implement EffectMode_YUYV422

This commit is contained in:
Glenn Maynard
2007-03-21 04:38:17 +00:00
parent 53a2e41837
commit a4fbd6f19b
2 changed files with 107 additions and 0 deletions
+94
View File
@@ -0,0 +1,94 @@
uniform sampler2D Texture1;
uniform sampler2D Texture2;
uniform int TextureWidth;
/*
* Convert from YUYV422 to RGB.
*
* This is used by MovieTexture_Generic. The input texture is TextureWidth
* texels wide, the output texture is TextureWidth*2 texels wide, and texels
* are aligned. We can use this to determine if the fragment we're generating
* is even or odd.
*/
void main(void)
{
vec4 tex = gl_TexCoord[0];
float fRealWidth = float(TextureWidth);
float fU = tex.x;
/* Scale U to [0.25,fRealWidth+0.25]. */
fU *= fRealWidth;
/* Scale the U texture coordinate to the size of the destination texture,
* [0.5,fDestWidth+0.5]. */
fU *= 2.0;
/* Texture coordinates are center-aligned; an exact sample lies at 0.5,
* not 0. Shift U from [0.5,fDestWidth+0.5] to [0,fDestWidth]. */
fU -= 0.5;
/* If this is an odd fragment, fOdd is 1. */
float fOdd = mod(fU+0.0001, 2.0);
/* Align fU to an even coordinate. */
fU -= fOdd;
/* Scale U back. Because fU is aligned to an even coordinate, this
* will always be an exact sample. */
fU += 0.5;
fU /= 2.0;
fU /= fRealWidth;
tex.x = fU;
vec4 yuyv = texture2D( Texture1, tex.xy );
vec3 yuv;
if( fOdd <= 0.5 )
yuv = yuyv.rga;
else
yuv = yuyv.bga;
yuv -= vec3(16.0/255.0, 128.0/255.0, 128.0/255.0);
mat3 conv = mat3(
// Y U (Cb) V (Cr)
1.1643, 0.000, 1.5958, // R
1.1643, -0.39173, -0.81290, // G
1.1643, 2.017, 0.000); // B
gl_FragColor.r=dot(yuv,conv[0]);
gl_FragColor.g=dot(yuv,conv[1]);
gl_FragColor.b=dot(yuv,conv[2]);
gl_FragColor.a = 1.0;
/* Why doesn't this work? */
// gl_FragColor.rgb = yuv * conv;
// gl_FragColor.a = 1.0;
}
/*
* Copyright (c) 2007 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+13
View File
@@ -367,6 +367,7 @@ static GLhandleARB g_bColorBurnShader = 0;
static GLhandleARB g_bColorDodgeShader = 0;
static GLhandleARB g_bVividLightShader = 0;
static GLhandleARB g_hHardMixShader = 0;
static GLhandleARB g_hYUYV422Shader = 0;
void InitShaders()
{
@@ -377,6 +378,7 @@ void InitShaders()
g_bColorDodgeShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Color dodge.frag", asDefines );
g_bVividLightShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Vivid light.frag", asDefines );
g_hHardMixShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Hard mix.frag", asDefines );
g_hYUYV422Shader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/YUYV422.frag", asDefines );
// Bind attributes.
if( g_bTextureMatrixShader )
@@ -1596,6 +1598,7 @@ void RageDisplay_OGL::SetEffectMode( EffectMode effect )
case EffectMode_ColorDodge: hShader = g_bColorDodgeShader; break;
case EffectMode_VividLight: hShader = g_bVividLightShader; break;
case EffectMode_HardMix: hShader = g_hHardMixShader; break;
case EffectMode_YUYV422: hShader = g_hYUYV422Shader; break;
}
FlushGLErrors();
@@ -1606,6 +1609,15 @@ void RageDisplay_OGL::SetEffectMode( EffectMode effect )
GLint iTexture2 = GLExt.glGetUniformLocationARB( hShader, "Texture2" );
GLExt.glUniform1iARB( iTexture1, 0 );
GLExt.glUniform1iARB( iTexture2, 1 );
if( effect == EffectMode_YUYV422 )
{
GLint iTextureWidthUniform = GLExt.glGetUniformLocationARB( hShader, "TextureWidth" );
GLint iWidth;
glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &iWidth );
GLExt.glUniform1iARB( iTextureWidthUniform, iWidth );
}
AssertNoGLError();
}
@@ -1619,6 +1631,7 @@ bool RageDisplay_OGL::IsEffectModeSupported( EffectMode effect )
case EffectMode_ColorDodge: return g_bColorDodgeShader != 0;
case EffectMode_VividLight: return g_bVividLightShader != 0;
case EffectMode_HardMix: return g_hHardMixShader != 0;
case EffectMode_YUYV422: return g_hYUYV422Shader != 0;
}
return false;