[中文]

OpenGL ES Display/Inputs Driver

Overview

The OpenGL ES display/input driver 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
    #define LV_USE_OPENGLES  1
    

Basic Usage

#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 Widgets 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.

#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 Widgets 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 Widgets 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.

#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 Widgets 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.

lv_opengles_texture.h

lv_opengles_driver.h