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-rw-r--r--lib/yuv_video_node.cpp274
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diff --git a/lib/yuv_video_node.cpp b/lib/yuv_video_node.cpp
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-/****************************************************************************
-**
-** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia. For licensing terms and
-** conditions see http://qt.digia.com/licensing. For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 2.1 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPL included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 2.1 requirements
-** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
-**
-** In addition, as a special exception, Digia gives you certain additional
-** rights. These rights are described in the Digia Qt LGPL Exception
-** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3.0 as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 3.0 requirements will be
-** met: http://www.gnu.org/copyleft/gpl.html.
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-#include "yuv_video_node.h"
-
-#include <QtQuick/qsgtexture.h>
-
-class YUVVideoMaterialShader : public QSGMaterialShader
-{
-public:
- virtual void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) Q_DECL_OVERRIDE;
-
- virtual char const *const *attributeNames() const Q_DECL_OVERRIDE {
- static const char *names[] = {
- "a_position",
- "a_texCoord",
- 0
- };
- return names;
- }
-
-protected:
- virtual const char *vertexShader() const Q_DECL_OVERRIDE {
- // Keep in sync with cc::VertexShaderPosTexYUVStretch
- const char *shader =
- "attribute highp vec4 a_position;\n"
- "attribute mediump vec2 a_texCoord;\n"
- "uniform highp mat4 matrix;\n"
- "varying mediump vec2 v_texCoord;\n"
- "uniform mediump vec2 texScale;\n"
- "void main() {\n"
- " gl_Position = matrix * a_position;\n"
- " v_texCoord = a_texCoord * texScale;\n"
- "}";
- return shader;
- }
-
- virtual const char *fragmentShader() const Q_DECL_OVERRIDE {
- // Keep in sync with cc::FragmentShaderYUVVideo
- static const char *shader =
- "varying mediump vec2 v_texCoord;\n"
- "uniform sampler2D y_texture;\n"
- "uniform sampler2D u_texture;\n"
- "uniform sampler2D v_texture;\n"
- "uniform lowp float alpha;\n"
- "uniform lowp vec3 yuv_adj;\n"
- "uniform lowp mat3 yuv_matrix;\n"
- "void main() {\n"
- " lowp float y_raw = texture2D(y_texture, v_texCoord).x;\n"
- " lowp float u_unsigned = texture2D(u_texture, v_texCoord).x;\n"
- " lowp float v_unsigned = texture2D(v_texture, v_texCoord).x;\n"
- " lowp vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;\n"
- " lowp vec3 rgb = yuv_matrix * yuv;\n"
- " gl_FragColor = vec4(rgb, 1.0) * alpha;\n"
- "}";
- return shader;
- }
-
- virtual void initialize() Q_DECL_OVERRIDE {
- m_id_matrix = program()->uniformLocation("matrix");
- m_id_texScale = program()->uniformLocation("texScale");
- m_id_yTexture = program()->uniformLocation("y_texture");
- m_id_uTexture = program()->uniformLocation("u_texture");
- m_id_vTexture = program()->uniformLocation("v_texture");
- m_id_yuvMatrix = program()->uniformLocation("yuv_matrix");
- m_id_yuvAdjust = program()->uniformLocation("yuv_adj");
- m_id_opacity = program()->uniformLocation("alpha");
- }
-
- int m_id_matrix;
- int m_id_texScale;
- int m_id_yTexture;
- int m_id_uTexture;
- int m_id_vTexture;
- int m_id_yuvMatrix;
- int m_id_yuvAdjust;
- int m_id_opacity;
-};
-
-class YUVAVideoMaterialShader : public YUVVideoMaterialShader
-{
- virtual void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) Q_DECL_OVERRIDE;
-
-protected:
- virtual const char *fragmentShader() const Q_DECL_OVERRIDE {
- // Keep in sync with cc::FragmentShaderYUVAVideo
- static const char *shader =
- // "precision mediump float;\n"
- // "precision mediump int;\n"
- "varying mediump vec2 v_texCoord;\n"
- "uniform sampler2D y_texture;\n"
- "uniform sampler2D u_texture;\n"
- "uniform sampler2D v_texture;\n"
- "uniform sampler2D a_texture;\n"
- "uniform lowp float alpha;\n"
- "uniform lowp vec3 yuv_adj;\n"
- "uniform lowp mat3 yuv_matrix;\n"
- "void main() {\n"
- " lowp float y_raw = texture2D(y_texture, v_texCoord).x;\n"
- " lowp float u_unsigned = texture2D(u_texture, v_texCoord).x;\n"
- " lowp float v_unsigned = texture2D(v_texture, v_texCoord).x;\n"
- " lowp float a_raw = texture2D(a_texture, v_texCoord).x;\n"
- " lowp vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;\n"
- " lowp vec3 rgb = yuv_matrix * yuv;\n"
- " gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw);\n"
- "}";
- return shader;
- }
-
- virtual void initialize() Q_DECL_OVERRIDE {
- // YUVVideoMaterialShader has a subset of the uniforms.
- YUVVideoMaterialShader::initialize();
- m_id_aTexture = program()->uniformLocation("a_texture");
- }
-
- int m_id_aTexture;
-};
-
-void YUVVideoMaterialShader::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
-{
- Q_UNUSED(oldMaterial);
-
- YUVVideoMaterial *mat = static_cast<YUVVideoMaterial *>(newMaterial);
- program()->setUniformValue(m_id_yTexture, 0);
- program()->setUniformValue(m_id_uTexture, 1);
- program()->setUniformValue(m_id_vTexture, 2);
-
- glActiveTexture(GL_TEXTURE1);
- mat->m_uTexture->bind();
- glActiveTexture(GL_TEXTURE2);
- mat->m_vTexture->bind();
- glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
- mat->m_yTexture->bind();
-
- program()->setUniformValue(m_id_texScale, mat->m_texScale);
-
- // These values are magic numbers that are used in the transformation from YUV
- // to RGB color values. They are taken from the following webpage:
- // http://www.fourcc.org/fccyvrgb.php
- const float yuv_to_rgb[9] = {
- 1.164f, 0.0f, 1.596f,
- 1.164f, -.391f, -.813f,
- 1.164f, 2.018f, 0.0f,
- };
- const QMatrix3x3 yuvMatrix(yuv_to_rgb);
-
- // These values map to 16, 128, and 128 respectively, and are computed
- // as a fraction over 256 (e.g. 16 / 256 = 0.0625).
- // They are used in the YUV to RGBA conversion formula:
- // Y - 16 : Gives 16 values of head and footroom for overshooting
- // U - 128 : Turns unsigned U into signed U [-128,127]
- // V - 128 : Turns unsigned V into signed V [-128,127]
- const QVector3D yuvAdjust(-0.0625f, -0.5f, -0.5f);
- program()->setUniformValue(m_id_yuvMatrix, yuvMatrix);
- program()->setUniformValue(m_id_yuvAdjust, yuvAdjust);
-
- if (state.isOpacityDirty())
- program()->setUniformValue(m_id_opacity, state.opacity());
-
- if (state.isMatrixDirty())
- program()->setUniformValue(m_id_matrix, state.combinedMatrix());
-}
-
-void YUVAVideoMaterialShader::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
-{
- YUVVideoMaterialShader::updateState(state, newMaterial, oldMaterial);
-
- YUVAVideoMaterial *mat = static_cast<YUVAVideoMaterial *>(newMaterial);
- program()->setUniformValue(m_id_aTexture, 3);
-
- glActiveTexture(GL_TEXTURE3);
- mat->m_aTexture->bind();
-
- // Reset the default texture unit.
- glActiveTexture(GL_TEXTURE0);
-}
-
-
-YUVVideoMaterial::YUVVideoMaterial(QSGTexture *yTexture, QSGTexture *uTexture, QSGTexture *vTexture, const QSizeF &texScale)
- : m_yTexture(yTexture)
- , m_uTexture(uTexture)
- , m_vTexture(vTexture)
- , m_texScale(texScale)
-{
-}
-
-QSGMaterialShader *YUVVideoMaterial::createShader() const
-{
- return new YUVVideoMaterialShader;
-}
-
-int YUVVideoMaterial::compare(const QSGMaterial *other) const
-{
- const YUVVideoMaterial *m = static_cast<const YUVVideoMaterial *>(other);
- if (int diff = m_yTexture->textureId() - m->m_yTexture->textureId())
- return diff;
- if (int diff = m_uTexture->textureId() - m->m_uTexture->textureId())
- return diff;
- return m_vTexture->textureId() - m->m_vTexture->textureId();
-}
-
-YUVAVideoMaterial::YUVAVideoMaterial(QSGTexture *yTexture, QSGTexture *uTexture, QSGTexture *vTexture, QSGTexture *aTexture, const QSizeF &texScale)
- : YUVVideoMaterial(yTexture, uTexture, vTexture, texScale)
- , m_aTexture(aTexture)
-{
- setFlag(Blending, aTexture);
-}
-
-QSGMaterialShader *YUVAVideoMaterial::createShader() const
-{
- return new YUVAVideoMaterialShader;
-}
-
-int YUVAVideoMaterial::compare(const QSGMaterial *other) const
-{
- if (int diff = YUVVideoMaterial::compare(other))
- return diff;
- const YUVAVideoMaterial *m = static_cast<const YUVAVideoMaterial *>(other);
- return (m_aTexture ? m_aTexture->textureId() : 0) - (m->m_aTexture ? m->m_aTexture->textureId() : 0);
-}
-
-YUVVideoNode::YUVVideoNode(QSGTexture *yTexture, QSGTexture *uTexture, QSGTexture *vTexture, QSGTexture *aTexture, const QSizeF &texScale)
- : m_geometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4)
-{
- setGeometry(&m_geometry);
- setFlag(QSGNode::OwnsMaterial);
- if (aTexture)
- m_material = new YUVAVideoMaterial(yTexture, uTexture, vTexture, aTexture, texScale);
- else
- m_material = new YUVVideoMaterial(yTexture, uTexture, vTexture, texScale);
- setMaterial(m_material);
-}
-
-void YUVVideoNode::setRect(const QRectF &rect)
-{
- QSGGeometry::updateTexturedRectGeometry(geometry(), rect, QRectF(0, 0, 1, 1));
-}