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lvgl/docs/integration/driver/opengles.rst
Liam 0efa5f3758
feat(opengl): texture caching (#6861)
Co-authored-by: JWBverheesen <31246830+JWBverheesen@users.noreply.github.com>
2024-10-13 08:17:12 +02:00

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===============================
OpenGL ES Display/Inputs Driver
===============================
Overview
--------
| The **OpenGL ES** display/input `driver <https://github.com/lvgl/lvgl/src/drivers/opengles>`__ offers support for simulating the LVGL display and keyboard/mouse inputs in an desktop window created via GLFW.
| It is an alternative to **Wayland**, **XCB**, **SDL** or **Qt**.
The main purpose for this driver is for testing/debugging the LVGL application in an **OpenGL** simulation window.
Prerequisites
-------------
The OpenGL driver uses GLEW GLFW to access the OpenGL window manager.
1. Install GLEW and GLFW: ``sudo apt-get install libglew-dev libglfw3-dev``
Configure OpenGL Driver
-----------------------
1. Required linked libraries: -lGL -lGLEW -lglfw
2. Enable the OpenGL driver support in lv_conf.h, by cmake compiler define or by KConfig
.. code-block:: c
#define LV_USE_OPENGLES 1
Basic Usage
-----------
.. code-block:: c
#include "lvgl/lvgl.h"
#include "lvgl/examples/lv_examples.h"
#include "lvgl/demos/lv_demos.h"
#define WIDTH 640
#define HEIGHT 480
int main()
{
/* initialize lvgl */
lv_init();
/* create a window and initialize OpenGL */
lv_glfw_window_t * window = lv_glfw_window_create(WIDTH, HEIGHT, true);
/* create a display that flushes to a texture */
lv_display_t * texture = lv_opengles_texture_create(WIDTH, HEIGHT);
lv_display_set_default(texture);
/* add the texture to the window */
unsigned int texture_id = lv_opengles_texture_get_texture_id(texture);
lv_glfw_texture_t * window_texture = lv_glfw_window_add_texture(window, texture_id, WIDTH, HEIGHT);
/* get the mouse indev of the window texture */
lv_indev_t * mouse = lv_glfw_texture_get_mouse_indev(window_texture);
/* add a cursor to the mouse indev */
LV_IMAGE_DECLARE(mouse_cursor_icon);
lv_obj_t * cursor_obj = lv_image_create(lv_screen_active());
lv_image_set_src(cursor_obj, &mouse_cursor_icon);
lv_indev_set_cursor(mouse, cursor_obj);
/* create objects on the screen */
lv_demo_widgets();
while (1)
{
uint32_t time_until_next = lv_timer_handler();
lv_delay_ms(time_until_next);
}
return 0;
}
Advanced Usage
--------------
The OpenGL driver can draw textures from the user. A third-party library could be
used to add content to a texture and the driver will draw the texture in the window.
.. code-block:: c
#include "lvgl/lvgl.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#define WIDTH 640
#define HEIGHT 480
void custom_texture_example(void)
{
/*****************
* MAIN WINDOW
*****************/
/* create a window and initialize OpenGL */
/* multiple windows can be created */
lv_glfw_window_t * window = lv_glfw_window_create(WIDTH, HEIGHT, true);
/****************************
* OPTIONAL MAIN TEXTURE
****************************/
/* create a main display that flushes to a texture */
lv_display_t * main_texture = lv_opengles_texture_create(WIDTH, HEIGHT);
lv_display_set_default(main_texture);
/* add the main texture to the window */
unsigned int main_texture_id = lv_opengles_texture_get_texture_id(main_texture);
lv_glfw_texture_t * window_main_texture = lv_glfw_window_add_texture(window, main_texture_id, WIDTH, HEIGHT);
/* get the mouse indev of this main texture */
lv_indev_t * main_texture_mouse = lv_glfw_texture_get_mouse_indev(window_main_texture);
/* add a cursor to the mouse indev */
LV_IMAGE_DECLARE(mouse_cursor_icon);
lv_obj_t * cursor_obj = lv_image_create(lv_screen_active());
lv_image_set_src(cursor_obj, &mouse_cursor_icon);
lv_indev_set_cursor(main_texture_mouse, cursor_obj);
/* create objects on the screen of the main texture */
lv_demo_widgets();
/**********************
* ANOTHER TEXTURE
**********************/
/* create a sub display that flushes to a texture */
const int32_t sub_texture_w = 300;
const int32_t sub_texture_h = 300;
lv_display_t * sub_texture = lv_opengles_texture_create(sub_texture_w, sub_texture_h);
/* add the sub texture to the window */
unsigned int sub_texture_id = lv_opengles_texture_get_texture_id(sub_texture);
lv_glfw_texture_t * window_sub_texture = lv_glfw_window_add_texture(window, sub_texture_id, sub_texture_w, sub_texture_h);
/* create objects on the screen of the sub texture */
lv_display_set_default(sub_texture);
lv_example_keyboard_2();
lv_display_set_default(main_texture);
/* position the sub texture within the window */
lv_glfw_texture_set_x(window_sub_texture, 250);
lv_glfw_texture_set_y(window_sub_texture, 150);
/* optionally change the opacity of the sub texture */
lv_glfw_texture_set_opa(window_sub_texture, LV_OPA_80);
/*********************************************
* USE AN EXTERNAL OPENGL TEXTURE IN LVGL
*********************************************/
unsigned int external_texture_id;
glGenTextures(1, &external_texture_id);
glBindTexture(GL_TEXTURE_2D, external_texture_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
LV_IMAGE_DECLARE(img_cogwheel_argb);
#if LV_COLOR_DEPTH == 8
const int texture_format = GL_R8;
#elif LV_COLOR_DEPTH == 16
const int texture_format = GL_RGB565;
#elif LV_COLOR_DEPTH == 24
const int texture_format = GL_RGB;
#elif LV_COLOR_DEPTH == 32
const int texture_format = GL_RGBA;
#else
#error("Unsupported color format")
#endif
glTexImage2D(GL_TEXTURE_2D, 0, texture_format, img_cogwheel_argb.header.w, img_cogwheel_argb.header.h, 0, GL_BGRA, GL_UNSIGNED_BYTE, img_cogwheel_argb.data);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
/* add the external texture to the window */
lv_glfw_texture_t * window_external_texture = lv_glfw_window_add_texture(window, external_texture_id, img_cogwheel_argb.header.w, img_cogwheel_argb.header.h);
/* set the position and opacity of the external texture within the window */
lv_glfw_texture_set_x(window_external_texture, 20);
lv_glfw_texture_set_y(window_external_texture, 20);
lv_glfw_texture_set_opa(window_external_texture, LV_OPA_70);
/*********************************************
* USE AN LVGL TEXTURE IN ANOTHER LIBRARY
*********************************************/
lv_refr_now(sub_texture);
/* the texture is drawn on by LVGL and can be used by anything that uses OpenGL textures */
third_party_lib_use_texture(sub_texture_id);
}
OpenGL Texture Caching Renderer
-------------------------------
There is a renderer in LVGL which caches software-rendered areas as OpenGL textures.
The textures are retrieved from the cache and reused when there is a match.
The performance will be drastically improved in most cases.
.. code-block:: c
#define LV_USE_DRAW_OPENGLES 1
Known Limitations
~~~~~~~~~~~~~~~~~
- Performance will be the same or slightly worse if the drawn areas are never found in the cache
due to objects with continuously varying colors or shapes. One example is a label whose color
is set to a random value every frame, as in the "Multiple labels" scene of the benchmark demo.
- Layers with transparent pixels and an overall layer transparency will not blend correctly.
The effect can be observed in the "Containers with opa_layer" scene of the benchmark demo
in the border corners.
- Layers with rotation are not currently supported. Images with rotation are fine.