2008-06-02 21:35:57 +00:00
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#include "debayer.h"
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/* pretty simple but astonishingly very effective "debayer" function
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*/
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void redcode_ycbcr2rgb_fullscale(
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int ** planes, int width, int height, float * out)
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{
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int x,y;
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int pix_max = 4096;
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int mask = pix_max - 1;
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float *o;
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for (y = 0; y < height; y++) {
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for (x = 0; x < width; x++) {
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int i = x + y*width;
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int i_p = (y > 0) ? i-width : i;
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int i_n = (y < (height-1)) ? i + width : i;
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float y1n = planes[0][i_n] & mask;
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float y1 = planes[0][i] & mask;
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float cb = (planes[1][i] & mask) - pix_max/2;
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float cr = (planes[2][i] & mask) - pix_max/2;
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float y2 = (planes[3][i] & mask);
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float y2p = (planes[3][i_p] & mask);
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2008-06-22 15:48:12 +00:00
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float b_ = cb /(pix_max/2);
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float r_ = cr /(pix_max/2);
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float g_ = 0.0;
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2008-06-02 21:35:57 +00:00
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float y_[4] = {y1 / pix_max,
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(y2 + y2p)/2 / pix_max,
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(y1 + y1n)/2 / pix_max,
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y2 / pix_max};
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int j;
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int yc = 0;
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o = out + (2*height-1-2*y)*2*4*width
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+ x*2*4;
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for (j = 0; j < 8; j += 4) {
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o[j+0] = r_ + y_[yc];
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o[j+1] = g_ + y_[yc];
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o[j+2] = b_ + y_[yc];
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o[j+3] = 1.0;
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yc++;
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}
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o = out + (2*height-1-2*y)*2*4*width
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+ x*2*4 - 2*4*width;
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for (j = 0; j < 8; j += 4) {
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o[j+0] = r_ + y_[yc];
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o[j+1] = g_ + y_[yc];
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o[j+2] = b_ + y_[yc];
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o[j+3] = 1.0;
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yc++;
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}
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}
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}
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}
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void redcode_ycbcr2rgb_halfscale(
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int ** planes, int width, int height, float * out)
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{
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int x,y;
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int pix_max = 4096;
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int mask = pix_max - 1;
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for (y = 0; y < height; y++) {
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float *o = out + width * (height - y - 1);
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for (x = 0; x < width; x++) {
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int i = y*height + x;
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float y1 = (planes[0][i] & mask);
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float cb = (planes[1][i] & mask) - pix_max/2;
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float cr = (planes[2][i] & mask) - pix_max/2;
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float y2 = (planes[3][i] & mask);
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2008-06-22 15:48:12 +00:00
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float b_ = cb /(pix_max/2);
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float r_ = cr /(pix_max/2);
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float g_ = 0.0;
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2008-06-02 21:35:57 +00:00
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float y = (y1 + y2)/2 / pix_max;
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*o++ = r_ + y;
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*o++ = g_ + y;
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*o++ = b_ + y;
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*o++ = 1.0;
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}
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}
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}
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void redcode_ycbcr2rgb_quarterscale(
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int ** planes, int width, int height, float * out)
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{
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int x,y;
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int pix_max = 4096;
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int mask = pix_max - 1;
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for (y = 0; y < height; y += 2) {
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float *o = out + (width/2) * (height/2 - y/2 - 1);
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for (x = 0; x < width; x += 2) {
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int i = y * width + x;
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float y1 = planes[0][i] & mask;
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float cb = (planes[1][i] & mask) - pix_max/2;
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float cr = (planes[2][i] & mask) - pix_max/2;
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float y2 = planes[3][i] & mask;
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2008-06-22 15:48:12 +00:00
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float b_ = cb /(pix_max/2);
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float r_ = cr /(pix_max/2);
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float g_ = 0.0;
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2008-06-02 21:35:57 +00:00
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float y = (y1 + y2)/2 / pix_max;
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*o++ = r_ + y;
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*o++ = g_ + y;
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*o++ = b_ + y;
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*o++ = 1.0;
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}
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}
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}
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