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Open Source Computer Vision Library
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99 lines
2.3 KiB
99 lines
2.3 KiB
14 years ago
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#include <string.h>
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#include <jni.h>
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#include <yuv420sp2rgb.h>
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#ifndef max
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#define max(a,b) ({typeof(a) _a = (a); typeof(b) _b = (b); _a > _b ? _a : _b; })
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#define min(a,b) ({typeof(a) _a = (a); typeof(b) _b = (b); _a < _b ? _a : _b; })
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#endif
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/*
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YUV 4:2:0 image with a plane of 8 bit Y samples followed by an interleaved
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U/V plane containing 8 bit 2x2 subsampled chroma samples.
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except the interleave order of U and V is reversed.
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H V
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Y Sample Period 1 1
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U (Cb) Sample Period 2 2
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V (Cr) Sample Period 2 2
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*/
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/*
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size of a char:
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find . -name limits.h -exec grep CHAR_BIT {} \;
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*/
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const int bytes_per_pixel = 2;
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void color_convert_common(
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unsigned char *pY, unsigned char *pUV,
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int width, int height, unsigned char *buffer,
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int grey)
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{
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int i, j;
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int nR, nG, nB;
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int nY, nU, nV;
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unsigned char *out = buffer;
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int offset = 0;
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if(grey){
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for (i = 0; i < height; i++) {
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for (j = 0; j < width; j++) {
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unsigned char nB = *(pY + i * width + j);
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out[offset++] = (unsigned char)nB;
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// out[offset++] = (unsigned char)nB;
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// out[offset++] = (unsigned char)nB;
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}
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}
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}else
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// YUV 4:2:0
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for (i = 0; i < height; i++) {
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for (j = 0; j < width; j++) {
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nY = *(pY + i * width + j);
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nV = *(pUV + (i/2) * width + bytes_per_pixel * (j/2));
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nU = *(pUV + (i/2) * width + bytes_per_pixel * (j/2) + 1);
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// Yuv Convert
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nY -= 16;
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nU -= 128;
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nV -= 128;
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if (nY < 0)
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nY = 0;
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// nR = (int)(1.164 * nY + 2.018 * nU);
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// nG = (int)(1.164 * nY - 0.813 * nV - 0.391 * nU);
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// nB = (int)(1.164 * nY + 1.596 * nV);
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nB = (int)(1192 * nY + 2066 * nU);
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nG = (int)(1192 * nY - 833 * nV - 400 * nU);
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nR = (int)(1192 * nY + 1634 * nV);
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nR = min(262143, max(0, nR));
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nG = min(262143, max(0, nG));
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nB = min(262143, max(0, nB));
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nR >>= 10; nR &= 0xff;
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nG >>= 10; nG &= 0xff;
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nB >>= 10; nB &= 0xff;
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out[offset++] = (unsigned char)nR;
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out[offset++] = (unsigned char)nG;
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out[offset++] = (unsigned char)nB;
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//out[offset++] = 0xff; //set alpha for ARGB 8888 format
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}
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//offset = i * width * 3; //non power of two
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//offset = i * texture_size + j;//power of two
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//offset *= 3; //3 byte per pixel
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//out = buffer + offset;
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}
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}
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