gpsp/raspberrypi/gles_video.c

394 lines
11 KiB
C

#include "bcm_host.h"
#include "GLES/gl.h"
#include "EGL/egl.h"
#include "EGL/eglext.h"
#include "GLES2/gl2.h"
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <memory.h>
static uint32_t frame_width = 0;
static uint32_t frame_height = 0;
#define SHOW_ERROR gles_show_error();
static void SetOrtho(GLfloat m[4][4], GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far, GLfloat scale_x, GLfloat scale_y);
static const char* vertex_shader =
"uniform mat4 u_vp_matrix; \n"
"attribute vec4 a_position; \n"
"attribute vec2 a_texcoord; \n"
"varying mediump vec2 v_texcoord; \n"
"void main() \n"
"{ \n"
" v_texcoord = a_texcoord; \n"
" gl_Position = u_vp_matrix * a_position; \n"
"} \n";
static const char* fragment_shader =
"varying mediump vec2 v_texcoord; \n"
"uniform sampler2D u_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D(u_texture, v_texcoord); \n"
"} \n";
/*
static const GLfloat vertices[] =
{
-0.5f, -0.5f, 0.0f,
+0.5f, -0.5f, 0.0f,
+0.5f, +0.5f, 0.0f,
-0.5f, +0.5f, 0.0f,
};
*/
static const GLfloat vertices[] =
{
-0.5f, -0.5f, 0.0f,
-0.5f, +0.5f, 0.0f,
+0.5f, +0.5f, 0.0f,
+0.5f, -0.5f, 0.0f,
};
#define TEX_WIDTH 1024
#define TEX_HEIGHT 512
static const GLfloat uvs[8];
static const GLushort indices[] =
{
0, 1, 2,
0, 2, 3,
};
static const int kVertexCount = 4;
static const int kIndexCount = 6;
void Create_uvs(GLfloat * matrix, GLfloat max_u, GLfloat max_v) {
memset(matrix,0,sizeof(GLfloat)*8);
matrix[3]=max_v;
matrix[4]=max_u;
matrix[5]=max_v;
matrix[6]=max_u;
}
void gles_show_error()
{
GLenum error = GL_NO_ERROR;
error = glGetError();
if (GL_NO_ERROR != error)
printf("GL Error %x encountered!\n", error);
}
static GLuint CreateShader(GLenum type, const char *shader_src)
{
GLuint shader = glCreateShader(type);
if(!shader)
return 0;
// Load and compile the shader source
glShaderSource(shader, 1, &shader_src, NULL);
glCompileShader(shader);
// Check the compile status
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if(!compiled)
{
GLint info_len = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
if(info_len > 1)
{
char* info_log = (char *)malloc(sizeof(char) * info_len);
glGetShaderInfoLog(shader, info_len, NULL, info_log);
// TODO(dspringer): We could really use a logging API.
printf("Error compiling shader:\n%s\n", info_log);
free(info_log);
}
glDeleteShader(shader);
return 0;
}
return shader;
}
static GLuint CreateProgram(const char *vertex_shader_src, const char *fragment_shader_src)
{
GLuint vertex_shader = CreateShader(GL_VERTEX_SHADER, vertex_shader_src);
if(!vertex_shader)
return 0;
GLuint fragment_shader = CreateShader(GL_FRAGMENT_SHADER, fragment_shader_src);
if(!fragment_shader)
{
glDeleteShader(vertex_shader);
return 0;
}
GLuint program_object = glCreateProgram();
if(!program_object)
return 0;
glAttachShader(program_object, vertex_shader);
glAttachShader(program_object, fragment_shader);
// Link the program
glLinkProgram(program_object);
// Check the link status
GLint linked = 0;
glGetProgramiv(program_object, GL_LINK_STATUS, &linked);
if(!linked)
{
GLint info_len = 0;
glGetProgramiv(program_object, GL_INFO_LOG_LENGTH, &info_len);
if(info_len > 1)
{
char* info_log = (char *)malloc(info_len);
glGetProgramInfoLog(program_object, info_len, NULL, info_log);
// TODO(dspringer): We could really use a logging API.
printf("Error linking program:\n%s\n", info_log);
free(info_log);
}
glDeleteProgram(program_object);
return 0;
}
// Delete these here because they are attached to the program object.
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program_object;
}
typedef struct ShaderInfo {
GLuint program;
GLint a_position;
GLint a_texcoord;
GLint u_vp_matrix;
GLint u_texture;
} ShaderInfo;
static ShaderInfo shader;
static ShaderInfo shader_filtering;
static GLuint buffers[3];
static GLuint textures[2];
static void gles2_create()
{
memset(&shader, 0, sizeof(ShaderInfo));
shader.program = CreateProgram(vertex_shader, fragment_shader);
if(shader.program)
{
shader.a_position = glGetAttribLocation(shader.program, "a_position");
shader.a_texcoord = glGetAttribLocation(shader.program, "a_texcoord");
shader.u_vp_matrix = glGetUniformLocation(shader.program, "u_vp_matrix");
shader.u_texture = glGetUniformLocation(shader.program, "u_texture");
}
glGenTextures(1, textures);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEX_WIDTH, TEX_HEIGHT, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
Create_uvs(uvs, (float)frame_width/TEX_WIDTH, (float)frame_height/TEX_HEIGHT);
glGenBuffers(3, buffers);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glBufferData(GL_ARRAY_BUFFER, kVertexCount * sizeof(GLfloat) * 3, vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buffers[1]);
glBufferData(GL_ARRAY_BUFFER, kVertexCount * sizeof(GLfloat) * 2, uvs, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, kIndexCount * sizeof(GL_UNSIGNED_SHORT), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_DITHER);
}
static uint32_t screen_width = 0;
static uint32_t screen_height = 0;
static EGLDisplay display = NULL;
static EGLSurface surface = NULL;
static EGLContext context = NULL;
static EGL_DISPMANX_WINDOW_T nativewindow;
static GLfloat proj[4][4];
static GLint filter_min;
static GLint filter_mag;
void video_set_filter(uint32_t filter) {
if (filter==0) {
filter_min = GL_NEAREST;
filter_mag = GL_NEAREST;
} else {
filter_min = GL_LINEAR;
filter_mag = GL_LINEAR;
}
}
void video_init(uint32_t _width, uint32_t _height, uint32_t filter)
{
if ((_width==0)||(_height==0))
return;
frame_width = _width;
frame_height = _height;
//bcm_host_init();
// get an EGL display connection
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
assert(display != EGL_NO_DISPLAY);
// initialize the EGL display connection
EGLBoolean result = eglInitialize(display, NULL, NULL);
assert(EGL_FALSE != result);
// get an appropriate EGL frame buffer configuration
EGLint num_config;
EGLConfig config;
static const EGLint attribute_list[] =
{
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_NONE
};
result = eglChooseConfig(display, attribute_list, &config, 1, &num_config);
assert(EGL_FALSE != result);
result = eglBindAPI(EGL_OPENGL_ES_API);
assert(EGL_FALSE != result);
// create an EGL rendering context
static const EGLint context_attributes[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attributes);
assert(context != EGL_NO_CONTEXT);
// create an EGL window surface
int32_t success = graphics_get_display_size(0, &screen_width, &screen_height);
assert(success >= 0);
VC_RECT_T dst_rect;
dst_rect.x = 0;
dst_rect.y = 0;
dst_rect.width = screen_width;
dst_rect.height = screen_height;
VC_RECT_T src_rect;
src_rect.x = 0;
src_rect.y = 0;
src_rect.width = screen_width << 16;
src_rect.height = screen_height << 16;
DISPMANX_DISPLAY_HANDLE_T dispman_display = vc_dispmanx_display_open(0);
DISPMANX_UPDATE_HANDLE_T dispman_update = vc_dispmanx_update_start(0);
DISPMANX_ELEMENT_HANDLE_T dispman_element = vc_dispmanx_element_add(dispman_update, dispman_display,
1, &dst_rect, 0, &src_rect, DISPMANX_PROTECTION_NONE, NULL, NULL, DISPMANX_NO_ROTATE);
nativewindow.element = dispman_element;
nativewindow.width = screen_width;
nativewindow.height = screen_height;
vc_dispmanx_update_submit_sync(dispman_update);
surface = eglCreateWindowSurface(display, config, &nativewindow, NULL);
assert(surface != EGL_NO_SURFACE);
// connect the context to the surface
result = eglMakeCurrent(display, surface, surface, context);
assert(EGL_FALSE != result);
gles2_create();
int r=(screen_height*10/frame_height);
int h = (frame_height*r)/10;
int w = (frame_width*r)/10;
if (w>screen_width) {
r = (screen_width*10/frame_width);
h = (frame_height*r)/10;
w = (frame_width*r)/10;
}
glViewport((screen_width-w)/2, (screen_height-h)/2, w, h);
SetOrtho(proj, -0.5f, +0.5f, +0.5f, -0.5f, -1.0f, 1.0f, 1.0f ,1.0f );
video_set_filter(filter);
}
static void gles2_destroy()
{
if(!shader.program)
return;
glDeleteBuffers(3, buffers); SHOW_ERROR
glDeleteProgram(shader.program); SHOW_ERROR
}
static void SetOrtho(GLfloat m[4][4], GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far, GLfloat scale_x, GLfloat scale_y)
{
memset(m, 0, 4*4*sizeof(GLfloat));
m[0][0] = 2.0f/(right - left)*scale_x;
m[1][1] = 2.0f/(top - bottom)*scale_y;
m[2][2] = -2.0f/(far - near);
m[3][0] = -(right + left)/(right - left);
m[3][1] = -(top + bottom)/(top - bottom);
m[3][2] = -(far + near)/(far - near);
m[3][3] = 1;
}
#define RGB15(r, g, b) (((r) << (5+6)) | ((g) << 6) | (b))
static void gles2_Draw( uint16_t *pixels)
{
if(!shader.program)
return;
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader.program);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, frame_width, frame_height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
glActiveTexture(GL_TEXTURE0);
glUniform1i(shader.u_texture, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_mag);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_min);
glGenerateMipmap(GL_TEXTURE_2D);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glVertexAttribPointer(shader.a_position, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), NULL);
glEnableVertexAttribArray(shader.a_position);
glBindBuffer(GL_ARRAY_BUFFER, buffers[1]);
glVertexAttribPointer(shader.a_texcoord, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
glEnableVertexAttribArray(shader.a_texcoord);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2]);
glUniformMatrix4fv(shader.u_vp_matrix, 1, GL_FALSE, (const GLfloat * )&proj);
glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_SHORT, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
//glFlush();
}
void video_close()
{
gles2_destroy();
// Release OpenGL resources
eglMakeCurrent( display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );
eglDestroySurface( display, surface );
eglDestroyContext( display, context );
eglTerminate( display );
}
void video_draw(uint16_t *pixels)
{
gles2_Draw (pixels);
eglSwapBuffers(display, surface);
}