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Demonstrate using a color matrix for yuv-to-rgb conversion at texture

upload time.
tags/unichrome-last-xinerama
Keith Whitwell 20 years ago
parent
commit
e5aa3dd29b
1 changed files with 32 additions and 0 deletions
  1. 32
    0
      progs/tests/ext422square.c

+ 32
- 0
progs/tests/ext422square.c View File

@@ -24,6 +24,7 @@ static GLfloat Xrot = 0, Yrot = 0, Zrot = 0;
static GLint ImgWidth, ImgHeight;
static GLushort *ImageYUV = NULL;
static const GLuint yuvObj = 100;
static const GLuint rgbObj = 101;

static void Init( int argc, char *argv[] );

@@ -64,6 +65,7 @@ static void Display( void )
glRotatef(Xrot, 1.0, 0.0, 0.0);
glRotatef(Yrot, 0.0, 1.0, 0.0);
glRotatef(Zrot, 0.0, 0.0, 1.0);
glBindTexture(GL_TEXTURE_2D, yuvObj);
DrawObject();
glPopMatrix();

@@ -73,6 +75,7 @@ static void Display( void )
glRotatef(Xrot, 1.0, 0.0, 0.0);
glRotatef(Yrot, 0.0, 1.0, 0.0);
glRotatef(Zrot, 0.0, 0.0, 1.0);
glBindTexture(GL_TEXTURE_2D, rgbObj);
DrawObject();
glPopMatrix();

@@ -136,6 +139,12 @@ static void SpecialKey( int key, int x, int y )
static void Init( int argc, char *argv[] )
{
const char *file;
const GLfloat yuvtorgb[16] = {
1.164, 1.596, 0, (.06*1.164 + -.5*1.596),
1.164, -.813, -.391, (.06*1.164 + -.5*-.813 + -.5*-.391),
1.164, 0, 2.018, (.06*1.164 + -.5*-2.018),
0, 0, 0, 1
};

if (!glutExtensionSupported("GL_ARB_fragment_program")) {
printf("Error: GL_ARB_fragment_program not supported!\n");
@@ -204,6 +213,29 @@ static void Init( int argc, char *argv[] )

}

/* Now the same, but use a color matrix to do the conversion at
* upload time:
*/
glBindTexture(GL_TEXTURE_2D, rgbObj);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

glMatrixMode( GL_COLOR_MATRIX );
glLoadMatrixf( yuvtorgb );
glTexImage2D(GL_TEXTURE_2D, 0,
GL_RGB,
ImgWidth, ImgHeight, 0,
GL_422_EXT,
GL_UNSIGNED_BYTE, ImageYUV);

glLoadIdentity();

glEnable(GL_TEXTURE_2D);

glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);


glShadeModel(GL_FLAT);
glClearColor(0.3, 0.3, 0.4, 1.0);
}

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