| 1 | /* |
| 2 | Copyright (c) 2013, Broadcom Europe Ltd |
| 3 | Copyright (c) 2013, Tim Gover |
| 4 | All rights reserved. |
| 5 | |
| 6 | |
| 7 | Redistribution and use in source and binary forms, with or without |
| 8 | modification, are permitted provided that the following conditions are met: |
| 9 | * Redistributions of source code must retain the above copyright |
| 10 | notice, this list of conditions and the following disclaimer. |
| 11 | * Redistributions in binary form must reproduce the above copyright |
| 12 | notice, this list of conditions and the following disclaimer in the |
| 13 | documentation and/or other materials provided with the distribution. |
| 14 | * Neither the name of the copyright holder nor the |
| 15 | names of its contributors may be used to endorse or promote products |
| 16 | derived from this software without specific prior written permission. |
| 17 | |
| 18 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND |
| 19 | ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
| 20 | WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| 21 | DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY |
| 22 | DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
| 23 | (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
| 24 | LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
| 25 | ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 26 | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
| 27 | SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 28 | */ |
| 29 | |
| 30 | #include "sobel.h" |
| 31 | #include "RaspiTex.h" |
| 32 | #include "RaspiTexUtil.h" |
| 33 | #include <GLES2/gl2.h> |
| 34 | #include <EGL/egl.h> |
| 35 | #include <EGL/eglext.h> |
| 36 | |
| 37 | /* \file sobel.c |
| 38 | * Example code for implementing Sobel filter as GLSL shaders. |
| 39 | * The input image is a greyscale texture from the MMAL buffer Y plane. |
| 40 | */ |
| 41 | |
| 42 | #define SOBEL_VSHADER_SOURCE \ |
| 43 | "attribute vec2 vertex;\n" \ |
| 44 | "varying vec2 texcoord;\n" \ |
| 45 | "void main(void) {\n" \ |
| 46 | " texcoord = 0.5 * (vertex + 1.0);\n" \ |
| 47 | " gl_Position = vec4(vertex, 0.0, 1.0);\n" \ |
| 48 | "}\n" |
| 49 | |
| 50 | /* Example Sobel edge detct shader. The texture format for |
| 51 | * EGL_IMAGE_BRCM_MULTIMEDIA_Y is a one byte per pixel greyscale GL_LUMINANCE. |
| 52 | * If the output is to be fed into another image processing shader then it may |
| 53 | * be worth changing this code to take 4 input Y pixels and pack the result |
| 54 | * into a 32bpp RGBA pixel. |
| 55 | */ |
| 56 | #define SOBEL_FSHADER_SOURCE \ |
| 57 | "#extension GL_OES_EGL_image_external : require\n" \ |
| 58 | "uniform samplerExternalOES tex;\n" \ |
| 59 | "varying vec2 texcoord;\n" \ |
| 60 | "uniform vec2 tex_unit;\n" \ |
| 61 | "void main(void) {\n" \ |
| 62 | " float x = texcoord.x;\n" \ |
| 63 | " float y = texcoord.y;\n" \ |
| 64 | " float x1 = x - tex_unit.x;\n" \ |
| 65 | " float y1 = y - tex_unit.y;\n" \ |
| 66 | " float x2 = x + tex_unit.x;\n" \ |
| 67 | " float y2 = y + tex_unit.y;\n" \ |
| 68 | " vec4 p0 = texture2D(tex, vec2(x1, y1));\n" \ |
| 69 | " vec4 p1 = texture2D(tex, vec2(x, y1));\n" \ |
| 70 | " vec4 p2 = texture2D(tex, vec2(x2, y1));\n" \ |
| 71 | " vec4 p3 = texture2D(tex, vec2(x1, y));\n" \ |
| 72 | " /* vec4 p4 = texture2D(tex, vec2(x, y)); */\n" \ |
| 73 | " vec4 p5 = texture2D(tex, vec2(x2, y));\n" \ |
| 74 | " vec4 p6 = texture2D(tex, vec2(x1, y2));\n" \ |
| 75 | " vec4 p7 = texture2D(tex, vec2(x, y2));\n" \ |
| 76 | " vec4 p8 = texture2D(tex, vec2(x2, y2));\n" \ |
| 77 | "\n" \ |
| 78 | " vec4 v = p0 + (2.0 * p1) + p3 -p6 + (-2.0 * p7) + -p8;\n" \ |
| 79 | " vec4 h = p0 + (2.0 * p3) + p7 -p2 + (-2.0 * p5) + -p8;\n" \ |
| 80 | " gl_FragColor = sqrt(h*h + v*v);\n" \ |
| 81 | " gl_FragColor.a = 1.0;\n" \ |
| 82 | "}\n" |
| 83 | |
| 84 | static GLfloat quad_varray[] = { |
| 85 | -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, |
| 86 | -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, |
| 87 | }; |
| 88 | |
| 89 | static GLuint quad_vbo; |
| 90 | |
| 91 | static RASPITEXUTIL_SHADER_PROGRAM_T sobel_shader = |
| 92 | { |
| 93 | .vertex_source = SOBEL_VSHADER_SOURCE, |
| 94 | .fragment_source = SOBEL_FSHADER_SOURCE, |
| 95 | .uniform_names = {"tex" , "tex_unit" }, |
| 96 | .attribute_names = {"vertex" }, |
| 97 | }; |
| 98 | |
| 99 | static const EGLint sobel_egl_config_attribs[] = |
| 100 | { |
| 101 | EGL_RED_SIZE, 8, |
| 102 | EGL_GREEN_SIZE, 8, |
| 103 | EGL_BLUE_SIZE, 8, |
| 104 | EGL_ALPHA_SIZE, 8, |
| 105 | EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, |
| 106 | EGL_NONE |
| 107 | }; |
| 108 | |
| 109 | |
| 110 | /** |
| 111 | * Initialisation of shader uniforms. |
| 112 | * |
| 113 | * @param width Width of the EGL image. |
| 114 | * @param width Height of the EGL image. |
| 115 | */ |
| 116 | static int shader_set_uniforms(RASPITEXUTIL_SHADER_PROGRAM_T *shader, |
| 117 | int width, int height) |
| 118 | { |
| 119 | GLCHK(glUseProgram(shader->program)); |
| 120 | GLCHK(glUniform1i(shader->uniform_locations[0], 0)); // Texture unit |
| 121 | |
| 122 | /* Dimensions of a single pixel in texture co-ordinates */ |
| 123 | GLCHK(glUniform2f(shader->uniform_locations[1], |
| 124 | 1.0 / (float) width, 1.0 / (float) height)); |
| 125 | |
| 126 | /* Enable attrib 0 as vertex array */ |
| 127 | GLCHK(glEnableVertexAttribArray(shader->attribute_locations[0])); |
| 128 | return 0; |
| 129 | } |
| 130 | |
| 131 | /** |
| 132 | * Creates the OpenGL ES 2.X context and builds the shaders. |
| 133 | * @param raspitex_state A pointer to the GL preview state. |
| 134 | * @return Zero if successful. |
| 135 | */ |
| 136 | static int sobel_init(RASPITEX_STATE *raspitex_state) |
| 137 | { |
| 138 | int rc = 0; |
| 139 | int width = raspitex_state->width; |
| 140 | int height = raspitex_state->height; |
| 141 | |
| 142 | vcos_log_trace("%s" , VCOS_FUNCTION); |
| 143 | raspitex_state->egl_config_attribs = sobel_egl_config_attribs; |
| 144 | rc = raspitexutil_gl_init_2_0(raspitex_state); |
| 145 | if (rc != 0) |
| 146 | goto end; |
| 147 | |
| 148 | rc = raspitexutil_build_shader_program(&sobel_shader); |
| 149 | if (rc != 0) |
| 150 | goto end; |
| 151 | |
| 152 | rc = shader_set_uniforms(&sobel_shader, width, height); |
| 153 | if (rc != 0) |
| 154 | goto end; |
| 155 | |
| 156 | GLCHK(glGenBuffers(1, &quad_vbo)); |
| 157 | GLCHK(glBindBuffer(GL_ARRAY_BUFFER, quad_vbo)); |
| 158 | GLCHK(glBufferData(GL_ARRAY_BUFFER, sizeof(quad_varray), quad_varray, GL_STATIC_DRAW)); |
| 159 | GLCHK(glClearColor(0.0f, 0.0f, 0.0f, 1.0f)); |
| 160 | |
| 161 | end: |
| 162 | return rc; |
| 163 | } |
| 164 | |
| 165 | /* Redraws the scene with the latest luma buffer. |
| 166 | * |
| 167 | * @param raspitex_state A pointer to the GL preview state. |
| 168 | * @return Zero if successful. |
| 169 | */ |
| 170 | static int sobel_redraw(RASPITEX_STATE* state) |
| 171 | { |
| 172 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 173 | GLCHK(glUseProgram(sobel_shader.program)); |
| 174 | |
| 175 | /* Bind the Y plane texture */ |
| 176 | GLCHK(glActiveTexture(GL_TEXTURE0)); |
| 177 | GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, state->y_texture)); |
| 178 | GLCHK(glBindBuffer(GL_ARRAY_BUFFER, quad_vbo)); |
| 179 | GLCHK(glEnableVertexAttribArray(sobel_shader.attribute_locations[0])); |
| 180 | GLCHK(glVertexAttribPointer(sobel_shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, 0)); |
| 181 | GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6)); |
| 182 | |
| 183 | return 0; |
| 184 | } |
| 185 | |
| 186 | int sobel_open(RASPITEX_STATE *state) |
| 187 | { |
| 188 | state->ops.gl_init = sobel_init; |
| 189 | state->ops.redraw = sobel_redraw; |
| 190 | state->ops.update_y_texture = raspitexutil_update_y_texture; |
| 191 | return 0; |
| 192 | } |
| 193 | |