mirror of
https://github.com/libsdl-org/SDL.git
synced 2024-11-23 02:43:30 +08:00
1f3a0d12e6
Also added refcount to textures so they can be retained by application code.
360 lines
11 KiB
C
360 lines
11 KiB
C
/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include <SDL3/SDL_test_common.h>
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDLTest_CommonState *state = NULL;
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static SDL_Camera *camera = NULL;
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static SDL_CameraSpec spec;
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static SDL_Texture *texture = NULL;
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static bool texture_updated = false;
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static SDL_Surface *frame_current = NULL;
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static SDL_CameraID front_camera = 0;
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static SDL_CameraID back_camera = 0;
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/* For frequency logging */
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static Uint64 last_log_time = 0;
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static int iterate_count = 0;
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static int frame_count = 0;
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static void PrintCameraSpecs(SDL_CameraID camera_id)
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{
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SDL_CameraSpec **specs = SDL_GetCameraSupportedFormats(camera_id, NULL);
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if (specs) {
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int i;
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SDL_Log("Available formats:\n");
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for (i = 0; specs[i]; ++i) {
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const SDL_CameraSpec *s = specs[i];
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SDL_Log(" %dx%d %.2f FPS %s\n", s->width, s->height, (float)s->framerate_numerator / s->framerate_denominator, SDL_GetPixelFormatName(s->format));
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}
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SDL_free(specs);
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}
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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char window_title[128];
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int devcount = 0;
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int i;
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const char *camera_name = NULL;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_CAMERA);
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if (!state) {
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return SDL_APP_FAILURE;
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}
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/* Parse commandline */
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (!consumed) {
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if (SDL_strcmp(argv[i], "--camera") == 0 && argv[i+1]) {
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camera_name = argv[i+1];
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consumed = 2;
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}
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}
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if (consumed <= 0) {
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static const char *options[] = {
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"[--camera name]",
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NULL,
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};
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SDLTest_CommonLogUsage(state, argv[0], options);
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SDL_Quit();
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SDLTest_CommonDestroyState(state);
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return 1;
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}
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i += consumed;
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}
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state->num_windows = 1;
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/* Load the SDL library */
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if (!SDLTest_CommonInit(state)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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window = state->windows[0];
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if (!window) {
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SDL_Log("Couldn't create window: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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renderer = state->renderers[0];
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if (!renderer) {
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/* SDL_Log("Couldn't create renderer: %s", SDL_GetError()); */
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return SDL_APP_FAILURE;
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}
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SDL_CameraID *devices = SDL_GetCameras(&devcount);
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if (!devices) {
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SDL_Log("SDL_GetCameras failed: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_CameraID camera_id = 0;
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SDL_Log("Saw %d camera devices.", devcount);
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for (i = 0; i < devcount; i++) {
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const SDL_CameraID device = devices[i];
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const char *name = SDL_GetCameraName(device);
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const SDL_CameraPosition position = SDL_GetCameraPosition(device);
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const char *posstr = "";
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if (position == SDL_CAMERA_POSITION_FRONT_FACING) {
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front_camera = device;
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posstr = "[front-facing] ";
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} else if (position == SDL_CAMERA_POSITION_BACK_FACING) {
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back_camera = device;
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posstr = "[back-facing] ";
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}
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if (camera_name && SDL_strcasecmp(name, camera_name) == 0) {
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camera_id = device;
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}
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SDL_Log(" - Camera #%d: %s %s", i, posstr, name);
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}
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if (!camera_id) {
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if (camera_name) {
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SDL_Log("Could not find camera \"%s\"", camera_name);
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return SDL_APP_FAILURE;
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}
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if (front_camera) {
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camera_id = front_camera;
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} else if (devcount > 0) {
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camera_id = devices[0];
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}
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}
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SDL_free(devices);
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if (!camera_id) {
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SDL_Log("No cameras available?");
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return SDL_APP_FAILURE;
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}
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PrintCameraSpecs(camera_id);
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SDL_CameraSpec *pspec = &spec;
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spec.framerate_numerator = 30;
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spec.framerate_denominator = 1;
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camera = SDL_OpenCamera(camera_id, pspec);
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if (!camera) {
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SDL_Log("Failed to open camera device: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_snprintf(window_title, sizeof (window_title), "testcamera: %s (%s)", SDL_GetCameraName(camera_id), SDL_GetCurrentCameraDriver());
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SDL_SetWindowTitle(window, window_title);
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return SDL_APP_CONTINUE;
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}
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static int FlipCamera(void)
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{
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static Uint64 last_flip = 0;
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if ((SDL_GetTicks() - last_flip) < 3000) { /* must wait at least 3 seconds between flips. */
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return SDL_APP_CONTINUE;
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}
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if (camera) {
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const SDL_CameraID current = SDL_GetCameraID(camera);
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SDL_CameraID nextcam = 0;
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if (current == front_camera) {
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nextcam = back_camera;
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} else if (current == back_camera) {
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nextcam = front_camera;
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}
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if (nextcam) {
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SDL_Log("Flip camera!");
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if (frame_current) {
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SDL_ReleaseCameraFrame(camera, frame_current);
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frame_current = NULL;
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}
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SDL_CloseCamera(camera);
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if (texture) {
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SDL_DestroyTexture(texture);
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texture = NULL; /* will rebuild when new camera is approved. */
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}
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camera = SDL_OpenCamera(nextcam, NULL);
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if (!camera) {
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SDL_Log("Failed to open camera device: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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last_flip = SDL_GetTicks();
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}
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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switch (event->type) {
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case SDL_EVENT_KEY_DOWN: {
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const SDL_Keycode sym = event->key.key;
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if (sym == SDLK_ESCAPE || sym == SDLK_AC_BACK) {
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SDL_Log("Key : Escape!");
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return SDL_APP_SUCCESS;
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} else if (sym == SDLK_SPACE) {
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FlipCamera();
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return SDL_APP_CONTINUE;
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}
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break;
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}
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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/* !!! FIXME: only flip if clicked in the area of a "flip" icon. */
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return FlipCamera();
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case SDL_EVENT_QUIT:
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SDL_Log("Quit!");
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return 1;
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case SDL_EVENT_CAMERA_DEVICE_APPROVED:
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SDL_Log("Camera approved!");
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SDL_CameraSpec camera_spec;
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SDL_GetCameraFormat(camera, &camera_spec);
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float fps = 0;
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if (camera_spec.framerate_denominator != 0) {
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fps = (float)camera_spec.framerate_numerator / (float)camera_spec.framerate_denominator;
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}
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SDL_Log("Camera Spec: %dx%d %.2f FPS %s",
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camera_spec.width, camera_spec.height, fps, SDL_GetPixelFormatName(camera_spec.format));
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break;
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case SDL_EVENT_CAMERA_DEVICE_DENIED:
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SDL_Log("Camera denied!");
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Camera permission denied!", "User denied access to the camera!", window);
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return SDL_APP_FAILURE;
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default:
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break;
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}
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return SDLTest_CommonEventMainCallbacks(state, event);
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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iterate_count++;
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Uint64 current_time = SDL_GetTicks();
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/* If a minute has passed, log the frequencies and reset the counters */
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if (current_time - last_log_time >= 60000) {
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SDL_Log("SDL_AppIterate() called %d times in the last minute", iterate_count);
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float fps = (float)frame_count / 60.0f;
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SDL_Log("SDL_AcquireCameraFrame() FPS: %.2f", fps);
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iterate_count = 0;
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frame_count = 0;
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last_log_time = current_time;
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}
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SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, 255);
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SDL_RenderClear(renderer);
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int win_w, win_h;
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SDL_FRect d;
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Uint64 timestampNS = 0;
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SDL_Surface *frame_next = camera ? SDL_AcquireCameraFrame(camera, ×tampNS) : NULL;
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#if 0
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if (frame_next) {
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SDL_Log("frame: %p at %" SDL_PRIu64, frame_next->pixels, timestampNS);
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}
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#endif
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if (frame_next) {
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frame_count++;
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if (frame_current) {
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SDL_ReleaseCameraFrame(camera, frame_current);
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}
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/* It's not needed to keep the frame once updated the texture is updated.
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* But in case of 0-copy, it's needed to have the frame while using the texture.
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*/
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frame_current = frame_next;
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texture_updated = false;
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}
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if (frame_current) {
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if (!texture ||
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texture->w != frame_current->w || texture->h != frame_current->h) {
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/* Resize the window to match */
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SDL_SetWindowSize(window, frame_current->w, frame_current->h);
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if (texture) {
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SDL_DestroyTexture(texture);
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}
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SDL_Colorspace colorspace = SDL_GetSurfaceColorspace(frame_current);
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/* Create texture with appropriate format */
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, frame_current->format);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, colorspace);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STREAMING);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, frame_current->w);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, frame_current->h);
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texture = SDL_CreateTextureWithProperties(renderer, props);
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SDL_DestroyProperties(props);
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if (!texture) {
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SDL_Log("Couldn't create texture: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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}
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/* Update SDL_Texture with last video frame (only once per new frame) */
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if (frame_current && !texture_updated) {
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SDL_UpdateTexture(texture, NULL, frame_current->pixels, frame_current->pitch);
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texture_updated = true;
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}
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SDL_GetRenderOutputSize(renderer, &win_w, &win_h);
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d.x = ((win_w - texture->w) / 2.0f);
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d.y = ((win_h - texture->h) / 2.0f);
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d.w = (float)texture->w;
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d.h = (float)texture->h;
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SDL_RenderTexture(renderer, texture, NULL, &d);
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}
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/* !!! FIXME: Render a "flip" icon if front_camera and back_camera are both != 0. */
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_ReleaseCameraFrame(camera, frame_current);
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SDL_CloseCamera(camera);
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SDL_DestroyTexture(texture);
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SDLTest_CommonQuit(state);
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}
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