blender/extern/libredcode/debayer.c

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#include "debayer.h"
/* pretty simple but astonishingly very effective "debayer" function
*/
void redcode_ycbcr2rgb_fullscale(
int ** planes, int width, int height, float * out)
{
int x,y;
int pix_max = 4096;
int mask = pix_max - 1;
float *o;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
int i = x + y*width;
int i_p = (y > 0) ? i-width : i;
int i_n = (y < (height-1)) ? i + width : i;
float y1n = planes[0][i_n] & mask;
float y1 = planes[0][i] & mask;
float cb = (planes[1][i] & mask) - pix_max/2;
float cr = (planes[2][i] & mask) - pix_max/2;
float y2 = (planes[3][i] & mask);
float y2p = (planes[3][i_p] & mask);
float b_ = cb /(pix_max/2);
float r_ = cr /(pix_max/2);
float g_ = 0.0;
float y_[4] = {y1 / pix_max,
(y2 + y2p)/2 / pix_max,
(y1 + y1n)/2 / pix_max,
y2 / pix_max};
int j;
int yc = 0;
o = out + (2*height-1-2*y)*2*4*width
+ x*2*4;
for (j = 0; j < 8; j += 4) {
o[j+0] = r_ + y_[yc];
o[j+1] = g_ + y_[yc];
o[j+2] = b_ + y_[yc];
o[j+3] = 1.0;
yc++;
}
o = out + (2*height-1-2*y)*2*4*width
+ x*2*4 - 2*4*width;
for (j = 0; j < 8; j += 4) {
o[j+0] = r_ + y_[yc];
o[j+1] = g_ + y_[yc];
o[j+2] = b_ + y_[yc];
o[j+3] = 1.0;
yc++;
}
}
}
}
void redcode_ycbcr2rgb_halfscale(
int ** planes, int width, int height, float * out)
{
int x,y;
int pix_max = 4096;
int mask = pix_max - 1;
for (y = 0; y < height; y++) {
float *o = out + width * (height - y - 1);
for (x = 0; x < width; x++) {
int i = y*height + x;
float y1 = (planes[0][i] & mask);
float cb = (planes[1][i] & mask) - pix_max/2;
float cr = (planes[2][i] & mask) - pix_max/2;
float y2 = (planes[3][i] & mask);
float b_ = cb /(pix_max/2);
float r_ = cr /(pix_max/2);
float g_ = 0.0;
float y = (y1 + y2)/2 / pix_max;
*o++ = r_ + y;
*o++ = g_ + y;
*o++ = b_ + y;
*o++ = 1.0;
}
}
}
void redcode_ycbcr2rgb_quarterscale(
int ** planes, int width, int height, float * out)
{
int x,y;
int pix_max = 4096;
int mask = pix_max - 1;
for (y = 0; y < height; y += 2) {
float *o = out + (width/2) * (height/2 - y/2 - 1);
for (x = 0; x < width; x += 2) {
int i = y * width + x;
float y1 = planes[0][i] & mask;
float cb = (planes[1][i] & mask) - pix_max/2;
float cr = (planes[2][i] & mask) - pix_max/2;
float y2 = planes[3][i] & mask;
float b_ = cb /(pix_max/2);
float r_ = cr /(pix_max/2);
float g_ = 0.0;
float y = (y1 + y2)/2 / pix_max;
*o++ = r_ + y;
*o++ = g_ + y;
*o++ = b_ + y;
*o++ = 1.0;
}
}
}