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cube-tex.c
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cube-tex.c
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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.
*/
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "common.h"
#include "esUtil.h"
struct {
struct egl egl;
GLfloat aspect;
enum mode mode;
const struct gbm *gbm;
GLuint program;
/* uniform handles: */
GLint modelviewmatrix, modelviewprojectionmatrix, normalmatrix;
GLint texture, textureuv;
GLuint vbo;
GLuint positionsoffset, texcoordsoffset, normalsoffset;
GLuint tex[2];
} gl;
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,
};
GLfloat vTexCoords[] = {
//front
1.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
//back
1.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
//right
1.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
//left
1.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
//top
1.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
//bottom
1.0f, 0.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
};
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 *vertex_shader_source =
"uniform mat4 modelviewMatrix; \n"
"uniform mat4 modelviewprojectionMatrix;\n"
"uniform mat3 normalMatrix; \n"
" \n"
"attribute vec4 in_position; \n"
"attribute vec3 in_normal; \n"
"attribute vec2 in_TexCoord; \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_1img =
"#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 const char *fragment_shader_source_2img =
"#extension GL_OES_EGL_image_external : enable \n"
"precision mediump float; \n"
" \n"
"uniform samplerExternalOES uTexY; \n"
"uniform samplerExternalOES uTexUV; \n"
" \n"
"varying vec4 vVaryingColor; \n"
"varying vec2 vTexCoord; \n"
" \n"
"mat4 csc = mat4(1.0, 0.0, 1.402, -0.701, \n"
" 1.0, -0.344, -0.714, 0.529, \n"
" 1.0, 1.772, 0.0, -0.886, \n"
" 0.0, 0.0, 0.0, 0.0); \n"
" \n"
"void main() \n"
"{ \n"
" vec4 yuv; \n"
" yuv.x = texture2D(uTexY, vTexCoord).x; \n"
" yuv.yz = texture2D(uTexUV, vTexCoord).xy; \n"
" yuv.w = 1.0; \n"
" gl_FragColor = vVaryingColor * (yuv * csc);\n"
"} \n";
static const uint32_t texw = 512, texh = 512;
static int get_fd_rgba(uint32_t *pstride)
{
struct gbm_bo *bo;
void *map_data = NULL;
uint32_t stride;
extern const uint32_t raw_512x512_rgba[];
uint8_t *map, *src = (uint8_t *)raw_512x512_rgba;
int fd;
/* NOTE: do not actually use GBM_BO_USE_WRITE since that gets us a dumb buffer: */
bo = gbm_bo_create(gl.gbm->dev, texw, texh, GBM_FORMAT_ABGR8888, GBM_BO_USE_LINEAR);
map = gbm_bo_map(bo, 0, 0, texw, texh, GBM_BO_TRANSFER_WRITE, &stride, &map_data);
for (uint32_t i = 0; i < texh; i++) {
memcpy(&map[stride * i], &src[texw * 4 * i], texw * 4);
}
gbm_bo_unmap(bo, map_data);
fd = gbm_bo_get_fd(bo);
/* we have the fd now, no longer need the bo: */
gbm_bo_destroy(bo);
*pstride = stride;
return fd;
}
static int get_fd_y(uint32_t *pstride)
{
struct gbm_bo *bo;
void *map_data = NULL;
uint32_t stride;
extern const uint32_t raw_512x512_nv12[];
uint8_t *map, *src = (uint8_t *)raw_512x512_nv12;
int fd;
/* NOTE: do not actually use GBM_BO_USE_WRITE since that gets us a dumb buffer: */
bo = gbm_bo_create(gl.gbm->dev, texw, texh, GBM_FORMAT_R8, GBM_BO_USE_LINEAR);
map = gbm_bo_map(bo, 0, 0, texw, texh, GBM_BO_TRANSFER_WRITE, &stride, &map_data);
for (uint32_t i = 0; i < texh; i++) {
memcpy(&map[stride * i], &src[texw * i], texw);
}
gbm_bo_unmap(bo, map_data);
fd = gbm_bo_get_fd(bo);
/* we have the fd now, no longer need the bo: */
gbm_bo_destroy(bo);
*pstride = stride;
return fd;
}
static int get_fd_uv(uint32_t *pstride)
{
struct gbm_bo *bo;
void *map_data = NULL;
uint32_t stride;
extern const uint32_t raw_512x512_nv12[];
uint8_t *map, *src = &((uint8_t *)raw_512x512_nv12)[texw * texh];
int fd;
/* NOTE: do not actually use GBM_BO_USE_WRITE since that gets us a dumb buffer: */
bo = gbm_bo_create(gl.gbm->dev, texw/2, texh/2, GBM_FORMAT_GR88, GBM_BO_USE_LINEAR);
map = gbm_bo_map(bo, 0, 0, texw/2, texh/2, GBM_BO_TRANSFER_WRITE, &stride, &map_data);
for (uint32_t i = 0; i < texh/2; i++) {
memcpy(&map[stride * i], &src[texw * i], texw);
}
gbm_bo_unmap(bo, map_data);
fd = gbm_bo_get_fd(bo);
/* we have the fd now, no longer need the bo: */
gbm_bo_destroy(bo);
*pstride = stride;
return fd;
}
static int init_tex_rgba(void)
{
uint32_t stride;
int fd = get_fd_rgba(&stride);
const EGLint attr[] = {
EGL_WIDTH, texw,
EGL_HEIGHT, texh,
EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_ABGR8888,
EGL_DMA_BUF_PLANE0_FD_EXT, fd,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
EGL_DMA_BUF_PLANE0_PITCH_EXT, stride,
EGL_NONE
};
EGLImage img;
glGenTextures(1, gl.tex);
img = egl->eglCreateImageKHR(egl->display, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT, NULL, attr);
assert(img);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex[0]);
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, img);
egl->eglDestroyImageKHR(egl->display, img);
return 0;
}
static int init_tex_nv12_2img(void)
{
uint32_t stride_y, stride_uv;
int fd_y = get_fd_y(&stride_y);
int fd_uv = get_fd_uv(&stride_uv);
const EGLint attr_y[] = {
EGL_WIDTH, texw,
EGL_HEIGHT, texh,
EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_R8,
EGL_DMA_BUF_PLANE0_FD_EXT, fd_y,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
EGL_DMA_BUF_PLANE0_PITCH_EXT, stride_y,
EGL_NONE
};
const EGLint attr_uv[] = {
EGL_WIDTH, texw/2,
EGL_HEIGHT, texh/2,
EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_GR88,
EGL_DMA_BUF_PLANE0_FD_EXT, fd_uv,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
EGL_DMA_BUF_PLANE0_PITCH_EXT, stride_uv,
EGL_NONE
};
EGLImage img_y, img_uv;
glGenTextures(2, gl.tex);
/* Y plane texture: */
img_y = egl->eglCreateImageKHR(egl->display, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT, NULL, attr_y);
assert(img_y);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex[0]);
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, img_y);
egl->eglDestroyImageKHR(egl->display, img_y);
/* UV plane texture: */
img_uv = egl->eglCreateImageKHR(egl->display, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT, NULL, attr_uv);
assert(img_uv);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex[1]);
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, img_uv);
egl->eglDestroyImageKHR(egl->display, img_uv);
return 0;
}
static int init_tex_nv12_1img(void)
{
uint32_t stride_y, stride_uv;
int fd_y = get_fd_y(&stride_y);
int fd_uv = get_fd_uv(&stride_uv);
const EGLint attr[] = {
EGL_WIDTH, texw,
EGL_HEIGHT, texh,
EGL_LINUX_DRM_FOURCC_EXT, DRM_FORMAT_NV12,
EGL_DMA_BUF_PLANE0_FD_EXT, fd_y,
EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0,
EGL_DMA_BUF_PLANE0_PITCH_EXT, stride_y,
EGL_DMA_BUF_PLANE1_FD_EXT, fd_uv,
EGL_DMA_BUF_PLANE1_OFFSET_EXT, 0,
EGL_DMA_BUF_PLANE1_PITCH_EXT, stride_uv,
EGL_NONE
};
EGLImage img;
glGenTextures(1, gl.tex);
img = egl->eglCreateImageKHR(egl->display, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT, NULL, attr);
assert(img);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, gl.tex[0]);
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, img);
egl->eglDestroyImageKHR(egl->display, img);
return 0;
}
static int init_tex(enum mode mode)
{
switch (mode) {
case RGBA:
return init_tex_rgba();
case NV12_2IMG:
return init_tex_nv12_2img();
case NV12_1IMG:
return init_tex_nv12_1img();
case SMOOTH:
case VIDEO:
assert(!"unreachable");
return -1;
}
return -1;
}
static void draw_cube_tex(unsigned i)
{
ESMatrix modelview;
/* clear the color buffer */
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
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, -2.8f, +2.8f, -2.8f * gl.aspect, +2.8f * 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. */
if (gl.mode == NV12_2IMG)
glUniform1i(gl.textureuv, 1);
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);
}
const struct egl * init_cube_tex(const struct surfmgr *surfmgr, enum mode mode)
{
const char *fragment_shader_source = (mode == NV12_2IMG) ?
fragment_shader_source_2img : fragment_shader_source_1img;
int ret;
if (!surfmgr->gbm) {
printf("texture support currently requires GBM\n");
return NULL;
}
ret = init_egl(&gl.egl, surfmgr);
if (ret)
return NULL;
if (egl_check(&gl.egl, eglCreateImageKHR) ||
egl_check(&gl.egl, glEGLImageTargetTexture2DOES) ||
egl_check(&gl.egl, eglDestroyImageKHR))
return NULL;
gl.aspect = (GLfloat)(surfmgr->height) / (GLfloat)(surfmgr->width);
gl.mode = mode;
gl.gbm = surfmgr->gbm;
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_normal");
glBindAttribLocation(gl.program, 2, "in_color");
ret = link_program(gl.program);
if (ret)
return NULL;
glUseProgram(gl.program);
gl.modelviewmatrix = glGetUniformLocation(gl.program, "modelviewMatrix");
gl.modelviewprojectionmatrix = glGetUniformLocation(gl.program, "modelviewprojectionMatrix");
gl.normalmatrix = glGetUniformLocation(gl.program, "normalMatrix");
if (mode == NV12_2IMG) {
gl.texture = glGetUniformLocation(gl.program, "uTexY");
gl.textureuv = glGetUniformLocation(gl.program, "uTexUV");
} else {
gl.texture = glGetUniformLocation(gl.program, "uTex");
}
glViewport(0, 0, surfmgr->width, surfmgr->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, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.normalsoffset);
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.texcoordsoffset);
glEnableVertexAttribArray(2);
ret = init_tex(mode);
if (ret) {
printf("failed to initialize EGLImage texture\n");
return NULL;
}
gl.egl.draw = draw_cube_tex;
return &gl.egl;
}