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-rw-r--r--jni/feature_mos/src/mosaic/Blend.cpp23
-rw-r--r--jni/feature_mos/src/mosaic/Blend.h1
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/Renderer.cpp216
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/Renderer.h65
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.cpp297
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.h45
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp303
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/WarpRenderer.h44
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/YVURenderer.cpp149
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/YVURenderer.h35
10 files changed, 594 insertions, 584 deletions
diff --git a/jni/feature_mos/src/mosaic/Blend.cpp b/jni/feature_mos/src/mosaic/Blend.cpp
index eb0275e..46a4410 100644
--- a/jni/feature_mos/src/mosaic/Blend.cpp
+++ b/jni/feature_mos/src/mosaic/Blend.cpp
@@ -70,6 +70,25 @@ int Blend::initialize(int blendingType, int frame_width, int frame_height)
return BLEND_RET_OK;
}
+void Blend::AlignToMiddleFrame(MosaicFrame **frames, int frames_size)
+{
+ // Unwarp this frame and Warp the others to match
+ MosaicFrame *mb = NULL;
+ MosaicFrame *ref = frames[int(frames_size/2)]; // Middle frame
+
+ double invtrs[3][3];
+ inv33d(ref->trs, invtrs);
+
+ for(int mfit = 0; mfit < frames_size; mfit++)
+ {
+ mb = frames[mfit];
+ double temp[3][3];
+ mult33d(temp, invtrs, mb->trs);
+ memcpy(mb->trs, temp, sizeof(temp));
+ normProjMat33d(mb->trs);
+ }
+}
+
int Blend::runBlend(MosaicFrame **frames, int frames_size, ImageType &imageMosaicYVU, int &mosaicWidth, int &mosaicHeight)
{
int ret;
@@ -872,8 +891,8 @@ void Blend::ComputeBlendParameters(MosaicFrame **frames, int frames_size, int is
MosaicFrame *last = frames[frames_size-1];
MosaicFrame *mb;
- double lxpos = last->trs[0][2], lypos = last->trs[1][5];
- double fxpos = first->trs[0][2], fypos = first->trs[1][5];
+ double lxpos = last->trs[0][2], lypos = last->trs[1][2];
+ double fxpos = first->trs[0][2], fypos = first->trs[1][2];
// Calculate warp to produce proper stitching.
// get x, y displacement
diff --git a/jni/feature_mos/src/mosaic/Blend.h b/jni/feature_mos/src/mosaic/Blend.h
index 9998aa6..3e5b17c 100644
--- a/jni/feature_mos/src/mosaic/Blend.h
+++ b/jni/feature_mos/src/mosaic/Blend.h
@@ -98,6 +98,7 @@ protected:
void MosaicToFrame(double trs[3][3], double x, double y, double &wx, double &wy);
void FrameToMosaicRect(int width, int height, double trs[3][3], BlendRect &brect);
void ClipBlendRect(CSite *csite, BlendRect &brect);
+ void AlignToMiddleFrame(MosaicFrame **frames, int frames_size);
int DoMergeAndBlend(MosaicFrame **frames, int nsite, int width, int height, YUVinfo &imgMos, MosaicRect &rect, MosaicRect &cropping_rect);
void ComputeMask(CSite *csite, BlendRect &vcrect, BlendRect &brect, MosaicRect &rect, YUVinfo &imgMos, int site_idx);
diff --git a/jni/feature_mos/src/mosaic_renderer/Renderer.cpp b/jni/feature_mos/src/mosaic_renderer/Renderer.cpp
new file mode 100755
index 0000000..93049cb
--- /dev/null
+++ b/jni/feature_mos/src/mosaic_renderer/Renderer.cpp
@@ -0,0 +1,216 @@
+#include "Renderer.h"
+
+#include <GLES2/gl2ext.h>
+
+#include <android/log.h>
+#define LOG_TAG "Renderer"
+#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
+#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
+
+Renderer::Renderer()
+ : mGlProgram(0),
+ mInputTextureName(-1),
+ mInputTextureWidth(0),
+ mInputTextureHeight(0),
+ mSurfaceWidth(0),
+ mSurfaceHeight(0)
+{
+ InitializeGLContext();
+}
+
+Renderer::~Renderer() {
+}
+
+GLuint Renderer::loadShader(GLenum shaderType, const char* pSource) {
+ GLuint shader = glCreateShader(shaderType);
+ if (shader) {
+ glShaderSource(shader, 1, &pSource, NULL);
+ glCompileShader(shader);
+ GLint compiled = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+ if (!compiled) {
+ GLint infoLen = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
+ if (infoLen) {
+ char* buf = (char*) malloc(infoLen);
+ if (buf) {
+ glGetShaderInfoLog(shader, infoLen, NULL, buf);
+ LOGE("Could not compile shader %d:\n%s\n",
+ shaderType, buf);
+ free(buf);
+ }
+ glDeleteShader(shader);
+ shader = 0;
+ }
+ }
+ }
+ return shader;
+}
+
+GLuint Renderer::createProgram(const char* pVertexSource, const char* pFragmentSource)
+{
+ GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
+ if (!vertexShader)
+ {
+ return 0;
+ }
+ LOGI("VertexShader Loaded!");
+
+ GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
+ if (!pixelShader)
+ {
+ return 0;
+ }
+ LOGI("FragmentShader Loaded!");
+
+ GLuint program = glCreateProgram();
+ if (program)
+ {
+ glAttachShader(program, vertexShader);
+ checkGlError("glAttachShader");
+ glAttachShader(program, pixelShader);
+ checkGlError("glAttachShader");
+
+ LOGI("Shaders Attached!");
+
+ glLinkProgram(program);
+ GLint linkStatus = GL_FALSE;
+ glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
+
+ LOGI("Program Linked!");
+
+ if (linkStatus != GL_TRUE)
+ {
+ GLint bufLength = 0;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
+ if (bufLength)
+ {
+ char* buf = (char*) malloc(bufLength);
+ if (buf)
+ {
+ glGetProgramInfoLog(program, bufLength, NULL, buf);
+ LOGE("Could not link program:\n%s\n", buf);
+ free(buf);
+ }
+ }
+ glDeleteProgram(program);
+ program = 0;
+ }
+ }
+ return program;
+}
+
+// Set this renderer to use the default frame-buffer (screen) and
+// set the viewport size to be the given width and height (pixels).
+bool Renderer::SetupGraphics(int width, int height)
+{
+ bool succeeded = false;
+ do {
+ if (mGlProgram == 0)
+ {
+ if (!InitializeGLProgram())
+ {
+ break;
+ }
+ }
+ glUseProgram(mGlProgram);
+ if (!checkGlError("glUseProgram")) break;
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ mFrameBuffer = NULL;
+ mSurfaceWidth = width;
+ mSurfaceHeight = height;
+
+ glViewport(0, 0, mSurfaceWidth, mSurfaceHeight);
+ if (!checkGlError("glViewport")) break;
+ succeeded = true;
+ } while (false);
+
+ return succeeded;
+}
+
+
+// Set this renderer to use the specified FBO and
+// set the viewport size to be the width and height of this FBO.
+bool Renderer::SetupGraphics(FrameBuffer* buffer)
+{
+ bool succeeded = false;
+ do {
+ if (mGlProgram == 0)
+ {
+ if (!InitializeGLProgram())
+ {
+ break;
+ }
+ }
+ glUseProgram(mGlProgram);
+ if (!checkGlError("glUseProgram")) break;
+
+ glBindFramebuffer(GL_FRAMEBUFFER, buffer->GetFrameBufferName());
+
+ mFrameBuffer = buffer;
+ mSurfaceWidth = mFrameBuffer->GetWidth();
+ mSurfaceHeight = mFrameBuffer->GetHeight();
+
+ glViewport(0, 0, mSurfaceWidth, mSurfaceHeight);
+ if (!checkGlError("glViewport")) break;
+ succeeded = true;
+ } while (false);
+
+ return succeeded;
+}
+
+bool Renderer::Clear(float r, float g, float b, float a)
+{
+ bool succeeded = false;
+ do {
+ bool rt = (mFrameBuffer == NULL)?
+ SetupGraphics(mSurfaceWidth, mSurfaceHeight) :
+ SetupGraphics(mFrameBuffer);
+
+ if(!rt)
+ break;
+
+ glClearColor(r, g, b, a);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ succeeded = true;
+ } while (false);
+ return succeeded;
+
+}
+
+void Renderer::InitializeGLContext()
+{
+ if(mFrameBuffer != NULL)
+ {
+ delete mFrameBuffer;
+ mFrameBuffer = NULL;
+ }
+
+ mInputTextureName = -1;
+ mInputTextureType = GL_TEXTURE_2D;
+ mGlProgram = 0;
+}
+
+int Renderer::GetTextureName()
+{
+ return mInputTextureName;
+}
+
+void Renderer::SetInputTextureName(GLuint textureName)
+{
+ mInputTextureName = textureName;
+}
+
+void Renderer::SetInputTextureType(GLenum textureType)
+{
+ mInputTextureType = textureType;
+}
+
+void Renderer::SetInputTextureDimensions(int width, int height)
+{
+ mInputTextureWidth = width;
+ mInputTextureHeight = height;
+}
diff --git a/jni/feature_mos/src/mosaic_renderer/Renderer.h b/jni/feature_mos/src/mosaic_renderer/Renderer.h
new file mode 100755
index 0000000..a43e802
--- /dev/null
+++ b/jni/feature_mos/src/mosaic_renderer/Renderer.h
@@ -0,0 +1,65 @@
+#pragma once
+
+#include "FrameBuffer.h"
+
+#include <GLES2/gl2.h>
+
+#include <stdint.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+class Renderer {
+ public:
+ Renderer();
+ virtual ~Renderer();
+
+ // Initialize OpenGL resources
+ // @return true if successful
+ virtual bool InitializeGLProgram() = 0;
+
+ bool SetupGraphics(FrameBuffer* buffer);
+ bool SetupGraphics(int width, int height);
+
+ bool Clear(float r, float g, float b, float a);
+
+ int GetTextureName();
+ void SetInputTextureName(GLuint textureName);
+ void SetInputTextureDimensions(int width, int height);
+ void SetInputTextureType(GLenum textureType);
+
+ void InitializeGLContext();
+
+ protected:
+
+ GLuint loadShader(GLenum shaderType, const char* pSource);
+ GLuint createProgram(const char*, const char* );
+
+ int SurfaceWidth() const { return mSurfaceWidth; }
+ int SurfaceHeight() const { return mSurfaceHeight; }
+
+ // Source code for shaders.
+ virtual const char* VertexShaderSource() const = 0;
+ virtual const char* FragmentShaderSource() const = 0;
+
+ // Redefine this to use special texture types such as
+ // GL_TEXTURE_EXTERNAL_OES.
+ GLenum InputTextureType() const { return mInputTextureType; }
+
+ GLuint mGlProgram;
+ GLuint mInputTextureName;
+ GLenum mInputTextureType;
+ int mInputTextureWidth;
+ int mInputTextureHeight;
+
+ // Attribute locations
+ GLint mScalingtransLoc;
+ GLint maPositionHandle;
+ GLint maTextureHandle;
+
+
+ int mSurfaceWidth; // Width of target surface.
+ int mSurfaceHeight; // Height of target surface.
+
+ FrameBuffer *mFrameBuffer;
+};
+
diff --git a/jni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.cpp b/jni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.cpp
index fb124aa..e37406c 100755
--- a/jni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.cpp
+++ b/jni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.cpp
@@ -7,29 +7,6 @@
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
-static const char gVertexShader[] =
-"uniform mat4 uSTMatrix;\n"
-"uniform mat4 u_scalingtrans; \n"
-"attribute vec4 aPosition;\n"
-"attribute vec4 aTextureCoord;\n"
-"varying vec2 vTextureCoord;\n"
-"varying vec2 vTextureNormCoord;\n"
-"void main() {\n"
-" gl_Position = u_scalingtrans * aPosition;\n"
-" vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n"
-" vTextureNormCoord = aTextureCoord.xy;\n"
-"}\n";
-
-static const char gFragmentShader[] =
-"#extension GL_OES_EGL_image_external : require\n"
-"precision mediump float;\n"
-"varying vec2 vTextureCoord;\n"
-"varying vec2 vTextureNormCoord;\n"
-"uniform samplerExternalOES sTexture;\n"
-"void main() {\n"
-" gl_FragColor = texture2D(sTexture, vTextureNormCoord);\n"
-"}\n";
-
const GLfloat g_vVertices[] = {
-1.f, -1.f, 0.0f, 1.0f, // Position 0
0.0f, 1.0f, // TexCoord 0
@@ -46,110 +23,51 @@ const int GL_TEXTURE_EXTERNAL_OES_ENUM = 0x8D65;
const int VERTEX_STRIDE = 6 * sizeof(GLfloat);
-SurfaceTextureRenderer::SurfaceTextureRenderer()
- : mGlProgram(0),
- mInputTextureName(-1),
- mInputTextureWidth(0),
- mInputTextureHeight(0),
- mSurfaceWidth(0),
- mSurfaceHeight(0)
-{
+SurfaceTextureRenderer::SurfaceTextureRenderer() : Renderer() {
memset(mSTMatrix, 0.0, 16*sizeof(float));
mSTMatrix[0] = 1.0f;
mSTMatrix[5] = 1.0f;
mSTMatrix[10] = 1.0f;
mSTMatrix[15] = 1.0f;
-
- InitializeGLContext();
}
SurfaceTextureRenderer::~SurfaceTextureRenderer() {
}
-void SurfaceTextureRenderer::SetSTMatrix(float *stmat)
+void SurfaceTextureRenderer::SetViewportMatrix(int w, int h, int W, int H)
{
- memcpy(mSTMatrix, stmat, 16*sizeof(float));
-}
-
-GLuint SurfaceTextureRenderer::loadShader(GLenum shaderType, const char* pSource) {
- GLuint shader = glCreateShader(shaderType);
- if (shader) {
- glShaderSource(shader, 1, &pSource, NULL);
- glCompileShader(shader);
- GLint compiled = 0;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
- if (!compiled) {
- GLint infoLen = 0;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
- if (infoLen) {
- char* buf = (char*) malloc(infoLen);
- if (buf) {
- glGetShaderInfoLog(shader, infoLen, NULL, buf);
- LOGE("Could not compile shader %d:\n%s\n",
- shaderType, buf);
- free(buf);
- }
- glDeleteShader(shader);
- shader = 0;
- }
- }
+ for(int i=0; i<16; i++)
+ {
+ mViewportMatrix[i] = 0.0f;
}
- return shader;
+
+ mViewportMatrix[0] = float(w)/float(W);
+ mViewportMatrix[5] = float(h)/float(H);
+ mViewportMatrix[10] = 1.0f;
+ mViewportMatrix[12] = -1.0f + float(w)/float(W);
+ mViewportMatrix[13] = -1.0f + float(h)/float(H);
+ mViewportMatrix[15] = 1.0f;
}
-GLuint SurfaceTextureRenderer::createProgram(const char* pVertexSource, const char* pFragmentSource)
+void SurfaceTextureRenderer::SetScalingMatrix(float xscale, float yscale)
{
- GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
- if (!vertexShader)
- {
- return 0;
- }
- LOGI("VertexShader Loaded!");
-
- GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
- if (!pixelShader)
+ for(int i=0; i<16; i++)
{
- return 0;
+ mScalingMatrix[i] = 0.0f;
}
- LOGI("FragmentShader Loaded!");
- GLuint program = glCreateProgram();
- if (program)
- {
- glAttachShader(program, vertexShader);
- checkGlError("glAttachShader");
- glAttachShader(program, pixelShader);
- checkGlError("glAttachShader");
-
- LOGI("Shaders Attached!");
-
- glLinkProgram(program);
- GLint linkStatus = GL_FALSE;
- glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
-
- LOGI("Program Linked!");
+ mScalingMatrix[0] = xscale;
+ mScalingMatrix[5] = yscale;
+ mScalingMatrix[10] = 1.0f;
+ mScalingMatrix[15] = 1.0f;
+}
- if (linkStatus != GL_TRUE)
- {
- GLint bufLength = 0;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
- if (bufLength)
- {
- char* buf = (char*) malloc(bufLength);
- if (buf)
- {
- glGetProgramInfoLog(program, bufLength, NULL, buf);
- LOGE("Could not link program:\n%s\n", buf);
- free(buf);
- }
- }
- glDeleteProgram(program);
- program = 0;
- }
- }
- return program;
+void SurfaceTextureRenderer::SetSTMatrix(float *stmat)
+{
+ memcpy(mSTMatrix, stmat, 16*sizeof(float));
}
+
bool SurfaceTextureRenderer::InitializeGLProgram()
{
bool succeeded = false;
@@ -186,115 +104,6 @@ bool SurfaceTextureRenderer::InitializeGLProgram()
return succeeded;
}
-void SurfaceTextureRenderer::SetViewportMatrix(int w, int h, int W, int H)
-{
- for(int i=0; i<16; i++)
- {
- mViewportMatrix[i] = 0.0f;
- }
-
- mViewportMatrix[0] = float(w)/float(W);
- mViewportMatrix[5] = float(h)/float(H);
- mViewportMatrix[10] = 1.0f;
- mViewportMatrix[12] = -1.0f + float(w)/float(W);
- mViewportMatrix[13] = -1.0f + float(h)/float(H);
- mViewportMatrix[15] = 1.0f;
-}
-
-void SurfaceTextureRenderer::SetScalingMatrix(float xscale, float yscale)
-{
- for(int i=0; i<16; i++)
- {
- mScalingMatrix[i] = 0.0f;
- }
-
- mScalingMatrix[0] = xscale;
- mScalingMatrix[5] = yscale;
- mScalingMatrix[10] = 1.0f;
- mScalingMatrix[15] = 1.0f;
-}
-
-// Set this renderer to use the default frame-buffer (screen) and
-// set the viewport size to be the given width and height (pixels).
-bool SurfaceTextureRenderer::SetupGraphics(int width, int height)
-{
- bool succeeded = false;
- do {
- if (mGlProgram == 0)
- {
- if (!InitializeGLProgram())
- {
- break;
- }
- }
- glUseProgram(mGlProgram);
- if (!checkGlError("glUseProgram")) break;
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- mFrameBuffer = NULL;
- mSurfaceWidth = width;
- mSurfaceHeight = height;
-
- glViewport(0, 0, mSurfaceWidth, mSurfaceHeight);
- if (!checkGlError("glViewport")) break;
- succeeded = true;
- } while (false);
-
- return succeeded;
-}
-
-
-// Set this renderer to use the specified FBO and
-// set the viewport size to be the width and height of this FBO.
-bool SurfaceTextureRenderer::SetupGraphics(FrameBuffer* buffer)
-{
- bool succeeded = false;
- do {
- if (mGlProgram == 0)
- {
- if (!InitializeGLProgram())
- {
- break;
- }
- }
- glUseProgram(mGlProgram);
- if (!checkGlError("glUseProgram")) break;
-
- glBindFramebuffer(GL_FRAMEBUFFER, buffer->GetFrameBufferName());
-
- mFrameBuffer = buffer;
- mSurfaceWidth = mFrameBuffer->GetWidth();
- mSurfaceHeight = mFrameBuffer->GetHeight();
-
- glViewport(0, 0, mSurfaceWidth, mSurfaceHeight);
- if (!checkGlError("glViewport")) break;
- succeeded = true;
- } while (false);
-
- return succeeded;
-}
-
-bool SurfaceTextureRenderer::Clear(float r, float g, float b, float a)
-{
- bool succeeded = false;
- do {
- bool rt = (mFrameBuffer == NULL)?
- SetupGraphics(mSurfaceWidth, mSurfaceHeight) :
- SetupGraphics(mFrameBuffer);
-
- if(!rt)
- break;
-
- glClearColor(r, g, b, a);
- glClear(GL_COLOR_BUFFER_BIT);
-
- succeeded = true;
- } while (false);
- return succeeded;
-
-}
-
bool SurfaceTextureRenderer::DrawTexture(GLfloat *affine)
{
bool succeeded = false;
@@ -336,47 +145,35 @@ bool SurfaceTextureRenderer::DrawTexture(GLfloat *affine)
return succeeded;
}
-void SurfaceTextureRenderer::InitializeGLContext()
-{
- if(mFrameBuffer != NULL)
- {
- delete mFrameBuffer;
- mFrameBuffer = NULL;
- }
-
- mInputTextureName = -1;
- mInputTextureType = GL_TEXTURE_EXTERNAL_OES_ENUM;
- mGlProgram = 0;
-}
-
-int SurfaceTextureRenderer::GetTextureName()
-{
- return mInputTextureName;
-}
-
-void SurfaceTextureRenderer::SetInputTextureName(GLuint textureName)
-{
- mInputTextureName = textureName;
-}
-
-void SurfaceTextureRenderer::SetInputTextureType(GLenum textureType)
-{
- mInputTextureType = textureType;
-}
-
-void SurfaceTextureRenderer::SetInputTextureDimensions(int width, int height)
-{
- mInputTextureWidth = width;
- mInputTextureHeight = height;
-}
-
-
const char* SurfaceTextureRenderer::VertexShaderSource() const
{
+ static const char gVertexShader[] =
+ "uniform mat4 uSTMatrix;\n"
+ "uniform mat4 u_scalingtrans; \n"
+ "attribute vec4 aPosition;\n"
+ "attribute vec4 aTextureCoord;\n"
+ "varying vec2 vTextureCoord;\n"
+ "varying vec2 vTextureNormCoord;\n"
+ "void main() {\n"
+ " gl_Position = u_scalingtrans * aPosition;\n"
+ " vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n"
+ " vTextureNormCoord = aTextureCoord.xy;\n"
+ "}\n";
+
return gVertexShader;
}
const char* SurfaceTextureRenderer::FragmentShaderSource() const
{
+ static const char gFragmentShader[] =
+ "#extension GL_OES_EGL_image_external : require\n"
+ "precision mediump float;\n"
+ "varying vec2 vTextureCoord;\n"
+ "varying vec2 vTextureNormCoord;\n"
+ "uniform samplerExternalOES sTexture;\n"
+ "void main() {\n"
+ " gl_FragColor = texture2D(sTexture, vTextureNormCoord);\n"
+ "}\n";
+
return gFragmentShader;
}
diff --git a/jni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.h b/jni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.h
index e74bd64..ea2b81a 100755
--- a/jni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.h
+++ b/jni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.h
@@ -1,6 +1,7 @@
#pragma once
#include "FrameBuffer.h"
+#include "Renderer.h"
#include <GLES2/gl2.h>
@@ -8,8 +9,7 @@
#include <stdio.h>
#include <stdlib.h>
-//TODO: Add a base class Renderer for WarpRenderer and SurfaceTextureRenderer.
-class SurfaceTextureRenderer {
+class SurfaceTextureRenderer: public Renderer {
public:
SurfaceTextureRenderer();
virtual ~SurfaceTextureRenderer();
@@ -18,46 +18,16 @@ class SurfaceTextureRenderer {
// @return true if successful
bool InitializeGLProgram();
- bool SetupGraphics(FrameBuffer* buffer);
- bool SetupGraphics(int width, int height);
-
- bool Clear(float r, float g, float b, float a);
+ bool DrawTexture(GLfloat *affine);
void SetViewportMatrix(int w, int h, int W, int H);
void SetScalingMatrix(float xscale, float yscale);
- bool DrawTexture(GLfloat *affine);
-
- int GetTextureName();
- void SetInputTextureName(GLuint textureName);
- void SetInputTextureDimensions(int width, int height);
- void SetInputTextureType(GLenum textureType);
-
- void InitializeGLContext();
-
void SetSTMatrix(float *stmat);
- protected:
-
- GLuint loadShader(GLenum shaderType, const char* pSource);
- GLuint createProgram(const char*, const char* );
-
- int SurfaceWidth() const { return mSurfaceWidth; }
- int SurfaceHeight() const { return mSurfaceHeight; }
-
private:
// Source code for shaders.
- virtual const char* VertexShaderSource() const;
- virtual const char* FragmentShaderSource() const;
-
- // Redefine this to use special texture types such as
- // GL_TEXTURE_EXTERNAL_OES.
- virtual GLenum InputTextureType() const { return mInputTextureType; }
-
- GLuint mGlProgram;
- GLuint mInputTextureName;
- GLenum mInputTextureType;
- int mInputTextureWidth;
- int mInputTextureHeight;
+ const char* VertexShaderSource() const;
+ const char* FragmentShaderSource() const;
// Attribute locations
GLint mScalingtransLoc;
@@ -67,11 +37,8 @@ class SurfaceTextureRenderer {
GLfloat mViewportMatrix[16];
GLfloat mScalingMatrix[16];
- GLfloat mSTMatrix[16];
- int mSurfaceWidth; // Width of target surface.
- int mSurfaceHeight; // Height of target surface.
+ GLfloat mSTMatrix[16];
- FrameBuffer *mFrameBuffer;
};
diff --git a/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp b/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp
index b2ca8d4..f1d5883 100755
--- a/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp
+++ b/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp
@@ -7,40 +7,14 @@
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
-
-static const char gVertexShader[] =
-"uniform mat4 u_affinetrans; \n"
-"uniform mat4 u_viewporttrans; \n"
-"uniform mat4 u_scalingtrans; \n"
-"attribute vec4 a_position; \n"
-"attribute vec2 a_texCoord; \n"
-"varying vec2 v_texCoord; \n"
-"void main() \n"
-"{ \n"
-" gl_Position = u_scalingtrans * u_viewporttrans * u_affinetrans * a_position; \n"
-" v_texCoord = a_texCoord; \n"
-"} \n";
-
-static const char gFragmentShader[] =
-"precision mediump float; \n"
-"varying vec2 v_texCoord; \n"
-"uniform sampler2D s_texture; \n"
-"void main() \n"
-"{ \n"
-" vec4 color; \n"
-" color = texture2D(s_texture, v_texCoord); \n"
-" gl_FragColor = color; \n"
-"} \n";
-
-
const GLfloat g_vVertices[] = {
- -1.f, -1.f, 0.0f, 1.0f, // Position 0
+ -1.f, 1.f, 0.0f, 1.0f, // Position 0
0.0f, 1.0f, // TexCoord 0
- 1.f, -1.f, 0.0f, 1.0f, // Position 1
+ 1.f, 1.f, 0.0f, 1.0f, // Position 1
1.0f, 1.0f, // TexCoord 1
- -1.f, 1.f, 0.0f, 1.0f, // Position 2
+ -1.f, -1.f, 0.0f, 1.0f, // Position 2
0.0f, 0.0f, // TexCoord 2
- 1.f, 1.f, 0.0f, 1.0f, // Position 3
+ 1.f, -1.f, 0.0f, 1.0f, // Position 3
1.0f, 0.0f // TexCoord 3
};
@@ -48,97 +22,39 @@ const int VERTEX_STRIDE = 6 * sizeof(GLfloat);
GLushort g_iIndices[] = { 0, 1, 2, 3 };
-WarpRenderer::WarpRenderer()
- : mGlProgram(0),
- mInputTextureName(-1),
- mInputTextureWidth(0),
- mInputTextureHeight(0),
- mSurfaceWidth(0),
- mSurfaceHeight(0)
- {
- InitializeGLContext();
+WarpRenderer::WarpRenderer() : Renderer()
+ {
}
WarpRenderer::~WarpRenderer() {
}
-GLuint WarpRenderer::loadShader(GLenum shaderType, const char* pSource) {
- GLuint shader = glCreateShader(shaderType);
- if (shader) {
- glShaderSource(shader, 1, &pSource, NULL);
- glCompileShader(shader);
- GLint compiled = 0;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
- if (!compiled) {
- GLint infoLen = 0;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
- if (infoLen) {
- char* buf = (char*) malloc(infoLen);
- if (buf) {
- glGetShaderInfoLog(shader, infoLen, NULL, buf);
- LOGE("Could not compile shader %d:\n%s\n",
- shaderType, buf);
- free(buf);
- }
- glDeleteShader(shader);
- shader = 0;
- }
- }
- }
- return shader;
-}
-
-GLuint WarpRenderer::createProgram(const char* pVertexSource, const char* pFragmentSource)
+void WarpRenderer::SetViewportMatrix(int w, int h, int W, int H)
{
- GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
- if (!vertexShader)
+ for(int i=0; i<16; i++)
{
- return 0;
+ mViewportMatrix[i] = 0.0f;
}
- LOGI("VertexShader Loaded!");
- GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
- if (!pixelShader)
- {
- return 0;
- }
- LOGI("FragmentShader Loaded!");
+ mViewportMatrix[0] = float(w)/float(W);
+ mViewportMatrix[5] = float(h)/float(H);
+ mViewportMatrix[10] = 1.0f;
+ mViewportMatrix[12] = -1.0f + float(w)/float(W);
+ mViewportMatrix[13] = -1.0f + float(h)/float(H);
+ mViewportMatrix[15] = 1.0f;
+}
- GLuint program = glCreateProgram();
- if (program)
+void WarpRenderer::SetScalingMatrix(float xscale, float yscale)
+{
+ for(int i=0; i<16; i++)
{
- glAttachShader(program, vertexShader);
- checkGlError("glAttachShader");
- glAttachShader(program, pixelShader);
- checkGlError("glAttachShader");
-
- LOGI("Shaders Attached!");
-
- glLinkProgram(program);
- GLint linkStatus = GL_FALSE;
- glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
-
- LOGI("Program Linked!");
-
- if (linkStatus != GL_TRUE)
- {
- GLint bufLength = 0;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
- if (bufLength)
- {
- char* buf = (char*) malloc(bufLength);
- if (buf)
- {
- glGetProgramInfoLog(program, bufLength, NULL, buf);
- LOGE("Could not link program:\n%s\n", buf);
- free(buf);
- }
- }
- glDeleteProgram(program);
- program = 0;
- }
+ mScalingMatrix[i] = 0.0f;
}
- return program;
+
+ mScalingMatrix[0] = xscale;
+ mScalingMatrix[5] = yscale;
+ mScalingMatrix[10] = 1.0f;
+ mScalingMatrix[15] = 1.0f;
}
bool WarpRenderer::InitializeGLProgram()
@@ -178,115 +94,6 @@ bool WarpRenderer::InitializeGLProgram()
return succeeded;
}
-void WarpRenderer::SetViewportMatrix(int w, int h, int W, int H)
-{
- for(int i=0; i<16; i++)
- {
- mViewportMatrix[i] = 0.0f;
- }
-
- mViewportMatrix[0] = float(w)/float(W);
- mViewportMatrix[5] = float(h)/float(H);
- mViewportMatrix[10] = 1.0f;
- mViewportMatrix[12] = -1.0f + float(w)/float(W);
- mViewportMatrix[13] = -1.0f + float(h)/float(H);
- mViewportMatrix[15] = 1.0f;
-}
-
-void WarpRenderer::SetScalingMatrix(float xscale, float yscale)
-{
- for(int i=0; i<16; i++)
- {
- mScalingMatrix[i] = 0.0f;
- }
-
- mScalingMatrix[0] = xscale;
- mScalingMatrix[5] = yscale;
- mScalingMatrix[10] = 1.0f;
- mScalingMatrix[15] = 1.0f;
-}
-
-// Set this renderer to use the default frame-buffer (screen) and
-// set the viewport size to be the given width and height (pixels).
-bool WarpRenderer::SetupGraphics(int width, int height)
-{
- bool succeeded = false;
- do {
- if (mGlProgram == 0)
- {
- if (!InitializeGLProgram())
- {
- break;
- }
- }
- glUseProgram(mGlProgram);
- if (!checkGlError("glUseProgram")) break;
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- mFrameBuffer = NULL;
- mSurfaceWidth = width;
- mSurfaceHeight = height;
-
- glViewport(0, 0, mSurfaceWidth, mSurfaceHeight);
- if (!checkGlError("glViewport")) break;
- succeeded = true;
- } while (false);
-
- return succeeded;
-}
-
-
-// Set this renderer to use the specified FBO and
-// set the viewport size to be the width and height of this FBO.
-bool WarpRenderer::SetupGraphics(FrameBuffer* buffer)
-{
- bool succeeded = false;
- do {
- if (mGlProgram == 0)
- {
- if (!InitializeGLProgram())
- {
- break;
- }
- }
- glUseProgram(mGlProgram);
- if (!checkGlError("glUseProgram")) break;
-
- glBindFramebuffer(GL_FRAMEBUFFER, buffer->GetFrameBufferName());
-
- mFrameBuffer = buffer;
- mSurfaceWidth = mFrameBuffer->GetWidth();
- mSurfaceHeight = mFrameBuffer->GetHeight();
-
- glViewport(0, 0, mSurfaceWidth, mSurfaceHeight);
- if (!checkGlError("glViewport")) break;
- succeeded = true;
- } while (false);
-
- return succeeded;
-}
-
-bool WarpRenderer::Clear(float r, float g, float b, float a)
-{
- bool succeeded = false;
- do {
- bool rt = (mFrameBuffer == NULL)?
- SetupGraphics(mSurfaceWidth, mSurfaceHeight) :
- SetupGraphics(mFrameBuffer);
-
- if(!rt)
- break;
-
- glClearColor(r, g, b, a);
- glClear(GL_COLOR_BUFFER_BIT);
-
- succeeded = true;
- } while (false);
- return succeeded;
-
-}
-
bool WarpRenderer::DrawTexture(GLfloat *affine)
{
bool succeeded = false;
@@ -337,48 +144,36 @@ bool WarpRenderer::DrawTexture(GLfloat *affine)
return succeeded;
}
-void WarpRenderer::InitializeGLContext()
-{
- if(mFrameBuffer != NULL)
- {
- delete mFrameBuffer;
- mFrameBuffer = NULL;
- }
-
- mInputTextureName = -1;
- mInputTextureType = GL_TEXTURE_2D;
- mGlProgram = 0;
- mTexHandle = 0;
-}
-
-int WarpRenderer::GetTextureName()
-{
- return mInputTextureName;
-}
-
-void WarpRenderer::SetInputTextureName(GLuint textureName)
-{
- mInputTextureName = textureName;
-}
-
-void WarpRenderer::SetInputTextureType(GLenum textureType)
-{
- mInputTextureType = textureType;
-}
-
-void WarpRenderer::SetInputTextureDimensions(int width, int height)
-{
- mInputTextureWidth = width;
- mInputTextureHeight = height;
-}
-
-
const char* WarpRenderer::VertexShaderSource() const
{
+ static const char gVertexShader[] =
+ "uniform mat4 u_affinetrans; \n"
+ "uniform mat4 u_viewporttrans; \n"
+ "uniform mat4 u_scalingtrans; \n"
+ "attribute vec4 a_position; \n"
+ "attribute vec2 a_texCoord; \n"
+ "varying vec2 v_texCoord; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = u_scalingtrans * u_viewporttrans * u_affinetrans * a_position; \n"
+ " v_texCoord = a_texCoord; \n"
+ "} \n";
+
return gVertexShader;
}
const char* WarpRenderer::FragmentShaderSource() const
{
+ static const char gFragmentShader[] =
+ "precision mediump float; \n"
+ "varying vec2 v_texCoord; \n"
+ "uniform sampler2D s_texture; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 color; \n"
+ " color = texture2D(s_texture, v_texCoord); \n"
+ " gl_FragColor = color; \n"
+ "} \n";
+
return gFragmentShader;
}
diff --git a/jni/feature_mos/src/mosaic_renderer/WarpRenderer.h b/jni/feature_mos/src/mosaic_renderer/WarpRenderer.h
index 774b33f..8e9a694 100755
--- a/jni/feature_mos/src/mosaic_renderer/WarpRenderer.h
+++ b/jni/feature_mos/src/mosaic_renderer/WarpRenderer.h
@@ -1,6 +1,7 @@
#pragma once
#include "FrameBuffer.h"
+#include "Renderer.h"
#include <GLES2/gl2.h>
@@ -8,7 +9,7 @@
#include <stdio.h>
#include <stdlib.h>
-class WarpRenderer {
+class WarpRenderer: public Renderer {
public:
WarpRenderer();
virtual ~WarpRenderer();
@@ -17,45 +18,15 @@ class WarpRenderer {
// @return true if successful
bool InitializeGLProgram();
- bool SetupGraphics(FrameBuffer* buffer);
- bool SetupGraphics(int width, int height);
-
- bool Clear(float r, float g, float b, float a);
-
void SetViewportMatrix(int w, int h, int W, int H);
void SetScalingMatrix(float xscale, float yscale);
- bool DrawTexture(GLfloat *affine);
-
- int GetTextureName();
- void SetInputTextureName(GLuint textureName);
- void SetInputTextureDimensions(int width, int height);
- void SetInputTextureType(GLenum textureType);
-
- void InitializeGLContext();
-
- protected:
-
- GLuint loadShader(GLenum shaderType, const char* pSource);
- GLuint createProgram(const char*, const char* );
- int SurfaceWidth() const { return mSurfaceWidth; }
- int SurfaceHeight() const { return mSurfaceHeight; }
+ bool DrawTexture(GLfloat *affine);
private:
// Source code for shaders.
- virtual const char* VertexShaderSource() const;
- virtual const char* FragmentShaderSource() const;
-
- // Redefine this to use special texture types such as
- // GL_TEXTURE_EXTERNAL_OES.
- virtual GLenum InputTextureType() const { return mInputTextureType; }
-
-
- GLuint mGlProgram;
- GLuint mInputTextureName;
- GLenum mInputTextureType;
- int mInputTextureWidth;
- int mInputTextureHeight;
+ const char* VertexShaderSource() const;
+ const char* FragmentShaderSource() const;
GLuint mTexHandle; // Handle to s_texture.
GLuint mTexCoordHandle; // Handle to a_texCoord.
@@ -73,10 +44,5 @@ class WarpRenderer {
// Sampler location
GLint mSamplerLoc;
-
- int mSurfaceWidth; // Width of target surface.
- int mSurfaceHeight; // Height of target surface.
-
- FrameBuffer *mFrameBuffer;
};
diff --git a/jni/feature_mos/src/mosaic_renderer/YVURenderer.cpp b/jni/feature_mos/src/mosaic_renderer/YVURenderer.cpp
new file mode 100755
index 0000000..e244ccf
--- /dev/null
+++ b/jni/feature_mos/src/mosaic_renderer/YVURenderer.cpp
@@ -0,0 +1,149 @@
+#include "YVURenderer.h"
+
+#include <GLES2/gl2ext.h>
+
+#include <android/log.h>
+#define LOG_TAG "YVURenderer"
+#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
+#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
+
+const GLfloat g_vVertices[] = {
+ -1.f, 1.f, 0.0f, 1.0f, // Position 0
+ 0.0f, 1.0f, // TexCoord 0
+ 1.f, 1.f, 0.0f, 1.0f, // Position 1
+ 1.0f, 1.0f, // TexCoord 1
+ -1.f, -1.f, 0.0f, 1.0f, // Position 2
+ 0.0f, 0.0f, // TexCoord 2
+ 1.f, -1.f, 0.0f, 1.0f, // Position 3
+ 1.0f, 0.0f // TexCoord 3
+};
+
+const int VERTEX_STRIDE = 6 * sizeof(GLfloat);
+
+GLushort g_iIndices3[] = { 0, 1, 2, 3 };
+
+YVURenderer::YVURenderer() : Renderer()
+ {
+}
+
+YVURenderer::~YVURenderer() {
+}
+
+bool YVURenderer::InitializeGLProgram()
+{
+ bool succeeded = false;
+ do {
+ GLuint glProgram;
+ glProgram = createProgram(VertexShaderSource(),
+ FragmentShaderSource());
+ if (!glProgram) {
+ break;
+ }
+
+ glUseProgram(glProgram);
+ if (!checkGlError("glUseProgram")) break;
+
+ // Get attribute locations
+ mPositionLoc = glGetAttribLocation(glProgram, "a_Position");
+ mTexCoordLoc = glGetAttribLocation(glProgram, "a_texCoord");
+
+ // Get sampler location
+ mSamplerLoc = glGetUniformLocation(glProgram, "s_texture");
+
+ mGlProgram = glProgram;
+ succeeded = true;
+ } while (false);
+
+ if (!succeeded && (mGlProgram != 0))
+ {
+ glDeleteProgram(mGlProgram);
+ checkGlError("glDeleteProgram");
+ mGlProgram = 0;
+ }
+ return succeeded;
+}
+
+bool YVURenderer::DrawTexture()
+{
+ bool succeeded = false;
+ do {
+ bool rt = (mFrameBuffer == NULL)?
+ SetupGraphics(mSurfaceWidth, mSurfaceHeight) :
+ SetupGraphics(mFrameBuffer);
+
+ if(!rt)
+ break;
+
+ glDisable(GL_BLEND);
+
+ glActiveTexture(GL_TEXTURE0);
+ if (!checkGlError("glActiveTexture")) break;
+
+ const GLenum texture_type = InputTextureType();
+ glBindTexture(texture_type, mInputTextureName);
+ if (!checkGlError("glBindTexture")) break;
+
+ // Set the sampler texture unit to 0
+ glUniform1i(mSamplerLoc, 0);
+
+ // Load the vertex position
+ glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT,
+ GL_FALSE, VERTEX_STRIDE, g_vVertices);
+
+ // Load the texture coordinate
+ glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT,
+ GL_FALSE, VERTEX_STRIDE, &g_vVertices[4]);
+
+ glEnableVertexAttribArray(mPositionLoc);
+ glEnableVertexAttribArray(mTexCoordLoc);
+
+ // And, finally, execute the GL draw command.
+ glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, g_iIndices3);
+
+ checkGlError("glDrawElements");
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ succeeded = true;
+ } while (false);
+ return succeeded;
+}
+
+const char* YVURenderer::VertexShaderSource() const
+{
+ // All this really does is copy the coordinates into
+ // variables for the fragment shader to pick up.
+ static const char gVertexShader[] =
+ "attribute vec4 a_Position;\n"
+ "attribute vec2 a_texCoord;\n"
+ "varying vec2 v_texCoord;\n"
+ "void main() {\n"
+ " gl_Position = a_Position;\n"
+ " v_texCoord = a_texCoord;\n"
+ "}\n";
+
+ return gVertexShader;
+}
+
+const char* YVURenderer::FragmentShaderSource() const
+{
+ static const char gFragmentShader[] =
+ "precision mediump float;\n"
+ "uniform sampler2D s_texture;\n"
+ "const vec4 coeff_y = vec4(0.257, 0.594, 0.098, 0.063);\n"
+ "const vec4 coeff_v = vec4(0.439, -0.368, -0.071, 0.500);\n"
+ "const vec4 coeff_u = vec4(-0.148, -0.291, 0.439, 0.500);\n"
+ "varying vec2 v_texCoord;\n"
+ "void main() {\n"
+ " vec4 p;\n"
+ " p = texture2D(s_texture, v_texCoord);\n"
+ " gl_FragColor[0] = dot(p, coeff_y);\n"
+ " p = texture2D(s_texture, v_texCoord);\n"
+ " gl_FragColor[1] = dot(p, coeff_v);\n"
+ " p = texture2D(s_texture, v_texCoord);\n"
+ " gl_FragColor[2] = dot(p, coeff_u);\n"
+ " p = texture2D(s_texture, v_texCoord);\n"
+ " gl_FragColor[3] = dot(p, coeff_y);\n"
+ "}\n";
+
+ return gFragmentShader;
+}
diff --git a/jni/feature_mos/src/mosaic_renderer/YVURenderer.h b/jni/feature_mos/src/mosaic_renderer/YVURenderer.h
new file mode 100755
index 0000000..d14a4b9
--- /dev/null
+++ b/jni/feature_mos/src/mosaic_renderer/YVURenderer.h
@@ -0,0 +1,35 @@
+#pragma once
+
+#include "FrameBuffer.h"
+#include "Renderer.h"
+
+#include <GLES2/gl2.h>
+
+#include <stdint.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+class YVURenderer: public Renderer {
+ public:
+ YVURenderer();
+ virtual ~YVURenderer();
+
+ // Initialize OpenGL resources
+ // @return true if successful
+ bool InitializeGLProgram();
+
+ bool DrawTexture();
+
+ private:
+ // Source code for shaders.
+ const char* VertexShaderSource() const;
+ const char* FragmentShaderSource() const;
+
+ // Attribute locations
+ GLint mPositionLoc;
+ GLint mTexCoordLoc;
+
+ // Sampler location
+ GLint mSamplerLoc;
+};
+