUniform2f(self->uniform_half_image_size, src_width / 2, src_height / 2);
- 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();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, source_id);
- glUniform1i(self->uniform_texture, 0);
- check_gl();
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, self->pixel_layout_texture_id);
- glUniform1i(self->uniform_pixel_layout, 1);
- 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);
- }
- glVertexAttribPointer(VERTEX_ATTRIBUTE, 2, GL_FLOAT, 0, 0, gl_quad_vertices);
- glEnableVertexAttribArray(VERTEX_ATTRIBUTE);
- glVertexAttribPointer(TEX_COORD_ATTRIBUTE, 2, GL_FLOAT, 0, 0, gl_quad_texcoords);
- glEnableVertexAttribArray(TEX_COORD_ATTRIBUTE);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- check_gl();
- // TODO: Render
- // glClearColor(0, 0, 1, 0);
- // glClear(GL_COLOR_BUFFER_BIT);
- // glBindTexture(GL_TEXTURE_2D, 0);
- // glBindFramebuffer(GL_FRAMEBUFFER, 0);
- return true;
- }
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