raspberry pi port
[gpsp.git] / raspberrypi / test / gles_video.c
1 #include "bcm_host.h"
2 #include "GLES/gl.h"
3 #include "EGL/egl.h"
4 #include "EGL/eglext.h"
5 #include "GLES2/gl2.h"
6 #include <assert.h>
7 #include <stdio.h>
8 #include <stdlib.h>
9 #include <memory.h>
10
11 static uint32_t frame_width = 0;
12 static uint32_t frame_height = 0;
13
14
15 #define SHOW_ERROR              gles_show_error();
16
17 static void SetOrtho(GLfloat m[4][4], GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far, GLfloat scale_x, GLfloat scale_y);
18
19 static const char* vertex_shader =
20         "uniform mat4 u_vp_matrix;                                                              \n"
21         "attribute vec4 a_position;                                                             \n"
22         "attribute vec2 a_texcoord;                                                             \n"
23         "varying mediump vec2 v_texcoord;                                               \n"
24         "void main()                                                                                    \n"
25         "{                                                                                                              \n"
26         "       v_texcoord = a_texcoord;                                                        \n"
27         "       gl_Position = u_vp_matrix * a_position;                         \n"
28         "}                                                                                                              \n";
29
30 static const char* fragment_shader =
31         "varying mediump vec2 v_texcoord;                                               \n"
32         "uniform sampler2D u_texture;                                                   \n"
33         "void main()                                                                                    \n"
34         "{                                                                                                              \n"
35         "       gl_FragColor = texture2D(u_texture, v_texcoord);        \n"
36         "}                                                                                                              \n";
37
38 static const GLfloat vertices[] =
39 {
40         -0.5f, -0.5f, 0.0f,
41         +0.5f, -0.5f, 0.0f,
42         +0.5f, +0.5f, 0.0f,
43         -0.5f, +0.5f, 0.0f,
44 };
45
46 #define TEX_WIDTH       1024
47 #define TEX_HEIGHT      512
48
49 static const GLfloat uvs[8];
50
51 static const GLushort indices[] =
52 {
53         0, 1, 2,
54         0, 2, 3,
55 };
56
57 static const int kVertexCount = 4;
58 static const int kIndexCount = 6;
59
60
61 void Create_uvs(GLfloat * matrix, GLfloat max_u, GLfloat max_v) {
62     memset(matrix,0,sizeof(GLfloat)*8);
63     matrix[3]=max_v;
64     matrix[4]=max_u;
65     matrix[5]=max_v;
66     matrix[6]=max_u;
67
68 }
69
70 void gles_show_error()
71 {
72         GLenum error = GL_NO_ERROR;
73     error = glGetError();
74     if (GL_NO_ERROR != error)
75         printf("GL Error %x encountered!\n", error);
76 }
77
78 static GLuint CreateShader(GLenum type, const char *shader_src)
79 {
80         GLuint shader = glCreateShader(type);
81         if(!shader)
82                 return 0;
83
84         // Load and compile the shader source
85         glShaderSource(shader, 1, &shader_src, NULL);
86         glCompileShader(shader);
87
88         // Check the compile status
89         GLint compiled = 0;
90         glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
91         if(!compiled)
92         {
93                 GLint info_len = 0;
94                 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
95                 if(info_len > 1)
96                 {
97                         char* info_log = (char *)malloc(sizeof(char) * info_len);
98                         glGetShaderInfoLog(shader, info_len, NULL, info_log);
99                         // TODO(dspringer): We could really use a logging API.
100                         printf("Error compiling shader:\n%s\n", info_log);
101                         free(info_log);
102                 }
103                 glDeleteShader(shader);
104                 return 0;
105         }
106         return shader;
107 }
108
109 static GLuint CreateProgram(const char *vertex_shader_src, const char *fragment_shader_src)
110 {
111         GLuint vertex_shader = CreateShader(GL_VERTEX_SHADER, vertex_shader_src);
112         if(!vertex_shader)
113                 return 0;
114         GLuint fragment_shader = CreateShader(GL_FRAGMENT_SHADER, fragment_shader_src);
115         if(!fragment_shader)
116         {
117                 glDeleteShader(vertex_shader);
118                 return 0;
119         }
120
121         GLuint program_object = glCreateProgram();
122         if(!program_object)
123                 return 0;
124         glAttachShader(program_object, vertex_shader);
125         glAttachShader(program_object, fragment_shader);
126
127         // Link the program
128         glLinkProgram(program_object);
129
130         // Check the link status
131         GLint linked = 0;
132         glGetProgramiv(program_object, GL_LINK_STATUS, &linked);
133         if(!linked)
134         {
135                 GLint info_len = 0;
136                 glGetProgramiv(program_object, GL_INFO_LOG_LENGTH, &info_len);
137                 if(info_len > 1)
138                 {
139                         char* info_log = (char *)malloc(info_len);
140                         glGetProgramInfoLog(program_object, info_len, NULL, info_log);
141                         // TODO(dspringer): We could really use a logging API.
142                         printf("Error linking program:\n%s\n", info_log);
143                         free(info_log);
144                 }
145                 glDeleteProgram(program_object);
146                 return 0;
147         }
148         // Delete these here because they are attached to the program object.
149         glDeleteShader(vertex_shader);
150         glDeleteShader(fragment_shader);
151         return program_object;
152 }
153
154 typedef struct ShaderInfo {
155                 GLuint program;
156                 GLint a_position;
157                 GLint a_texcoord;
158                 GLint u_vp_matrix;
159                 GLint u_texture;
160 } ShaderInfo;
161
162 static ShaderInfo shader;
163 static ShaderInfo shader_filtering;
164 static GLuint buffers[3];
165 static GLuint textures[2];
166
167
168 static void gles2_create()
169 {
170         memset(&shader, 0, sizeof(ShaderInfo));
171         shader.program = CreateProgram(vertex_shader, fragment_shader);
172         if(shader.program)
173         {
174                 shader.a_position       = glGetAttribLocation(shader.program,   "a_position");
175                 shader.a_texcoord       = glGetAttribLocation(shader.program,   "a_texcoord");
176                 shader.u_vp_matrix      = glGetUniformLocation(shader.program,  "u_vp_matrix");
177                 shader.u_texture        = glGetUniformLocation(shader.program,  "u_texture");
178         }
179         glGenTextures(1, textures);
180         glBindTexture(GL_TEXTURE_2D, textures[0]);
181         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEX_WIDTH, TEX_HEIGHT, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
182
183         Create_uvs(uvs, (float)frame_width/TEX_WIDTH, (float)frame_height/TEX_HEIGHT);
184
185         glGenBuffers(3, buffers);
186         glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
187         glBufferData(GL_ARRAY_BUFFER, kVertexCount * sizeof(GLfloat) * 3, vertices, GL_STATIC_DRAW);
188         glBindBuffer(GL_ARRAY_BUFFER, buffers[1]);
189         glBufferData(GL_ARRAY_BUFFER, kVertexCount * sizeof(GLfloat) * 2, uvs, GL_STATIC_DRAW);
190         glBindBuffer(GL_ARRAY_BUFFER, 0);
191         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2]);
192         glBufferData(GL_ELEMENT_ARRAY_BUFFER, kIndexCount * sizeof(GL_UNSIGNED_SHORT), indices, GL_STATIC_DRAW);
193         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
194
195         glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
196         glDisable(GL_DEPTH_TEST);
197         glDisable(GL_BLEND);
198         glDisable(GL_DITHER);
199 }
200
201 static uint32_t screen_width = 0;
202 static uint32_t screen_height = 0;
203
204 static EGLDisplay display = NULL;
205 static EGLSurface surface = NULL;
206 static EGLContext context = NULL;
207 static EGL_DISPMANX_WINDOW_T nativewindow;
208
209 static GLfloat proj[4][4];
210 static GLint filter_min;
211 static GLint filter_mag;
212
213 void video_init(uint32_t _width, uint32_t _height, uint32_t filter)
214 {
215         if ((_width==0)||(_height==0))
216                 return;
217
218         frame_width = _width;
219         frame_height = _height;
220         
221         bcm_host_init();
222
223         // get an EGL display connection
224         display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
225         assert(display != EGL_NO_DISPLAY);
226
227         // initialize the EGL display connection
228         EGLBoolean result = eglInitialize(display, NULL, NULL);
229         assert(EGL_FALSE != result);
230
231         // get an appropriate EGL frame buffer configuration
232         EGLint num_config;
233         EGLConfig config;
234         static const EGLint attribute_list[] =
235         {
236                 EGL_RED_SIZE, 8,
237                 EGL_GREEN_SIZE, 8,
238                 EGL_BLUE_SIZE, 8,
239                 EGL_ALPHA_SIZE, 8,
240                 EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
241                 EGL_NONE
242         };
243         result = eglChooseConfig(display, attribute_list, &config, 1, &num_config);
244         assert(EGL_FALSE != result);
245
246         result = eglBindAPI(EGL_OPENGL_ES_API);
247         assert(EGL_FALSE != result);
248
249         // create an EGL rendering context
250         static const EGLint context_attributes[] =
251         {
252                 EGL_CONTEXT_CLIENT_VERSION, 2,
253                 EGL_NONE
254         };
255         context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attributes);
256         assert(context != EGL_NO_CONTEXT);
257
258         // create an EGL window surface
259         int32_t success = graphics_get_display_size(0, &screen_width, &screen_height);
260         assert(success >= 0);
261
262         VC_RECT_T dst_rect;
263         dst_rect.x = 0;
264         dst_rect.y = 0;
265         dst_rect.width = screen_width;
266         dst_rect.height = screen_height;
267
268         VC_RECT_T src_rect;
269         src_rect.x = 0;
270         src_rect.y = 0;
271         src_rect.width = screen_width << 16;
272         src_rect.height = screen_height << 16;
273
274         DISPMANX_DISPLAY_HANDLE_T dispman_display = vc_dispmanx_display_open(0);
275         DISPMANX_UPDATE_HANDLE_T dispman_update = vc_dispmanx_update_start(0);
276         DISPMANX_ELEMENT_HANDLE_T dispman_element = vc_dispmanx_element_add(dispman_update, dispman_display,
277           0, &dst_rect, 0, &src_rect, DISPMANX_PROTECTION_NONE, NULL, NULL, DISPMANX_NO_ROTATE);
278
279         nativewindow.element = dispman_element;
280         nativewindow.width = screen_width;
281         nativewindow.height = screen_height;
282         vc_dispmanx_update_submit_sync(dispman_update);
283
284         surface = eglCreateWindowSurface(display, config, &nativewindow, NULL);
285         assert(surface != EGL_NO_SURFACE);
286
287         // connect the context to the surface
288         result = eglMakeCurrent(display, surface, surface, context);
289         assert(EGL_FALSE != result);
290
291         gles2_create();
292
293         int r=(screen_height*10/frame_height);
294         int h = (frame_height*r)/10;
295         int w = (frame_width*r)/10;
296
297         glViewport((screen_width-w)/2, (screen_height-h)/2, w, h);
298         SetOrtho(proj, -0.5f, +0.5f, +0.5f, -0.5f, -1.0f, 1.0f, 1.0f ,1.0f );
299         if (filter==0) {
300             filter_min = GL_NEAREST;
301             filter_mag = GL_NEAREST;
302         } else if (filter==1) {
303             filter_min = GL_LINEAR_MIPMAP_LINEAR;
304             filter_mag = GL_LINEAR;
305         } else if (filter==2) {
306             filter_min = GL_LINEAR_MIPMAP_NEAREST;
307             filter_mag = GL_LINEAR;
308
309         }
310
311 }
312
313 static void gles2_destroy()
314 {
315         if(!shader.program)
316                 return;
317         glDeleteBuffers(3, buffers); SHOW_ERROR
318         glDeleteProgram(shader.program); SHOW_ERROR
319 }
320
321 static void SetOrtho(GLfloat m[4][4], GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far, GLfloat scale_x, GLfloat scale_y)
322 {
323         memset(m, 0, 4*4*sizeof(GLfloat));
324         m[0][0] = 2.0f/(right - left)*scale_x;
325         m[1][1] = 2.0f/(top - bottom)*scale_y;
326         m[2][2] = -2.0f/(far - near);
327         m[3][0] = -(right + left)/(right - left);
328         m[3][1] = -(top + bottom)/(top - bottom);
329         m[3][2] = -(far + near)/(far - near);
330         m[3][3] = 1;
331 }
332 #define RGB15(r, g, b)  (((r) << (5+6)) | ((g) << 6) | (b))
333
334 static void gles2_Draw( uint16_t *pixels)
335 {
336         if(!shader.program)
337                 return;
338
339         glClear(GL_COLOR_BUFFER_BIT);
340
341         glUseProgram(shader.program);
342
343         glBindTexture(GL_TEXTURE_2D, textures[0]);
344         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, frame_width, frame_height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
345         glActiveTexture(GL_TEXTURE0);
346         glUniform1i(shader.u_texture, 0);
347
348         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_min);
349         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_mag);
350         glGenerateMipmap(GL_TEXTURE_2D);
351
352         glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
353         glVertexAttribPointer(shader.a_position, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), NULL);
354         glEnableVertexAttribArray(shader.a_position);
355
356         glBindBuffer(GL_ARRAY_BUFFER, buffers[1]);
357         glVertexAttribPointer(shader.a_texcoord, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), NULL);
358         glEnableVertexAttribArray(shader.a_texcoord);
359
360         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2]);
361         glUniformMatrix4fv(shader.u_vp_matrix, 1, GL_FALSE, (const GLfloat * )&proj);
362         glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_SHORT, 0);
363
364         glBindBuffer(GL_ARRAY_BUFFER, 0);
365         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
366         //glFlush();
367 }
368
369 void video_close()
370 {
371         gles2_destroy();
372         // Release OpenGL resources
373         eglMakeCurrent( display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );
374         eglDestroySurface( display, surface );
375         eglDestroyContext( display, context );
376         eglTerminate( display );
377 }
378
379 void video_draw(uint16_t *pixels)
380 {
381         gles2_Draw (pixels);
382         eglSwapBuffers(display, surface);
383 }