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2021-05-27 19:55:23 +05:00
/*
Copyright (c) 2013, Broadcom Europe Ltd
Copyright (c) 2013, Tim Gover
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the copyright holder nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "sobel.h"
#include "RaspiTex.h"
#include "RaspiTexUtil.h"
#include <GLES2/gl2.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
/* \file sobel.c
* Example code for implementing Sobel filter as GLSL shaders.
* The input image is a greyscale texture from the MMAL buffer Y plane.
*/
#define SOBEL_VSHADER_SOURCE \
"attribute vec2 vertex;\n" \
"varying vec2 texcoord;\n" \
"void main(void) {\n" \
" texcoord = 0.5 * (vertex + 1.0);\n" \
" gl_Position = vec4(vertex, 0.0, 1.0);\n" \
"}\n"
/* Example Sobel edge detct shader. The texture format for
* EGL_IMAGE_BRCM_MULTIMEDIA_Y is a one byte per pixel greyscale GL_LUMINANCE.
* If the output is to be fed into another image processing shader then it may
* be worth changing this code to take 4 input Y pixels and pack the result
* into a 32bpp RGBA pixel.
*/
#define SOBEL_FSHADER_SOURCE \
"#extension GL_OES_EGL_image_external : require\n" \
"uniform samplerExternalOES tex;\n" \
"varying vec2 texcoord;\n" \
"uniform vec2 tex_unit;\n" \
"void main(void) {\n" \
" float x = texcoord.x;\n" \
" float y = texcoord.y;\n" \
" float x1 = x - tex_unit.x;\n" \
" float y1 = y - tex_unit.y;\n" \
" float x2 = x + tex_unit.x;\n" \
" float y2 = y + tex_unit.y;\n" \
" vec4 p0 = texture2D(tex, vec2(x1, y1));\n" \
" vec4 p1 = texture2D(tex, vec2(x, y1));\n" \
" vec4 p2 = texture2D(tex, vec2(x2, y1));\n" \
" vec4 p3 = texture2D(tex, vec2(x1, y));\n" \
" /* vec4 p4 = texture2D(tex, vec2(x, y)); */\n" \
" vec4 p5 = texture2D(tex, vec2(x2, y));\n" \
" vec4 p6 = texture2D(tex, vec2(x1, y2));\n" \
" vec4 p7 = texture2D(tex, vec2(x, y2));\n" \
" vec4 p8 = texture2D(tex, vec2(x2, y2));\n" \
"\n" \
" vec4 v = p0 + (2.0 * p1) + p3 -p6 + (-2.0 * p7) + -p8;\n" \
" vec4 h = p0 + (2.0 * p3) + p7 -p2 + (-2.0 * p5) + -p8;\n" \
" gl_FragColor = sqrt(h*h + v*v);\n" \
" gl_FragColor.a = 1.0;\n" \
"}\n"
static GLfloat quad_varray[] = {
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f,
};
static GLuint quad_vbo;
static RASPITEXUTIL_SHADER_PROGRAM_T sobel_shader =
{
.vertex_source = SOBEL_VSHADER_SOURCE,
.fragment_source = SOBEL_FSHADER_SOURCE,
.uniform_names = {"tex", "tex_unit"},
.attribute_names = {"vertex"},
};
static const EGLint sobel_egl_config_attribs[] =
{
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE
};
/**
* Initialisation of shader uniforms.
*
* @param width Width of the EGL image.
* @param width Height of the EGL image.
*/
static int shader_set_uniforms(RASPITEXUTIL_SHADER_PROGRAM_T *shader,
int width, int height)
{
GLCHK(glUseProgram(shader->program));
GLCHK(glUniform1i(shader->uniform_locations[0], 0)); // Texture unit
/* Dimensions of a single pixel in texture co-ordinates */
GLCHK(glUniform2f(shader->uniform_locations[1],
1.0 / (float) width, 1.0 / (float) height));
/* Enable attrib 0 as vertex array */
GLCHK(glEnableVertexAttribArray(shader->attribute_locations[0]));
return 0;
}
/**
* Creates the OpenGL ES 2.X context and builds the shaders.
* @param raspitex_state A pointer to the GL preview state.
* @return Zero if successful.
*/
static int sobel_init(RASPITEX_STATE *raspitex_state)
{
int rc = 0;
int width = raspitex_state->width;
int height = raspitex_state->height;
vcos_log_trace("%s", VCOS_FUNCTION);
raspitex_state->egl_config_attribs = sobel_egl_config_attribs;
rc = raspitexutil_gl_init_2_0(raspitex_state);
if (rc != 0)
goto end;
rc = raspitexutil_build_shader_program(&sobel_shader);
if (rc != 0)
goto end;
rc = shader_set_uniforms(&sobel_shader, width, height);
if (rc != 0)
goto end;
GLCHK(glGenBuffers(1, &quad_vbo));
GLCHK(glBindBuffer(GL_ARRAY_BUFFER, quad_vbo));
GLCHK(glBufferData(GL_ARRAY_BUFFER, sizeof(quad_varray), quad_varray, GL_STATIC_DRAW));
GLCHK(glClearColor(0.0f, 0.0f, 0.0f, 1.0f));
end:
return rc;
}
/* Redraws the scene with the latest luma buffer.
*
* @param raspitex_state A pointer to the GL preview state.
* @return Zero if successful.
*/
static int sobel_redraw(RASPITEX_STATE* state)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLCHK(glUseProgram(sobel_shader.program));
/* Bind the Y plane texture */
GLCHK(glActiveTexture(GL_TEXTURE0));
GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, state->y_texture));
GLCHK(glBindBuffer(GL_ARRAY_BUFFER, quad_vbo));
GLCHK(glEnableVertexAttribArray(sobel_shader.attribute_locations[0]));
GLCHK(glVertexAttribPointer(sobel_shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, 0));
GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6));
return 0;
}
int sobel_open(RASPITEX_STATE *state)
{
state->ops.gl_init = sobel_init;
state->ops.redraw = sobel_redraw;
state->ops.update_y_texture = raspitexutil_update_y_texture;
return 0;
}