/* * Copyright (c) 2017 Rob Clark * * 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 #include #include #include #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; }