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Update RaspiStill framework to provide access to the new EGL image targets that provide a fastpath for mapping the individual YUV planes to one byte per pixel GL_LUMINANCE buffers. These are still accessed as OES textures so this is effectively a greyscale image created from a single plane of a MMAL buffer. Also added some example code (yuv, sobel) that demonstrates how to use the new EGL image targets. Also, add -gc to the command line to capture the GL frame-buffer as a TGA file. Thanks to Tim Gover
124 lines
4.3 KiB
C
124 lines
4.3 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 "mirror.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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/**
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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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static RASPITEXUTIL_SHADER_PROGRAM_T mirror_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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* 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 = raspitexutil_build_shader_program(&mirror_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(mirror_shader.program));
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GLCHK(glEnableVertexAttribArray(mirror_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(mirror_shader.attribute_locations[0], 2, GL_FLOAT, GL_FALSE, 0, varray));
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GLCHK(glUniform1f(mirror_shader.uniform_locations[1], offset));
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GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6));
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GLCHK(glDisableVertexAttribArray(mirror_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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state->ops.update_texture = raspitexutil_update_texture;
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return 0;
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}
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