123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275 |
- #include "camera.h"
- #include "gl_quickpreview.h"
- #include "gl_utils.h"
- #include <stdint.h>
- #include <stdlib.h>
- #define VERTEX_ATTRIBUTE 0
- #define TEX_COORD_ATTRIBUTE 1
- static const GLfloat square_vertices[] = {
- -1, -1,
- 1, -1,
- -1, 1,
- 1, 1,
- };
- static const GLfloat square_texcoords[] = {
- 1, 1,
- 1, 0,
- 0, 1,
- 0, 0,
- };
- struct _GLQuickPreview {
- GLuint frame_buffer;
- GLuint program;
- GLuint uniform_transform;
- GLuint uniform_pixel_size;
- GLuint uniform_texture;
- GLuint uniform_srgb_map;
- GLuint uniform_color_matrix;
- GLuint srgb_texture;
- };
- static GLuint load_shader(const char *path, GLenum type)
- {
- check_gl();
- FILE *f = fopen(path, "r");
- fseek(f, 0, SEEK_END);
- GLint size = ftell(f);
- char *source = malloc(sizeof(char) * size);
- fseek(f, 0, SEEK_SET);
- if (fread(source, size, 1, f) == 0) {
- printf("Failed to read shader file\n");
- return 0;
- }
- GLuint shader = glCreateShader(type);
- assert(shader != 0);
- glShaderSource(shader, 1, (const GLchar * const*)&source, &size);
- glCompileShader(shader);
- check_gl();
- // Check compile status
- GLint success;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if (success == GL_FALSE) {
- printf("Shader compilation failed for %s\n", path);
- }
- GLint log_length;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
- if (log_length > 0) {
- char *log = malloc(sizeof(char) * log_length);
- glGetShaderInfoLog(shader, log_length - 1, &log_length, log);
- printf("Shader %s log: %s\n", path, log);
- free(log);
- }
- free(source);
- return shader;
- }
- // static const uint8_t srgb[] = {
- // 0, 12, 21, 28, 33, 38, 42, 46, 49, 52, 55, 58, 61, 63, 66, 68, 70,
- // 73, 75, 77, 79, 81, 82, 84, 86, 88, 89, 91, 93, 94, 96, 97, 99, 100,
- // 102, 103, 104, 106, 107, 109, 110, 111, 112, 114, 115, 116, 117, 118,
- // 120, 121, 122, 123, 124, 125, 126, 127, 129, 130, 131, 132, 133, 134,
- // 135, 136, 137, 138, 139, 140, 141, 142, 142, 143, 144, 145, 146, 147,
- // 148, 149, 150, 151, 151, 152, 153, 154, 155, 156, 157, 157, 158, 159,
- // 160, 161, 161, 162, 163, 164, 165, 165, 166, 167, 168, 168, 169, 170,
- // 171, 171, 172, 173, 174, 174, 175, 176, 176, 177, 178, 179, 179, 180,
- // 181, 181, 182, 183, 183, 184, 185, 185, 186, 187, 187, 188, 189, 189,
- // 190, 191, 191, 192, 193, 193, 194, 194, 195, 196, 196, 197, 197, 198,
- // 199, 199, 200, 201, 201, 202, 202, 203, 204, 204, 205, 205, 206, 206,
- // 207, 208, 208, 209, 209, 210, 210, 211, 212, 212, 213, 213, 214, 214,
- // 215, 215, 216, 217, 217, 218, 218, 219, 219, 220, 220, 221, 221, 222,
- // 222, 223, 223, 224, 224, 225, 226, 226, 227, 227, 228, 228, 229, 229,
- // 230, 230, 231, 231, 232, 232, 233, 233, 234, 234, 235, 235, 236, 236,
- // 237, 237, 237, 238, 238, 239, 239, 240, 240, 241, 241, 242, 242, 243,
- // 243, 244, 244, 245, 245, 245, 246, 246, 247, 247, 248, 248, 249, 249,
- // 250, 250, 251, 251, 251, 252, 252, 253, 253, 254, 254, 255
- // };
- GLQuickPreview *gl_quick_preview_new()
- {
- GLuint frame_buffer;
- glGenFramebuffers(1, &frame_buffer);
- check_gl();
- GLuint vert = load_shader("data/debayer.vert", GL_VERTEX_SHADER);
- GLuint frag = load_shader("data/debayer.frag", GL_FRAGMENT_SHADER);
- GLuint program = glCreateProgram();
- glAttachShader(program, vert);
- glAttachShader(program, frag);
- glBindAttribLocation(program, VERTEX_ATTRIBUTE, "vert");
- glBindAttribLocation(program, TEX_COORD_ATTRIBUTE, "tex_coord");
- glLinkProgram(program);
- check_gl();
- GLint success;
- glGetProgramiv(program, GL_LINK_STATUS, &success);
- if (success == GL_FALSE) {
- printf("Program linking failed\n");
- }
- GLint log_length;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
- if (log_length > 0) {
- char *log = malloc(sizeof(char) * log_length);
- glGetProgramInfoLog(program, log_length - 1, &log_length, log);
- printf("Program log: %s\n", log);
- free(log);
- }
- check_gl();
- // GLuint srgb_texture;
- // glGenTextures(1, &srgb_texture);
- // check_gl();
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- check_gl();
- // glBindTexture(GL_TEXTURE_2D, srgb_texture);
- // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- // check_gl();
- // glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 256, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, srgb);
- // check_gl();
- // glBindTexture(GL_TEXTURE_2D, 0);
- 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_texture = glGetUniformLocation(self->program, "texture");
- self->uniform_color_matrix = glGetUniformLocation(self->program, "color_matrix");
- self->uniform_srgb_map = glGetUniformLocation(self->program, "srgb_map");
- // self->srgb_texture = srgb_texture;
- 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)
- {
- 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] = { 1, 0, -1, 0 };
- 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();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, source_id);
- glUniform1i(self->uniform_texture, 0);
- check_gl();
- // glActiveTexture(GL_TEXTURE1);
- // glBindTexture(GL_TEXTURE_2D, self->srgb_texture);
- // glUniform1i(self->uniform_srgb_map, 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, square_vertices);
- check_gl();
- glEnableVertexAttribArray(VERTEX_ATTRIBUTE);
- check_gl();
- glVertexAttribPointer(TEX_COORD_ATTRIBUTE, 2, GL_FLOAT, 0, 0, square_texcoords);
- check_gl();
- glEnableVertexAttribArray(TEX_COORD_ATTRIBUTE);
- check_gl();
- 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);
- glUseProgram(0);
- check_gl();
- return true;
- }
|