X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=ycbcr_input.cpp;h=b1ad4ac7ad3249627fc5c7d309c0de8fc6bbe081;hb=2c9711e213679e11bea1b0e86bb46af442b22ee0;hp=8d58c7de8ab10c6d09adf68fa0bc8ef467f8be51;hpb=8120b8fad20a35936c7d3316d5564af446a20c0f;p=movit diff --git a/ycbcr_input.cpp b/ycbcr_input.cpp index 8d58c7d..b1ad4ac 100644 --- a/ycbcr_input.cpp +++ b/ycbcr_input.cpp @@ -1,10 +1,14 @@ #include #include +#include + #include "ycbcr_input.h" #include "util.h" #include "opengl.h" +using namespace Eigen; + YCbCrInput::YCbCrInput(const ImageFormat &image_format, const YCbCrFormat &ycbcr_format, unsigned width, unsigned height) @@ -175,38 +179,29 @@ std::string YCbCrInput::output_fragment_shader() } // Matrix to convert RGB to YCbCr. See e.g. Rec. 601. - Matrix3x3 rgb_to_ycbcr; - rgb_to_ycbcr[0] = coeff[0]; - rgb_to_ycbcr[3] = coeff[1]; - rgb_to_ycbcr[6] = coeff[2]; + Matrix3d rgb_to_ycbcr; + rgb_to_ycbcr(0,0) = coeff[0]; + rgb_to_ycbcr(0,1) = coeff[1]; + rgb_to_ycbcr(0,2) = coeff[2]; float cb_fac = (224.0 / 219.0) / (coeff[0] + coeff[1] + 1.0f - coeff[2]); - rgb_to_ycbcr[1] = -coeff[0] * cb_fac; - rgb_to_ycbcr[4] = -coeff[1] * cb_fac; - rgb_to_ycbcr[7] = (1.0f - coeff[2]) * cb_fac; + rgb_to_ycbcr(1,0) = -coeff[0] * cb_fac; + rgb_to_ycbcr(1,1) = -coeff[1] * cb_fac; + rgb_to_ycbcr(1,2) = (1.0f - coeff[2]) * cb_fac; float cr_fac = (224.0 / 219.0) / (1.0f - coeff[0] + coeff[1] + coeff[2]); - rgb_to_ycbcr[2] = (1.0f - coeff[0]) * cr_fac; - rgb_to_ycbcr[5] = -coeff[1] * cr_fac; - rgb_to_ycbcr[8] = -coeff[2] * cr_fac; + rgb_to_ycbcr(2,0) = (1.0f - coeff[0]) * cr_fac; + rgb_to_ycbcr(2,1) = -coeff[1] * cr_fac; + rgb_to_ycbcr(2,2) = -coeff[2] * cr_fac; // Inverting the matrix gives us what we need to go from YCbCr back to RGB. - Matrix3x3 ycbcr_to_rgb; - invert_3x3_matrix(rgb_to_ycbcr, ycbcr_to_rgb); + Matrix3d ycbcr_to_rgb = rgb_to_ycbcr.inverse(); std::string frag_shader; - char buf[1024]; - sprintf(buf, - "const mat3 PREFIX(inv_ycbcr_matrix) = mat3(\n" - " %.8f, %.8f, %.8f,\n" - " %.8f, %.8f, %.8f,\n" - " %.8f, %.8f, %.8f);\n", - ycbcr_to_rgb[0], ycbcr_to_rgb[1], ycbcr_to_rgb[2], - ycbcr_to_rgb[3], ycbcr_to_rgb[4], ycbcr_to_rgb[5], - ycbcr_to_rgb[6], ycbcr_to_rgb[7], ycbcr_to_rgb[8]); - frag_shader = buf; + frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb); + char buf[256]; sprintf(buf, "const vec3 PREFIX(offset) = vec3(%.8f, %.8f, %.8f);\n", offset[0], offset[1], offset[2]); frag_shader += buf;