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/*
* Copyright (c) 2017, The Linux Foundation. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided
* with the distribution.
* * Neither the name of The Linux Foundation nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
* BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN
* IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.android.camera.deepportrait;
import java.nio.ByteBuffer;
import android.opengl.GLES30;
public class CamRenderTexture
{
int[] mTextureHandle;
int[] mFBO;
int[] mRBO;
public enum BlurType
{
BlurTypeGaussianDilated,
BlurTypeGaussianPyramid,
BlurTypeGaussianKernelSize,
}
public int getInYTex() { return mTextureHandle[0]; }
public int getInCTex() { return mTextureHandle[1]; }
public int getMaskTex() { return mTextureHandle[2]; }
public int getInRGBTex( int level ) { return mTextureHandle[3 + level]; }
public int getInRGBFBO( int level ) { return mFBO[level]; }
public int getInRGBRBO( int level ) { return mRBO[level]; }
public void createTextures( int width, int height, int maskW, int maskH,
int levels, BlurType blurType )
{
mTextureHandle = new int[3 + levels];
mFBO = new int[levels];
mRBO = new int[levels];
GLES30.glGenTextures( mTextureHandle.length, mTextureHandle, 0 );
// Input Luma
GLES30.glBindTexture( GLES30.GL_TEXTURE_2D, mTextureHandle[0] );
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR );
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR );
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
GLES30.glTexImage2D( GLES30.GL_TEXTURE_2D, 0, GLES30.GL_LUMINANCE, width, height, 0,
GLES30.GL_LUMINANCE, GLES30.GL_UNSIGNED_BYTE, null );
// Input chroma
GLES30.glBindTexture( GLES30.GL_TEXTURE_2D, mTextureHandle[1] );
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR );
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR );
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
GLES30.glTexImage2D( GLES30.GL_TEXTURE_2D, 0, GLES30.GL_LUMINANCE_ALPHA, width/2, height/2, 0,
GLES30.GL_LUMINANCE_ALPHA, GLES30.GL_UNSIGNED_BYTE, null );
// mask
GLES30.glBindTexture( GLES30.GL_TEXTURE_2D, mTextureHandle[2] );
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST );
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST );
GLES30.glTexImage2D( GLES30.GL_TEXTURE_2D, 0, GLES30.GL_LUMINANCE, maskW, maskH, 0,
GLES30.GL_LUMINANCE , GLES30.GL_UNSIGNED_BYTE, null );
// Input RGB
GLES30.glGenFramebuffers( levels, mFBO, 0 );
for ( int i = 0; i < levels; ++i )
{
int scaleFactor = ( blurType == BlurType.BlurTypeGaussianPyramid ) ? i + 1 : 1;
GLES30.glBindTexture( GLES30.GL_TEXTURE_2D, mTextureHandle[3 + i] );
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR );
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR );
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
GLES30.glTexImage2D( GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGB,
width/scaleFactor, height/scaleFactor, 0,
GLES30.GL_RGB , GLES30.GL_UNSIGNED_BYTE, null );
}
//ToDo: move to render buffers
// GLES30.glGenRenderbuffers( 1, mRBO, 0 );
// GLES30.glBindRenderbuffer( GLES30.GL_RENDERBUFFER, mRBO[0]);
// GLES30.glRenderbufferStorage( GLES30.GL_RENDERBUFFER, GLES30.GL_RGB, width, height );
}
public void deleteTextures()
{
GLES30.glDeleteTextures( mTextureHandle.length, mTextureHandle, 0 );
GLES30.glDeleteFramebuffers ( mFBO.length, mFBO, 0 );
// GLES30.glDeleteRenderbuffers( mRBO.length, mRBO, 0 );
}
}
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