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Add RaspiTex.c which demonstrates how the camera preview buffers can be bound to EGL Images and rendered via Open GLES. To enable GL rendering add --gl to the command line and select a GL scene * square - A simple rotating square * teapot - The classic teapot demo * mirror - OpenGL ES 2.X Hall of mirrors example
252 lines
7.8 KiB
C
252 lines
7.8 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 "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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#define SHADER_MAX_ATTRIBUTES 16
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#define SHADER_MAX_UNIFORMS 16
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/**
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* Container for a GL texture.
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*/
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struct TEXTURE_T {
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GLuint name;
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GLuint width;
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GLuint height;
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};
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/**
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* Container for a simple vertex, fragment share with the names and locations.
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*/
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struct SHADER_PROGRAM_T {
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const char *vertex_source;
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const char *fragment_source;
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const char *uniform_names[SHADER_MAX_UNIFORMS];
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const char *attribute_names[SHADER_MAX_ATTRIBUTES];
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GLint vs;
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GLint fs;
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GLint program;
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/// The locations for uniforms defined in uniform_names
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GLint uniform_locations[SHADER_MAX_UNIFORMS];
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/// The locations for attributes defined in attribute_names
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GLint attribute_locations[SHADER_MAX_ATTRIBUTES];
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/// Optional texture information
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struct TEXTURE_T tex;
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};
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/**
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* Draws an external EGL image and applies a sine wave distortion to create
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* a hall of mirrors effect.
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*/
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struct SHADER_PROGRAM_T picture_shader = {
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.vertex_source =
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"attribute vec2 vertex;\n"
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"varying vec2 texcoord;"
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"void main(void) {\n"
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" texcoord = 0.5 * (vertex + 1.0);\n"
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" gl_Position = vec4(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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"uniform float offset;\n"
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"const float waves = 2.0;\n"
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"varying vec2 texcoord;\n"
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"void main(void) {\n"
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" float x = texcoord.x + 0.05 * sin(offset + (texcoord.y * waves * 2.0 * 3.141592));\n"
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" float y = texcoord.y + 0.05 * sin(offset + (texcoord.x * waves * 2.0 * 3.141592));\n"
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" if (y < 1.0 && y > 0.0 && x < 1.0 && x > 0.0) {\n"
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" vec2 pos = vec2(x, y);\n"
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" gl_FragColor = texture2D(tex, pos);\n"
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" }\n"
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" else {\n"
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" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n"
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" }\n"
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"}\n",
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.uniform_names = {"tex", "offset"},
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.attribute_names = {"vertex"},
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};
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/**
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* Utility for building shaders and configuring the attribute and locations.
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* @return Zero if successful.
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*/
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static int buildShaderProgram(struct SHADER_PROGRAM_T *p)
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{
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GLint status;
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int i = 0;
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char log[1024];
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int logLen = 0;
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assert(p);
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assert(p->vertex_source);
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assert(p->fragment_source);
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if (! (p && p->vertex_source && p->fragment_source))
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goto fail;
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p->vs = p->fs = 0;
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GLCHK(p->vs = glCreateShader(GL_VERTEX_SHADER));
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GLCHK(glShaderSource(p->vs, 1, &p->vertex_source, NULL));
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GLCHK(glCompileShader(p->vs));
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GLCHK(glGetShaderiv(p->vs, GL_COMPILE_STATUS, &status));
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if (! status) {
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glGetShaderInfoLog(p->vs, sizeof(log), &logLen, log);
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vcos_log_trace("Program info log %s", log);
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goto fail;
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}
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GLCHK(p->fs = glCreateShader(GL_FRAGMENT_SHADER));
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GLCHK(glShaderSource(p->fs, 1, &p->fragment_source, NULL));
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GLCHK(glCompileShader(p->fs));
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GLCHK(glGetShaderiv(p->fs, GL_COMPILE_STATUS, &status));
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if (! status) {
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glGetShaderInfoLog(p->fs, sizeof(log), &logLen, log);
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vcos_log_trace("Program info log %s", log);
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goto fail;
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}
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GLCHK(p->program = glCreateProgram());
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GLCHK(glAttachShader(p->program, p->vs));
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GLCHK(glAttachShader(p->program, p->fs));
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GLCHK(glLinkProgram(p->program));
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GLCHK(glGetProgramiv(p->program, GL_LINK_STATUS, &status));
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if (! status)
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{
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vcos_log_trace("Failed to link shader program");
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glGetProgramInfoLog(p->program, sizeof(log), &logLen, log);
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vcos_log_trace("Program info log %s", log);
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goto fail;
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}
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for (i = 0; i < SHADER_MAX_ATTRIBUTES; ++i)
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{
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if (! p->attribute_names[i])
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break;
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GLCHK(p->attribute_locations[i] = glGetAttribLocation(p->program, p->attribute_names[i]));
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if (p->attribute_locations[i] == -1)
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{
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vcos_log_trace("Failed to get location for attribute %s", p->attribute_names[i]);
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goto fail;
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}
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else {
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vcos_log_trace("Attribute for %s is %d", p->attribute_names[i], p->attribute_locations[i]);
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}
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}
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for (i = 0; i < SHADER_MAX_UNIFORMS; ++i)
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{
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if (! p->uniform_names[i])
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break;
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GLCHK(p->uniform_locations[i] = glGetUniformLocation(p->program, p->uniform_names[i]));
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if (p->uniform_locations[i] == -1)
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{
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vcos_log_trace("Failed to get location for uniform %s", p->uniform_names[i]);
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goto fail;
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}
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else {
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vcos_log_trace("Uniform for %s is %d", p->uniform_names[i], p->uniform_locations[i]);
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}
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}
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return 0;
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fail:
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vcos_log_trace("%s: Failed to build shader program", __func__);
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if (p)
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{
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glDeleteProgram(p->program);
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glDeleteShader(p->fs);
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glDeleteShader(p->vs);
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}
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return -1;
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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 mirror_init(RASPITEX_STATE *state)
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{
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int 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 = buildShaderProgram(&picture_shader);
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end:
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return rc;
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}
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static int mirror_redraw(RASPITEX_STATE *raspitex_state) {
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static float offset = 0.0;
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// Start with a clear screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Bind the OES texture which is used to render the camera preview
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->texture);
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offset += 0.05;
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GLCHK(glUseProgram(picture_shader.program));
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GLCHK(glEnableVertexAttribArray(picture_shader.attribute_locations[0]));
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GLfloat varray[] = {
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-1.0f, -1.0f,
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1.0f, 1.0f,
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1.0f, -1.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f,
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-1.0f, -1.0f,
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};
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GLCHK(glVertexAttribPointer(picture_shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, varray));
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GLCHK(glUniform1f(picture_shader.uniform_locations[1], offset));
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GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6));
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GLCHK(glDisableVertexAttribArray(picture_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 mirror_open(RASPITEX_STATE *state)
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{
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state->ops.gl_init = mirror_init;
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state->ops.redraw = mirror_redraw;
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return 0;
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}
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