forked from Qortal/Brooklyn
146 lines
5.0 KiB
C
146 lines
5.0 KiB
C
/*
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Copyright (c) 2013, Broadcom Europe Ltd
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Copyright (c) 2013, Tim Gover
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of the copyright holder nor the
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names of its contributors may be used to endorse or promote products
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derived from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY
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DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "yuv.h"
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#include "RaspiTex.h"
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#include "RaspiTexUtil.h"
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#include <GLES2/gl2.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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/* Draw a scaled quad showing the the entire texture with the
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* origin defined as an attribute */
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static RASPITEXUTIL_SHADER_PROGRAM_T yuv_shader =
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{
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.vertex_source =
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"attribute vec2 vertex;\n"
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"attribute vec2 top_left;\n"
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"varying vec2 texcoord;\n"
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"void main(void) {\n"
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" texcoord = vertex + vec2(0.0, 1.0);\n"
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" gl_Position = vec4(top_left + vertex, 0.0, 1.0);\n"
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"}\n",
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.fragment_source =
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"#extension GL_OES_EGL_image_external : require\n"
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"uniform samplerExternalOES tex;\n"
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"varying vec2 texcoord;\n"
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"void main(void) {\n"
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" gl_FragColor = texture2D(tex, texcoord);\n"
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"}\n",
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.uniform_names = {"tex"},
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.attribute_names = {"vertex", "top_left"},
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};
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static GLfloat varray[] =
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{
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0.0f, 0.0f, 0.0f, -1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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};
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static const EGLint yuv_egl_config_attribs[] =
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{
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_NONE
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};
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/**
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* Creates the OpenGL ES 2.X context and builds the shaders.
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* @param raspitex_state A pointer to the GL preview state.
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* @return Zero if successful.
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*/
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static int yuv_init(RASPITEX_STATE *state)
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{
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int rc;
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state->egl_config_attribs = yuv_egl_config_attribs;
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rc = raspitexutil_gl_init_2_0(state);
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if (rc != 0)
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goto end;
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rc = raspitexutil_build_shader_program(&yuv_shader);
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GLCHK(glUseProgram(yuv_shader.program));
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GLCHK(glUniform1i(yuv_shader.uniform_locations[0], 0)); // tex unit
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end:
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return rc;
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}
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/**
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* Draws a 2x2 grid with each shell showing the entire MMAL buffer from a
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* different EGL image target.
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*/
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static int yuv_redraw(RASPITEX_STATE *raspitex_state)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLCHK(glUseProgram(yuv_shader.program));
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GLCHK(glActiveTexture(GL_TEXTURE0));
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GLCHK(glEnableVertexAttribArray(yuv_shader.attribute_locations[0]));
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GLCHK(glVertexAttribPointer(yuv_shader.attribute_locations[0],
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2, GL_FLOAT, GL_FALSE, 0, varray));
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// Y plane
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GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->y_texture));
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GLCHK(glVertexAttrib2f(yuv_shader.attribute_locations[1], -1.0f, 1.0f));
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GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6));
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// U plane
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GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->u_texture));
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GLCHK(glVertexAttrib2f(yuv_shader.attribute_locations[1], 0.0f, 1.0f));
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GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6));
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// V plane
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GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->v_texture));
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GLCHK(glVertexAttrib2f(yuv_shader.attribute_locations[1], 0.0f, 0.0f));
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GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6));
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// RGB plane
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GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->texture));
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GLCHK(glVertexAttrib2f(yuv_shader.attribute_locations[1], -1.0f, 0.0f));
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GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6));
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GLCHK(glDisableVertexAttribArray(yuv_shader.attribute_locations[0]));
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GLCHK(glUseProgram(0));
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return 0;
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}
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int yuv_open(RASPITEX_STATE *state)
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{
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state->ops.gl_init = yuv_init;
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state->ops.redraw = yuv_redraw;
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state->ops.update_texture = raspitexutil_update_texture;
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state->ops.update_y_texture = raspitexutil_update_y_texture;
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state->ops.update_u_texture = raspitexutil_update_u_texture;
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state->ops.update_v_texture = raspitexutil_update_v_texture;
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return 0;
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}
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