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/*
* Copyright (c) 2017 Rob Clark <rclark@redhat.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sub license,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#define _GNU_SOURCE
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "common.h"
#include "esUtil.h"
static struct {
struct egl egl;
GLfloat aspect;
const struct gbm *gbm;
GLuint program, blit_program;
/* uniform handles: */
GLint modelviewmatrix, modelviewprojectionmatrix, normalmatrix;
GLint texture, blit_texture;
GLuint vbo;
GLuint positionsoffset, texcoordsoffset, normalsoffset;
GLuint tex;
/* video decoder: */
struct decoder *decoder;
int filenames_count, idx;
const char *filenames[32];
EGLSyncKHR last_fence;
} gl;
static const struct egl *egl = &gl.egl;
static const GLfloat vVertices[] = {
// front
-1.0f, -1.0f, +1.0f,
+1.0f, -1.0f, +1.0f,
-1.0f, +1.0f, +1.0f,
+1.0f, +1.0f, +1.0f,
// back
+1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
+1.0f, +1.0f, -1.0f,
-1.0f, +1.0f, -1.0f,
// right
+1.0f, -1.0f, +1.0f,
+1.0f, -1.0f, -1.0f,
+1.0f, +1.0f, +1.0f,
+1.0f, +1.0f, -1.0f,
// left
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, +1.0f,
-1.0f, +1.0f, -1.0f,
-1.0f, +1.0f, +1.0f,
// top
-1.0f, +1.0f, +1.0f,
+1.0f, +1.0f, +1.0f,
-1.0f, +1.0f, -1.0f,
+1.0f, +1.0f, -1.0f,
// bottom
-1.0f, -1.0f, -1.0f,
+1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, +1.0f,
+1.0f, -1.0f, +1.0f,
};
static const GLfloat vTexCoords[] = {
//front
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
//back
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
//right
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
//left
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
//top
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
//bottom
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
static const GLfloat vNormals[] = {
// front
+0.0f, +0.0f, +1.0f, // forward
+0.0f, +0.0f, +1.0f, // forward
+0.0f, +0.0f, +1.0f, // forward
+0.0f, +0.0f, +1.0f, // forward
// back
+0.0f, +0.0f, -1.0f, // backward
+0.0f, +0.0f, -1.0f, // backward
+0.0f, +0.0f, -1.0f, // backward
+0.0f, +0.0f, -1.0f, // backward
// right
+1.0f, +0.0f, +0.0f, // right
+1.0f, +0.0f, +0.0f, // right
+1.0f, +0.0f, +0.0f, // right
+1.0f, +0.0f, +0.0f, // right
// left
-1.0f, +0.0f, +0.0f, // left
-1.0f, +0.0f, +0.0f, // left
-1.0f, +0.0f, +0.0f, // left
-1.0f, +0.0f, +0.0f, // left
// top
+0.0f, +1.0f, +0.0f, // up
+0.0f, +1.0f, +0.0f, // up
+0.0f, +1.0f, +0.0f, // up
+0.0f, +1.0f, +0.0f, // up
// bottom
+0.0f, -1.0f, +0.0f, // down
+0.0f, -1.0f, +0.0f, // down
+0.0f, -1.0f, +0.0f, // down
+0.0f, -1.0f, +0.0f // down
};
static const char *blit_vs =
"attribute vec4 in_position; \n"
"attribute vec2 in_TexCoord; \n"
" \n"
"varying vec2 vTexCoord; \n"
" \n"
"void main() \n"
"{ \n"
" gl_Position = in_position; \n"
" vTexCoord = in_TexCoord; \n"
"} \n";
static const char *blit_fs =
"#extension GL_OES_EGL_image_external : enable\n"
"precision mediump float; \n"
" \n"
"uniform samplerExternalOES uTex; \n"
" \n"
"varying vec2 vTexCoord; \n"
" \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D(uTex, vTexCoord);\n"
"} \n";
static const char *vertex_shader_source =
"uniform mat4 modelviewMatrix; \n"
"uniform mat4 modelviewprojectionMatrix;\n"
"uniform mat3 normalMatrix; \n"
" \n"
"attribute vec4 in_position; \n"
"attribute vec2 in_TexCoord; \n"
"attribute vec3 in_normal; \n"
" \n"
"vec4 lightSource = vec4(2.0, 2.0, 20.0, 0.0);\n"
" \n"
"varying vec4 vVaryingColor; \n"
"varying vec2 vTexCoord; \n"
" \n"
"void main() \n"
"{ \n"
" gl_Position = modelviewprojectionMatrix * in_position;\n"
" vec3 vEyeNormal = normalMatrix * in_normal;\n"
" vec4 vPosition4 = modelviewMatrix * in_position;\n"
" vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n"
" vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n"
" float diff = max(0.0, dot(vEyeNormal, vLightDir));\n"
" vVaryingColor = vec4(diff * vec3(1.0, 1.0, 1.0), 1.0);\n"
" vTexCoord = in_TexCoord; \n"
"} \n";
static const char *fragment_shader_source =
"#extension GL_OES_EGL_image_external : enable\n"
"precision mediump float; \n"
" \n"
"uniform samplerExternalOES uTex; \n"
" \n"
"varying vec4 vVaryingColor; \n"
"varying vec2 vTexCoord; \n"
" \n"
"void main() \n"
"{ \n"
" gl_FragColor = vVaryingColor * texture2D(uTex, vTexCoord);\n"
"} \n";
static void draw_cube_video(unsigned i)
{
ESMatrix modelview;
EGLImage frame;
if (gl.last_fence) {
egl->eglClientWaitSyncKHR(egl->display, gl.last_fence, 0, EGL_FOREVER_KHR);
egl->eglDestroySyncKHR(egl->display, gl.last_fence);
gl.last_fence = NULL;
}
frame = video_frame(gl.decoder);
if (!frame) {
/* end of stream */
glDeleteTextures(1, &gl.tex);
glGenTextures(1, &gl.tex);
video_deinit(gl.decoder);
gl.idx = (gl.idx + 1) % gl.filenames_count;
gl.decoder = video_init(&gl.egl, gl.gbm, gl.filenames[gl.idx]);
}
glUseProgram(gl.blit_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
egl->glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, frame);
/* clear the color buffer */
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(gl.blit_program);
glUniform1i(gl.blit_texture, 0); /* '0' refers to texture unit 0. */
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUseProgram(gl.program);
esMatrixLoadIdentity(&modelview);
esTranslate(&modelview, 0.0f, 0.0f, -8.0f);
esRotate(&modelview, 45.0f + (0.25f * i), 1.0f, 0.0f, 0.0f);
esRotate(&modelview, 45.0f - (0.5f * i), 0.0f, 1.0f, 0.0f);
esRotate(&modelview, 10.0f + (0.15f * i), 0.0f, 0.0f, 1.0f);
ESMatrix projection;
esMatrixLoadIdentity(&projection);
esFrustum(&projection, -2.1f, +2.1f, -2.1f * gl.aspect, +2.1f * gl.aspect, 6.0f, 10.0f);
ESMatrix modelviewprojection;
esMatrixLoadIdentity(&modelviewprojection);
esMatrixMultiply(&modelviewprojection, &modelview, &projection);
float normal[9];
normal[0] = modelview.m[0][0];
normal[1] = modelview.m[0][1];
normal[2] = modelview.m[0][2];
normal[3] = modelview.m[1][0];
normal[4] = modelview.m[1][1];
normal[5] = modelview.m[1][2];
normal[6] = modelview.m[2][0];
normal[7] = modelview.m[2][1];
normal[8] = modelview.m[2][2];
glUniformMatrix4fv(gl.modelviewmatrix, 1, GL_FALSE, &modelview.m[0][0]);
glUniformMatrix4fv(gl.modelviewprojectionmatrix, 1, GL_FALSE, &modelviewprojection.m[0][0]);
glUniformMatrix3fv(gl.normalmatrix, 1, GL_FALSE, normal);
glUniform1i(gl.texture, 0); /* '0' refers to texture unit 0. */
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);
gl.last_fence = egl->eglCreateSyncKHR(egl->display, EGL_SYNC_FENCE_KHR, NULL);
}
const struct egl * init_cube_video(const struct gbm *gbm, const char *filenames, int samples)
{
char *fnames, *s;
int ret, i = 0;
ret = init_egl(&gl.egl, gbm, samples);
if (ret)
return NULL;
if (egl_check(&gl.egl, glEGLImageTargetTexture2DOES) ||
egl_check(egl, eglCreateSyncKHR) ||
egl_check(egl, eglDestroySyncKHR) ||
egl_check(egl, eglClientWaitSyncKHR))
return NULL;
fnames = strdup(filenames);
while ((s = strstr(fnames, ","))) {
gl.filenames[i] = fnames;
s[0] = '\0';
fnames = &s[1];
i++;
}
gl.filenames[i] = fnames;
gl.filenames_count = ++i;
gl.decoder = video_init(&gl.egl, gbm, gl.filenames[gl.idx]);
if (!gl.decoder) {
printf("cannot create video decoder\n");
return NULL;
}
gl.aspect = (GLfloat)(gbm->height) / (GLfloat)(gbm->width);
gl.gbm = gbm;
ret = create_program(blit_vs, blit_fs);
if (ret < 0)
return NULL;
gl.blit_program = ret;
glBindAttribLocation(gl.blit_program, 0, "in_position");
glBindAttribLocation(gl.blit_program, 1, "in_TexCoord");
ret = link_program(gl.blit_program);
if (ret)
return NULL;
gl.blit_texture = glGetUniformLocation(gl.blit_program, "uTex");
ret = create_program(vertex_shader_source, fragment_shader_source);
if (ret < 0)
return NULL;
gl.program = ret;
glBindAttribLocation(gl.program, 0, "in_position");
glBindAttribLocation(gl.program, 1, "in_TexCoord");
glBindAttribLocation(gl.program, 2, "in_normal");
ret = link_program(gl.program);
if (ret)
return NULL;
gl.modelviewmatrix = glGetUniformLocation(gl.program, "modelviewMatrix");
gl.modelviewprojectionmatrix = glGetUniformLocation(gl.program, "modelviewprojectionMatrix");
gl.normalmatrix = glGetUniformLocation(gl.program, "normalMatrix");
gl.texture = glGetUniformLocation(gl.program, "uTex");
glViewport(0, 0, gbm->width, gbm->height);
glEnable(GL_CULL_FACE);
gl.positionsoffset = 0;
gl.texcoordsoffset = sizeof(vVertices);
gl.normalsoffset = sizeof(vVertices) + sizeof(vTexCoords);
glGenBuffers(1, &gl.vbo);
glBindBuffer(GL_ARRAY_BUFFER, gl.vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices) + sizeof(vTexCoords) + sizeof(vNormals), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, gl.positionsoffset, sizeof(vVertices), &vVertices[0]);
glBufferSubData(GL_ARRAY_BUFFER, gl.texcoordsoffset, sizeof(vTexCoords), &vTexCoords[0]);
glBufferSubData(GL_ARRAY_BUFFER, gl.normalsoffset, sizeof(vNormals), &vNormals[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.positionsoffset);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.texcoordsoffset);
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.normalsoffset);
glEnableVertexAttribArray(2);
glGenTextures(1, &gl.tex);
gl.egl.draw = draw_cube_video;
return &gl.egl;
}
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