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