概述
typedef unsigned char UINT8;
typedef unsigned int UINT32;
static UINT8 RTable[256][256];
static UINT8 GTable[256][256][256];
static UINT8 BTable[256][256];
static void NV12_T_RGB_Table()
{
int y, u, v, res;
for (y = 0; y <= 255; y++)
for (v = 0; v <= 255; v++)
{
res = y + 1.402 * (v - 128); //r
if (res > 255) res = 255;
if (res < 0) res = 0;
RTable[y][v] = res;
}
for(y = 0; y <= 255; y++)
for(u = 0; u <= 255; u++)
for (v = 0; v <= 255; v++)
{
res = y - 0.34414 *(u - 128) - 0.71414 * (v - 128); //g
if (res > 255) res = 255;
if (res < 0) res = 0;
GTable[y][u][v] = res;
}
for(y = 0; y <= 255; y++)
for (u = 0; u <= 255; u++)
{
res = y + 1.772 * (u - 128); //b
if (res > 255) res = 255;
if (res < 0) res = 0;
BTable[y][u] = res;
}
}
static void NV12_T_BGR(unsigned int width, unsigned int height, unsigned char *yuyv, unsigned char *rgb)
{
const int nv_start = width * height;
UINT32 i, j, index = 0, rgb_index = 0;
UINT8 y, u, v;
int r, g, b, nv_index = 0;
for (i = 0; i < height; i++)
{
for (j = 0; j < width; j++) {
//nv_index = (rgb_index / 2 - width / 2 * ((i + 1) / 2)) * 2;
nv_index = (i >> 1) * width + j - j % 2;
y = yuyv[rgb_index];
u = yuyv[nv_start + nv_index];
v = yuyv[nv_start + nv_index + 1];
r = RTable[y][v];
g = GTable[y][u][v];
b = BTable[y][u];
//index = rgb_index % width + (height - i - 1) * width;
index = rgb_index % width + i * width;
rgb[index * 3 + 0] = b;
rgb[index * 3 + 1] = g;
rgb[index * 3 + 2] = r;
rgb_index++;
}
}
}
static void NV12_T_RGB(unsigned int width, unsigned int height, unsigned char *yuyv, unsigned char *rgb)
{
const int nv_start = width * height;
UINT32 i, j, index = 0, rgb_index = 0;
UINT8 y, u, v;
int r, g, b, nv_index = 0;
for (i = 0; i < height; i++)
{
for (j = 0; j < width; j++) {
//nv_index = (rgb_index / 2 - width / 2 * ((i + 1) / 2)) * 2;
nv_index = (i >> 1) * width + j - j % 2;
y = yuyv[rgb_index];
u = yuyv[nv_start + nv_index];
v = yuyv[nv_start + nv_index + 1];
r = RTable[y][v];
g = GTable[y][u][v];
b = BTable[y][u];
//index = rgb_index % width + (height - i - 1) * width;
index = rgb_index % width + i * width;
rgb[index * 3 + 0] = r;
rgb[index * 3 + 1] = g;
rgb[index * 3 + 2] = b;
rgb_index++;
}
}
}
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