1 | /* |
2 | Copyright (c) 2013, Broadcom Europe Ltd |
3 | Copyright (c) 2013, Tim Gover |
4 | All rights reserved. |
5 | |
6 | |
7 | Redistribution and use in source and binary forms, with or without |
8 | modification, are permitted provided that the following conditions are met: |
9 | * Redistributions of source code must retain the above copyright |
10 | notice, this list of conditions and the following disclaimer. |
11 | * Redistributions in binary form must reproduce the above copyright |
12 | notice, this list of conditions and the following disclaimer in the |
13 | documentation and/or other materials provided with the distribution. |
14 | * Neither the name of the copyright holder nor the |
15 | names of its contributors may be used to endorse or promote products |
16 | derived from this software without specific prior written permission. |
17 | |
18 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND |
19 | ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
20 | WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
21 | DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY |
22 | DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
23 | (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
24 | LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
25 | ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
26 | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
27 | SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
28 | */ |
29 | |
30 | #include "yuv.h" |
31 | #include "RaspiTex.h" |
32 | #include "RaspiTexUtil.h" |
33 | #include <GLES2/gl2.h> |
34 | #include <EGL/egl.h> |
35 | #include <EGL/eglext.h> |
36 | |
37 | /* Draw a scaled quad showing the the entire texture with the |
38 | * origin defined as an attribute */ |
39 | static RASPITEXUTIL_SHADER_PROGRAM_T yuv_shader = |
40 | { |
41 | .vertex_source = |
42 | "attribute vec2 vertex;\n" |
43 | "attribute vec2 top_left;\n" |
44 | "varying vec2 texcoord;\n" |
45 | "void main(void) {\n" |
46 | " texcoord = vertex + vec2(0.0, 1.0);\n" |
47 | " gl_Position = vec4(top_left + vertex, 0.0, 1.0);\n" |
48 | "}\n" , |
49 | |
50 | .fragment_source = |
51 | "#extension GL_OES_EGL_image_external : require\n" |
52 | "uniform samplerExternalOES tex;\n" |
53 | "varying vec2 texcoord;\n" |
54 | "void main(void) {\n" |
55 | " gl_FragColor = texture2D(tex, texcoord);\n" |
56 | "}\n" , |
57 | .uniform_names = {"tex" }, |
58 | .attribute_names = {"vertex" , "top_left" }, |
59 | }; |
60 | |
61 | static GLfloat varray[] = |
62 | { |
63 | 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, -1.0f, |
64 | 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, |
65 | }; |
66 | |
67 | static const EGLint yuv_egl_config_attribs[] = |
68 | { |
69 | EGL_RED_SIZE, 8, |
70 | EGL_GREEN_SIZE, 8, |
71 | EGL_BLUE_SIZE, 8, |
72 | EGL_ALPHA_SIZE, 8, |
73 | EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, |
74 | EGL_NONE |
75 | }; |
76 | |
77 | /** |
78 | * Creates the OpenGL ES 2.X context and builds the shaders. |
79 | * @param raspitex_state A pointer to the GL preview state. |
80 | * @return Zero if successful. |
81 | */ |
82 | static int yuv_init(RASPITEX_STATE *state) |
83 | { |
84 | int rc; |
85 | state->egl_config_attribs = yuv_egl_config_attribs; |
86 | rc = raspitexutil_gl_init_2_0(state); |
87 | if (rc != 0) |
88 | goto end; |
89 | |
90 | rc = raspitexutil_build_shader_program(&yuv_shader); |
91 | GLCHK(glUseProgram(yuv_shader.program)); |
92 | GLCHK(glUniform1i(yuv_shader.uniform_locations[0], 0)); // tex unit |
93 | end: |
94 | return rc; |
95 | } |
96 | |
97 | /** |
98 | * Draws a 2x2 grid with each shell showing the entire MMAL buffer from a |
99 | * different EGL image target. |
100 | */ |
101 | static int yuv_redraw(RASPITEX_STATE *raspitex_state) |
102 | { |
103 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
104 | |
105 | GLCHK(glUseProgram(yuv_shader.program)); |
106 | GLCHK(glActiveTexture(GL_TEXTURE0)); |
107 | GLCHK(glEnableVertexAttribArray(yuv_shader.attribute_locations[0])); |
108 | GLCHK(glVertexAttribPointer(yuv_shader.attribute_locations[0], |
109 | 2, GL_FLOAT, GL_FALSE, 0, varray)); |
110 | |
111 | // Y plane |
112 | GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->y_texture)); |
113 | GLCHK(glVertexAttrib2f(yuv_shader.attribute_locations[1], -1.0f, 1.0f)); |
114 | GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6)); |
115 | |
116 | // U plane |
117 | GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->u_texture)); |
118 | GLCHK(glVertexAttrib2f(yuv_shader.attribute_locations[1], 0.0f, 1.0f)); |
119 | GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6)); |
120 | |
121 | // V plane |
122 | GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->v_texture)); |
123 | GLCHK(glVertexAttrib2f(yuv_shader.attribute_locations[1], 0.0f, 0.0f)); |
124 | GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6)); |
125 | |
126 | // RGB plane |
127 | GLCHK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, raspitex_state->texture)); |
128 | GLCHK(glVertexAttrib2f(yuv_shader.attribute_locations[1], -1.0f, 0.0f)); |
129 | GLCHK(glDrawArrays(GL_TRIANGLES, 0, 6)); |
130 | |
131 | GLCHK(glDisableVertexAttribArray(yuv_shader.attribute_locations[0])); |
132 | GLCHK(glUseProgram(0)); |
133 | return 0; |
134 | } |
135 | |
136 | int yuv_open(RASPITEX_STATE *state) |
137 | { |
138 | state->ops.gl_init = yuv_init; |
139 | state->ops.redraw = yuv_redraw; |
140 | state->ops.update_texture = raspitexutil_update_texture; |
141 | state->ops.update_y_texture = raspitexutil_update_y_texture; |
142 | state->ops.update_u_texture = raspitexutil_update_u_texture; |
143 | state->ops.update_v_texture = raspitexutil_update_v_texture; |
144 | return 0; |
145 | } |
146 | |