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#define _GNU_SOURCE
#include <stdio.h>
#include <stdlib.h>
#include <libv4l2.h>
#include <linux/videodev2.h>
#include <fcntl.h>
#include <inttypes.h>
#include <errno.h>
#include <string.h>
#include <SDL.h>
#include <time.h>
#include <stdbool.h>
#include <GL/glcorearb.h>
#include "ds.h"
#include "lib/stb_image_write.h"
typedef struct {
int32_t dev_idx;
char *name;
uint32_t input_idx;
struct v4l2_format best_format;
} Camera;
/// macro trickery to avoid having to write every GL function multiple times
#define gl_for_each_proc(do)\
do(DRAWARRAYS, DrawArrays)\
do(GENTEXTURES, GenTextures)\
do(DELETETEXTURES, DeleteTextures)\
do(GENERATEMIPMAP, GenerateMipmap)\
do(TEXIMAGE2D, TexImage2D)\
do(BINDTEXTURE, BindTexture)\
do(TEXPARAMETERI, TexParameteri)\
do(GETERROR, GetError)\
do(GETINTEGERV, GetIntegerv)\
do(ENABLE, Enable)\
do(DISABLE, Disable)\
do(BLENDFUNC, BlendFunc)\
do(VIEWPORT, Viewport)\
do(CLEARCOLOR, ClearColor)\
do(CLEAR, Clear)\
do(FINISH, Finish)\
do(CREATESHADER, CreateShader)\
do(DELETESHADER, DeleteShader)\
do(CREATEPROGRAM, CreateProgram)\
do(SHADERSOURCE, ShaderSource)\
do(GETSHADERIV, GetShaderiv)\
do(GETSHADERINFOLOG, GetShaderInfoLog)\
do(COMPILESHADER, CompileShader)\
do(CREATEPROGRAM, CreateProgram)\
do(DELETEPROGRAM, DeleteProgram)\
do(ATTACHSHADER, AttachShader)\
do(LINKPROGRAM, LinkProgram)\
do(GETPROGRAMIV, GetProgramiv)\
do(GETPROGRAMINFOLOG, GetProgramInfoLog)\
do(USEPROGRAM, UseProgram)\
do(GETATTRIBLOCATION, GetAttribLocation)\
do(GETUNIFORMLOCATION, GetUniformLocation)\
do(GENBUFFERS, GenBuffers)\
do(DELETEBUFFERS, DeleteBuffers)\
do(BINDBUFFER, BindBuffer)\
do(BUFFERDATA, BufferData)\
do(VERTEXATTRIBPOINTER, VertexAttribPointer)\
do(ENABLEVERTEXATTRIBARRAY, EnableVertexAttribArray)\
do(DISABLEVERTEXATTRIBARRAY, DisableVertexAttribArray)\
do(GENVERTEXARRAYS, GenVertexArrays)\
do(DELETEVERTEXARRAYS, DeleteVertexArrays)\
do(BINDVERTEXARRAY, BindVertexArray)\
do(ACTIVETEXTURE, ActiveTexture)\
do(UNIFORM1F, Uniform1f)\
do(UNIFORM2F, Uniform2f)\
do(UNIFORM3F, Uniform3f)\
do(UNIFORM4F, Uniform4f)\
do(UNIFORM1I, Uniform1i)\
do(UNIFORM2I, Uniform2i)\
do(UNIFORM3I, Uniform3i)\
do(UNIFORM4I, Uniform4i)\
do(UNIFORMMATRIX4FV, UniformMatrix4fv)\
do(DEBUGMESSAGECALLBACK, DebugMessageCallback)\
do(DEBUGMESSAGECONTROL, DebugMessageControl)\
do(PIXELSTOREI, PixelStorei)
#define gl_define_proc(upper, lower) static PFNGL##upper##PROC gl_##lower;
gl_for_each_proc(gl_define_proc)
#undef gl_define_proc
#if DEBUG
static void APIENTRY gl_message_callback(GLenum source, GLenum type, unsigned int id, GLenum severity,
GLsizei length, const char *message, const void *userParam) {
(void)source; (void)type; (void)id; (void)length; (void)userParam;
if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) return;
printf("Message from OpenGL: %s.\n", message);
}
#endif
static void debug_save_24bpp_bmp(const char *filename, const uint8_t *pixels, uint16_t width, uint16_t height) {
FILE *fp = fopen(filename, "wb");
if (!fp) {
perror("fopen");
return;
}
typedef struct {
char BM[2];
char size[4];
char resv[4];
char offset[4];
char hdrsize[4];
uint16_t width;
uint16_t height;
uint16_t planes;
uint16_t bit_count;
} BMPHeader;
BMPHeader hdr = {
.BM = "BM",
.width = width,
.height = height,
.planes = 1,
.bit_count = 24,
};
uint32_t offset = sizeof(BMPHeader);
uint32_t file_size = sizeof(BMPHeader) + (uint32_t)width * height * 3;
memcpy(&hdr.size, &file_size, 4);
memcpy(&hdr.offset, &offset, 4);
memcpy(&hdr.hdrsize, (uint32_t[1]) { 12 }, 4);
fwrite(&hdr, sizeof(BMPHeader), 1, fp);
for (uint32_t i = 0; i < height; i++) {
fwrite(pixels + (height-1-i) * width * 3, 3, (size_t)width, fp);
}
fclose(fp);
}
char *a_sprintf(PRINTF_FORMAT_STRING const char *fmt, ...) ATTRIBUTE_PRINTF(1, 2);
char *a_sprintf(const char *fmt, ...) {
// idk if you can always just pass NULL to vsnprintf
va_list args;
char fakebuf[2] = {0};
va_start(args, fmt);
int ret = vsnprintf(fakebuf, 1, fmt, args);
va_end(args);
if (ret < 0) return NULL; // bad format or something
size_t n = (size_t)ret;
char *str = calloc(1, n + 1);
va_start(args, fmt);
vsnprintf(str, n + 1, fmt, args);
va_end(args);
return str;
}
// compile a GLSL shader
GLuint gl_compile_shader(char error_buf[256], const char *code, GLenum shader_type) {
GLuint shader = gl_CreateShader(shader_type);
char header[128];
snprintf(header, sizeof header, "#version 130\n\
#line 1\n");
const char *sources[2] = {
header,
code
};
gl_ShaderSource(shader, 2, sources, NULL);
gl_CompileShader(shader);
GLint status = 0;
gl_GetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
char log[1024] = {0};
gl_GetShaderInfoLog(shader, sizeof log - 1, NULL, log);
if (error_buf) {
snprintf(error_buf, 256, "Error compiling shader: %s", log);
} else {
printf("Error compiling shader: %s\n", log);
}
return 0;
}
return shader;
}
// link together GL shaders
GLuint gl_link_program(char error_buf[256], GLuint *shaders, size_t count) {
GLuint program = gl_CreateProgram();
if (program) {
for (size_t i = 0; i < count; ++i) {
if (!shaders[i]) {
gl_DeleteProgram(program);
return 0;
}
gl_AttachShader(program, shaders[i]);
}
gl_LinkProgram(program);
GLint status = 0;
gl_GetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
char log[1024] = {0};
gl_GetProgramInfoLog(program, sizeof log - 1, NULL, log);
if (error_buf) {
snprintf(error_buf, 256, "Error linking shaders: %s", log);
} else {
printf("Error linking shaders: %s\n", log);
}
gl_DeleteProgram(program);
return 0;
}
}
return program;
}
GLuint gl_compile_and_link_shaders(char error_buf[256], const char *vshader_code, const char *fshader_code) {
GLuint shaders[2];
shaders[0] = gl_compile_shader(error_buf, vshader_code, GL_VERTEX_SHADER);
shaders[1] = gl_compile_shader(error_buf, fshader_code, GL_FRAGMENT_SHADER);
GLuint program = gl_link_program(error_buf, shaders, 2);
if (shaders[0]) gl_DeleteShader(shaders[0]);
if (shaders[1]) gl_DeleteShader(shaders[1]);
if (program) {
printf("Successfully linked program %u.\n", program);
}
return program;
}
void get_cameras_from_device(int32_t dev_idx, int fd, Camera **cameras) {
struct v4l2_capability cap = {0};
v4l2_ioctl(fd, VIDIOC_QUERYCAP, &cap);
if (!(cap.capabilities & V4L2_CAP_VIDEO_CAPTURE)) return;
struct v4l2_input input = {0};
for (uint32_t input_idx = 0; ; input_idx++) {
input.index = input_idx;
if (v4l2_ioctl(fd, VIDIOC_ENUMINPUT, &input) == -1) break;
if (input.type != V4L2_INPUT_TYPE_CAMERA) continue;
struct v4l2_fmtdesc fmtdesc = {0};
struct v4l2_format best_format = {0};
for (uint32_t fmt_idx = 0; ; fmt_idx++) {
fmtdesc.index = fmt_idx;
fmtdesc.type = V4L2_BUF_TYPE_VIDEO_CAPTURE;
if (v4l2_ioctl(fd, VIDIOC_ENUM_FMT, &fmtdesc) == -1) break;
uint32_t fourcc[2] = {fmtdesc.pixelformat, 0};
printf(" - %s (%s)\n",fmtdesc.description, (const char *)fourcc);
struct v4l2_frmsizeenum frmsize = {0};
for (uint32_t frmsz_idx = 0; ; frmsz_idx++) {
frmsize.index = frmsz_idx;
frmsize.pixel_format = fmtdesc.pixelformat;
if (v4l2_ioctl(fd, VIDIOC_ENUM_FRAMESIZES, &frmsize) == -1) break;
if (frmsize.type == V4L2_FRMSIZE_TYPE_DISCRETE) {
printf(" - %ux%u\n", frmsize.discrete.width, frmsize.discrete.height);
} else {
printf(" - %ux%u to %ux%u skip %ux%u\n", frmsize.stepwise.min_width, frmsize.stepwise.min_height,
frmsize.stepwise.max_width, frmsize.stepwise.max_height,
frmsize.stepwise.step_width, frmsize.stepwise.step_height);
}
uint32_t frame_width = frmsize.type == V4L2_FRMSIZE_TYPE_DISCRETE ? frmsize.discrete.width : frmsize.stepwise.max_width;
uint32_t frame_height = frmsize.type == V4L2_FRMSIZE_TYPE_DISCRETE ? frmsize.discrete.height : frmsize.stepwise.max_height;
if (fmtdesc.pixelformat == V4L2_PIX_FMT_RGB24) {
struct v4l2_format format = {0};
format.type = V4L2_BUF_TYPE_VIDEO_CAPTURE;
format.fmt.pix.field = V4L2_FIELD_ANY;
format.fmt.pix.pixelformat = V4L2_PIX_FMT_RGB24;
format.fmt.pix.bytesperline = 3 * frame_width;
format.fmt.pix.sizeimage = format.fmt.pix.bytesperline * frame_height;
format.fmt.pix.width = frame_width;
format.fmt.pix.height = frame_height;
if (frame_width > best_format.fmt.pix.width)
best_format = format;
}
}
}
Camera *camera = arr_addp(*cameras);
camera->best_format = best_format;
camera->name = a_sprintf(
"%s %s %s (%" PRIu32 "x%" PRIu32 ")", (const char *)cap.card, (const char *)cap.bus_info, (const char *)input.name,
best_format.fmt.pix.width, best_format.fmt.pix.height
);
camera->input_idx = input_idx;
camera->dev_idx = dev_idx;
}
}
int main() {
SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1"); // if this program is sent a SIGTERM/SIGINT, don't turn it into a quit event
if (access("/dev", R_OK) != 0) {
fprintf(stderr, "Can't access /dev");
return EXIT_FAILURE;
}
Camera *cameras = NULL;
for (int32_t dev_idx = 0; dev_idx < 100000; dev_idx++) {
char devpath[32] = {0};
snprintf(devpath, sizeof devpath, "/dev/video%" PRId32, dev_idx);
int status = access(devpath, R_OK);
if (status != 0 && errno == EACCES) {
// can't read from this device
continue;
}
if (status) break;
int fd = v4l2_open(devpath, O_RDWR | O_NONBLOCK);
if (fd < 0) {
perror("v4l2_open");
continue;
}
get_cameras_from_device(dev_idx, fd, &cameras);
v4l2_close(fd);
}
printf("Select a camera:\n");
for (size_t i = 0; i < arr_len(cameras); i++) {
printf("[%zu] %s\n", i, cameras[i].name);
}
int choice = 0;
Camera *camera = &cameras[choice];
char devpath[32] = {0};
snprintf(devpath, sizeof devpath, "/dev/video%" PRId32, camera->dev_idx);
int fd = v4l2_open(devpath, O_RDWR);
if (fd < 0) {
perror("v4l2_open");
return EXIT_FAILURE;
}
if (v4l2_ioctl(fd, VIDIOC_S_INPUT, &camera->input_idx) != 0) {
perror("v4l2_ioctl");
return EXIT_FAILURE;
}
if (v4l2_ioctl(fd, VIDIOC_S_FMT, &camera->best_format) != 0) {
perror("v4l2_ioctl");
return EXIT_FAILURE;
}
SDL_Init(SDL_INIT_EVERYTHING);
SDL_Window *window = SDL_CreateWindow("camlet", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_SHOWN|SDL_WINDOW_RESIZABLE);
int gl_version_major = 3, gl_version_minor = 0;
#if DEBUG
gl_version_major = 4;
gl_version_minor = 3;
#endif
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, gl_version_major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, gl_version_minor);
SDL_GLContext glctx = SDL_GL_CreateContext(window);
if (!glctx) {
printf("couldn't create GL context: %s\n", SDL_GetError());
}
SDL_GL_SetSwapInterval(1); // vsync
#define gl_get_proc(upper, lower) gl_##lower = (PFNGL##upper##PROC)SDL_GL_GetProcAddress("gl" #lower);
gl_for_each_proc(gl_get_proc);
#if DEBUG
{
GLint flags = 0;
gl_GetIntegerv(GL_CONTEXT_FLAGS, &flags);
gl_Enable(GL_DEBUG_OUTPUT);
gl_Enable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
if (flags & GL_CONTEXT_FLAG_DEBUG_BIT) {
// set up debug message callback
gl_DebugMessageCallback(gl_message_callback, NULL);
gl_DebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
}
}
#endif
uint8_t *buf = calloc(1, camera->best_format.fmt.pix.sizeimage);
struct timespec ts = {0};
clock_gettime(CLOCK_MONOTONIC, &ts);
double last_time = (double)ts.tv_sec + (double)ts.tv_nsec * 1e-9;
GLuint texture = 0;
gl_GenTextures(1, &texture);
gl_BindTexture(GL_TEXTURE_2D, texture);
gl_TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl_TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl_TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
const char *vshader_code = "attribute vec2 v_pos;\n\
attribute vec2 v_tex_coord;\n\
out vec2 tex_coord;\n\
void main() {\n\
tex_coord = vec2(v_tex_coord.x, 1.0 - v_tex_coord.y);\n\
gl_Position = vec4(v_pos, 0.0, 1.0);\n\
}\n\
";
const char *fshader_code = "in vec4 color;\n\
in vec2 tex_coord;\n\
uniform sampler2D u_sampler;\n\
void main() {\n\
vec4 tex_color = texture2D(u_sampler, tex_coord);\n\
gl_FragColor = vec4(tex_color.xyz, 1.0);\n\
}\n\
";
uint32_t frame_width = camera->best_format.fmt.pix.width;
uint32_t frame_height = camera->best_format.fmt.pix.height;
for (int align = 8; align >= 1; align >>= 1) {
if (frame_width % align == 0) {
gl_PixelStorei(GL_UNPACK_ALIGNMENT, align);
break;
}
}
char err[256] = {0};
GLuint program = gl_compile_and_link_shaders(err, vshader_code, fshader_code);
if (program == 0) return EXIT_FAILURE;
GLuint vbo = 0, vao = 0;
gl_GenBuffers(1, &vbo);
gl_GenVertexArrays(1, &vao);
typedef struct {
float pos[2];
float tex_coord[2];
} Vertex;
typedef struct {
Vertex v0;
Vertex v1;
Vertex v2;
} Triangle;
Triangle triangles[2] = {
{ {{-1, -1}, {0, 0}}, {{1, 1}, {1, 1}}, {{-1, 1}, {0, 1}} },
{ {{-1, -1}, {0, 0}}, {{1, -1}, {1, 0}}, {{1, 1}, {1, 1}} },
};
int ntriangles = sizeof triangles / sizeof triangles[0];
GLuint u_sampler = gl_GetUniformLocation(program, "u_sampler");
GLint v_pos = gl_GetAttribLocation(program, "v_pos");
GLint v_tex_coord = gl_GetAttribLocation(program, "v_tex_coord");
gl_BindBuffer(GL_ARRAY_BUFFER, vbo);
gl_BindVertexArray(vao);
gl_BufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(ntriangles * sizeof(Triangle)), triangles, GL_STATIC_DRAW);
gl_VertexAttribPointer(v_pos, 2, GL_FLOAT, 0, sizeof(Vertex), (void *)offsetof(Vertex, pos));
gl_EnableVertexAttribArray(v_pos);
gl_VertexAttribPointer(v_tex_coord, 2, GL_FLOAT, 0, sizeof(Vertex), (void *)offsetof(Vertex, tex_coord));
gl_EnableVertexAttribArray(v_tex_coord);
while(true) {
SDL_Event event={0};
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) goto quit;
if (event.type == SDL_KEYDOWN) switch (event.key.keysym.sym) {
case SDLK_SPACE: {
time_t t = time(NULL);
struct tm *tm = localtime(&t);
char name[256];
strftime(name, sizeof name, "%Y-%m-%d-%H-%M-%S.jpg", tm);
stbi_write_jpg(name, frame_width, frame_height, 3, buf, 90);
} break;
}
}
int window_width = 0, window_height = 0;
SDL_GetWindowSize(window, &window_width, &window_height);
gl_Viewport(0, 0, window_width, window_height);
clock_gettime(CLOCK_MONOTONIC, &ts);
double t = (double)ts.tv_sec + (double)ts.tv_nsec * 1e-9;
//printf("%.1fms frame time\n",(t-last_time)*1000);
last_time = t; (void)last_time;
gl_ActiveTexture(GL_TEXTURE0);
gl_BindTexture(GL_TEXTURE_2D, texture);
if (v4l2_read(fd, buf, camera->best_format.fmt.pix.sizeimage) == camera->best_format.fmt.pix.sizeimage) {
gl_TexImage2D(GL_TEXTURE_2D, 0, GL_RGB, frame_width, frame_height, 0, GL_RGB, GL_UNSIGNED_BYTE, buf);
}
gl_UseProgram(program);
gl_BindBuffer(GL_ARRAY_BUFFER, vbo);
gl_BindVertexArray(vao);
gl_Uniform1i(u_sampler, 0);
gl_DrawArrays(GL_TRIANGLES, 0, (GLsizei)(3 * ntriangles));
gl_BindTexture(GL_TEXTURE_2D, 0);
SDL_GL_SwapWindow(window);
}
quit:
//debug_save_24bpp_bmp("out.bmp", buf, camera->best_format.fmt.pix.width, camera->best_format.fmt.pix.height);
v4l2_close(fd);
SDL_Quit();
return 0;
}
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