/* Copyright (c) 2012, Broadcom Europe Ltd Copyright (c) 2012, OtherCrashOverride Copyright (C) 2014, Fluendo S.A. @author: Josep Torra All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* A rotating cube rendered with OpenGL|ES with a video on it */ #include #include #include #include #include #include #include #include #include "bcm_host.h" #include "GLES/gl.h" #include "EGL/egl.h" #include "EGL/eglext.h" #include "cube_texture_and_coords.h" #include "triangle.h" #include "egl.h" #define PATH "./" #define IMAGE_SIZE_WIDTH 1920 #define IMAGE_SIZE_HEIGHT 1080 #ifndef M_PI #define M_PI 3.141592654 #endif typedef struct { DISPMANX_DISPLAY_HANDLE_T dispman_display; DISPMANX_ELEMENT_HANDLE_T dispman_element; uint32_t screen_width; uint32_t screen_height; gboolean animate; /* OpenGL|ES objects */ EGLDisplayWrapper *display; EGLSurface surface; EGLContext context; GLuint tex; /* model rotation vector and direction */ GLfloat rot_angle_x_inc; GLfloat rot_angle_y_inc; GLfloat rot_angle_z_inc; /* current model rotation angles */ GLfloat rot_angle_x; GLfloat rot_angle_y; GLfloat rot_angle_z; /* current distance from camera */ GLfloat distance; GLfloat distance_inc; /* GLib mainloop */ GMainLoop *main_loop; /* Rendering thread state */ gboolean running; IPC_T ipc; } AppState; static void init_ogl (AppState * state); static void init_model_proj (AppState * state); static void reset_model (AppState * state); static GLfloat inc_and_wrap_angle (GLfloat angle, GLfloat angle_inc); static GLfloat inc_and_clip_distance (GLfloat distance, GLfloat distance_inc); static void redraw_scene (AppState * state); static void update_model (AppState * state); static void init_textures (AppState * state); static volatile int terminate; static AppState _state, *state = &_state; /*********************************************************** * Name: init_ogl * * Arguments: * AppState *state - holds OGLES model info * * Description: Sets the display, OpenGL|ES context and screen stuff * * Returns: void * ***********************************************************/ static void init_ogl (AppState * state) { int32_t success = 0; EGLBoolean result; EGLint num_config; EGLDisplay display; static EGL_DISPMANX_WINDOW_T nativewindow; DISPMANX_UPDATE_HANDLE_T dispman_update; DISPMANX_MODEINFO_T mode_info; VC_RECT_T dst_rect; VC_RECT_T src_rect; static const EGLint attribute_list[] = { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 16, //EGL_SAMPLES, 4, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE }; EGLConfig config; /* get an EGL display connection */ display = eglGetDisplay (EGL_DEFAULT_DISPLAY); assert (display != EGL_NO_DISPLAY); state->display = egl_display_new (display, display, (GDestroyNotify) eglTerminate); /* initialize the EGL display connection */ result = eglInitialize (display, NULL, NULL); assert (EGL_FALSE != result); /* get an appropriate EGL frame buffer configuration * this uses a BRCM extension that gets the closest match, rather * than standard which returns anything that matches. */ result = eglSaneChooseConfigBRCM (display, attribute_list, &config, 1, &num_config); assert (EGL_FALSE != result); /* create an EGL rendering context */ state->context = eglCreateContext (display, config, EGL_NO_CONTEXT, NULL); assert (state->context != EGL_NO_CONTEXT); /* Open display */ state->dispman_display = vc_dispmanx_display_open (0 /* LCD */ ); assert (state->dispman_display); /* Get display dimensions */ success = vc_dispmanx_display_get_info(state->dispman_display, &mode_info); assert (success >= 0); state->screen_width = mode_info.width; state->screen_height = mode_info.height; /* create an EGL window surface */ dst_rect.x = 0; dst_rect.y = 0; dst_rect.width = state->screen_width; dst_rect.height = state->screen_height; src_rect.x = 0; src_rect.y = 0; src_rect.width = state->screen_width << 16; src_rect.height = state->screen_height << 16; dispman_update = vc_dispmanx_update_start (0); state->dispman_element = vc_dispmanx_element_add (dispman_update, state->dispman_display, 0 /*layer */ , &dst_rect, 0 /*src */ , &src_rect, DISPMANX_PROTECTION_NONE, 0 /*alpha */ , 0 /*clamp */ , 0 /*transform */ ); nativewindow.element = state->dispman_element; nativewindow.width = state->screen_width; nativewindow.height = state->screen_height; vc_dispmanx_update_submit_sync (dispman_update); state->surface = eglCreateWindowSurface (display, config, &nativewindow, NULL); assert (state->surface != EGL_NO_SURFACE); /* connect the context to the surface */ result = eglMakeCurrent (display, state->surface, state->surface, state->context); assert (EGL_FALSE != result); /* Set background color and clear buffers */ glClearColor (0.15f, 0.25f, 0.35f, 1.0f); /* Enable back face culling. */ glEnable (GL_CULL_FACE); glMatrixMode (GL_MODELVIEW); } /*********************************************************** * Name: init_model_proj * * Arguments: * AppState *state - holds OGLES model info * * Description: Sets the OpenGL|ES model to default values * * Returns: void * ***********************************************************/ static void init_model_proj (AppState * state) { float nearp = 1.0f; float farp = 500.0f; float hht; float hwd; glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glViewport (0, 0, (GLsizei) state->screen_width, (GLsizei) state->screen_height); glMatrixMode (GL_PROJECTION); glLoadIdentity (); hht = nearp * (float) tan (45.0 / 2.0 / 180.0 * M_PI); hwd = hht * (float) state->screen_width / (float) state->screen_height; glFrustumf (-hwd, hwd, -hht, hht, nearp, farp); glEnableClientState (GL_VERTEX_ARRAY); glVertexPointer (3, GL_BYTE, 0, quadx); reset_model (state); } /*********************************************************** * Name: reset_model * * Arguments: * AppState *state - holds OGLES model info * * Description: Resets the Model projection and rotation direction * * Returns: void * ***********************************************************/ static void reset_model (AppState * state) { /* reset model position */ glMatrixMode (GL_MODELVIEW); glLoadIdentity (); glTranslatef (0.f, 0.f, -50.f); /* reset model rotation */ state->rot_angle_x = 45.f; state->rot_angle_y = 30.f; state->rot_angle_z = 0.f; state->rot_angle_x_inc = 0.5f; state->rot_angle_y_inc = 0.5f; state->rot_angle_z_inc = 0.f; state->distance = 40.f; } /*********************************************************** * Name: update_model * * Arguments: * AppState *state - holds OGLES model info * * Description: Updates model projection to current position/rotation * * Returns: void * ***********************************************************/ static void update_model (AppState * state) { if (state->animate) { /* update position */ state->rot_angle_x = inc_and_wrap_angle (state->rot_angle_x, state->rot_angle_x_inc); state->rot_angle_y = inc_and_wrap_angle (state->rot_angle_y, state->rot_angle_y_inc); state->rot_angle_z = inc_and_wrap_angle (state->rot_angle_z, state->rot_angle_z_inc); state->distance = inc_and_clip_distance (state->distance, state->distance_inc); } glLoadIdentity (); /* move camera back to see the cube */ glTranslatef (0.f, 0.f, -state->distance); /* Rotate model to new position */ glRotatef (state->rot_angle_x, 1.f, 0.f, 0.f); glRotatef (state->rot_angle_y, 0.f, 1.f, 0.f); glRotatef (state->rot_angle_z, 0.f, 0.f, 1.f); } /*********************************************************** * Name: inc_and_wrap_angle * * Arguments: * GLfloat angle current angle * GLfloat angle_inc angle increment * * Description: Increments or decrements angle by angle_inc degrees * Wraps to 0 at 360 deg. * * Returns: new value of angle * ***********************************************************/ static GLfloat inc_and_wrap_angle (GLfloat angle, GLfloat angle_inc) { angle += angle_inc; if (angle >= 360.0) angle -= 360.f; else if (angle <= 0) angle += 360.f; return angle; } /*********************************************************** * Name: inc_and_clip_distance * * Arguments: * GLfloat distance current distance * GLfloat distance_inc distance increment * * Description: Increments or decrements distance by distance_inc units * Clips to range * * Returns: new value of angle * ***********************************************************/ static GLfloat inc_and_clip_distance (GLfloat distance, GLfloat distance_inc) { distance += distance_inc; if (distance >= 120.0f) distance = 120.f; else if (distance <= 40.0f) distance = 40.0f; return distance; } /*********************************************************** * Name: redraw_scene * * Arguments: * AppState *state - holds OGLES model info * * Description: Draws the model and calls eglSwapBuffers * to render to screen * * Returns: void * ***********************************************************/ static void redraw_scene (AppState * state) { EGLDisplay display = egl_display_get (state->display); /* Start with a clear screen */ glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Need to rotate textures - do this by rotating each cube face */ glRotatef (270.f, 0.f, 0.f, 1.f); /* front face normal along z axis */ /* draw first 4 vertices */ glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); /* same pattern for other 5 faces - rotation chosen to make image orientation 'nice' */ glRotatef (90.f, 0.f, 0.f, 1.f); /* back face normal along z axis */ glDrawArrays (GL_TRIANGLE_STRIP, 4, 4); glRotatef (90.f, 1.f, 0.f, 0.f); /* left face normal along x axis */ glDrawArrays (GL_TRIANGLE_STRIP, 8, 4); glRotatef (90.f, 1.f, 0.f, 0.f); /* right face normal along x axis */ glDrawArrays (GL_TRIANGLE_STRIP, 12, 4); glRotatef (270.f, 0.f, 1.f, 0.f); /* top face normal along y axis */ glDrawArrays (GL_TRIANGLE_STRIP, 16, 4); glRotatef (90.f, 0.f, 1.f, 0.f); /* bottom face normal along y axis */ glDrawArrays (GL_TRIANGLE_STRIP, 20, 4); eglSwapBuffers (display, state->surface); } /*********************************************************** * Name: init_textures * * Arguments: * AppState *state - holds OGLES model info * * Description: Initialise OGL|ES texture surfaces to use image * buffers * * Returns: void * ***********************************************************/ static void init_textures (AppState * state) { EGLDisplay display = egl_display_get (state->display); glGenTextures (1, &state->tex); glBindTexture (GL_TEXTURE_2D, state->tex); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, IMAGE_SIZE_WIDTH, IMAGE_SIZE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); #if 0 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); #else glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #endif glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* Create EGL Image */ state->ipc.eglImage = eglCreateImageKHR (display, state->context, EGL_GL_TEXTURE_2D_KHR, (EGLClientBuffer) state->tex, 0); if (state->ipc.eglImage == EGL_NO_IMAGE_KHR) { g_print ("eglCreateImageKHR failed.\n"); exit (1); } /* setup overall texture environment */ glTexCoordPointer (2, GL_FLOAT, 0, texCoords); glEnableClientState (GL_TEXTURE_COORD_ARRAY); glEnable (GL_TEXTURE_2D); /* Bind texture surface to current vertices */ glBindTexture (GL_TEXTURE_2D, state->tex); } //------------------------------------------------------------------------------ static void close_ogl (void) { DISPMANX_UPDATE_HANDLE_T dispman_update; EGLDisplay display = egl_display_get (state->display); if (state->ipc.eglImage != 0) { if (!eglDestroyImageKHR (display, (EGLImageKHR) state->ipc.eglImage)) g_print ("eglDestroyImageKHR failed."); } /* clear screen */ glClear (GL_COLOR_BUFFER_BIT); eglSwapBuffers (display, state->surface); /* Release OpenGL resources */ eglMakeCurrent (display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroySurface (display, state->surface); eglDestroyContext (display, state->context); egl_display_unref (state->display); dispman_update = vc_dispmanx_update_start (0); vc_dispmanx_element_remove (dispman_update, state->dispman_element); vc_dispmanx_update_submit_sync (dispman_update); vc_dispmanx_display_close (state->dispman_display); } //============================================================================== static void open_ogl (void) { bcm_host_init (); /* Start OpenGLES */ init_ogl (state); /* Setup the model world */ init_model_proj (state); /* initialize the OGLES texture(s) */ init_textures (state); } static gpointer render_func (gpointer data) { open_ogl (); state->running = TRUE; do { update_model (state); redraw_scene (state); g_usleep (0); } while (state->running == TRUE); close_ogl (); return NULL; } /* Process keyboard input */ static gboolean handle_keyboard (GIOChannel * source, GIOCondition cond, AppState * state) { gsize bytesread; gchar op; if (g_io_channel_read_chars (source, &op, 1, &bytesread, NULL) == G_IO_STATUS_NORMAL) { switch (op) { case 'a': if (state->animate) { state->animate = FALSE; g_print ("Animation disabled\n"); } else { state->animate = TRUE; g_print ("Animation enabled\n"); } break; case 'q': video_decode_stop (); g_main_loop_quit (state->main_loop); break; default: /* g_print ("%02x ", op); */ break; } } return TRUE; } int main () { GThread *rthread = NULL, *mthread = NULL; GIOChannel *io_stdin; struct termios cooked, raw; /* must initialise the threading system before using any other GLib funtion */ if (!g_thread_supported ()) g_thread_init (NULL); /* Clear application state */ memset (state, 0, sizeof (*state)); state->animate = TRUE; /* Create a GLib Main Loop and set it to run */ state->main_loop = g_main_loop_new (NULL, FALSE); /* Get the state of the tty */ tcgetattr (0, &cooked); /* Make a copy we can mess with */ memcpy (&raw, &cooked, sizeof (struct termios)); /* Turn off linebuffering, and special-character processing, * but not the SIGINT or SIGQUIT keys. */ raw.c_lflag &= ~(ICANON | ECHO); /* Ship the raw control blts */ tcsetattr (0, TCSANOW, &raw); /* Add a keyboard watch so we get notified of keystrokes */ io_stdin = g_io_channel_unix_new (fileno (stdin)); g_io_add_watch (io_stdin, G_IO_IN, (GIOFunc) handle_keyboard, state); g_io_channel_unref (io_stdin); /* *INDENT-OFF* */ g_print ("Available commands: \n" " a - Toggle animation \n" " q - Quit \n"); /* *INDENT-ON* */ if (!(rthread = g_thread_new ("render", (GThreadFunc) render_func, NULL))) { g_print ("Render thread creation failed\n"); goto done; } g_usleep(50000); if (!(mthread = g_thread_new ("media", (GThreadFunc) video_decode_test, &state->ipc))) { g_print ("Media thread creation failed\n"); goto done; } /* Start the mainloop */ g_main_loop_run (state->main_loop); done: /* Unref the mainloop */ if (state->main_loop) { g_main_loop_unref (state->main_loop); } /* Stop media thread */ if (mthread) g_thread_join (mthread); /* Stop rendering thread */ state->running = FALSE; if (rthread) g_thread_join (rthread); tcsetattr (0, TCSANOW, &cooked); g_print ("test finished\n"); return 0; }