Create an offscreen storing ten numbers, then blit its four rectangles to the upper left corner of display that has a white background, to show four black numbers: "2986".
If using the MIPI interface, connect the LCD displayer to J48 on the MIMXRT1170-EVK board. Connect 5V power to J43, set J38 to 1-2, and turn on the power switch SW5.
Now three LCD displayers are supported, which are defined in display_support.h:
#define DEMO_PANEL_RK055AHD091 0 /* 720 * 1280, RK055AHD091-CTG(RK055HDMIPI4M) */
#define DEMO_PANEL_RK055IQH091 1 /* 540 * 960, RK055IQH091-CTG */
#define DEMO_PANEL_RK055MHD091 2 /* 720 * 1280, RK055MHD091A0-CTG(RK055HDMIPI4MA0) */
Use the macro DEMO_PANEL to select the LCD panel you are using, the default panel is RK055AHD091-CTG configured in the display_support.h:
#define DEMO_PANEL DEMO_PANEL_RK055AHD091
For example, if your LCD panel is RK055MHD091A0-CTG, change the macro DEMO_PANEL definition as following:
#define DEMO_PANEL DEMO_PANEL_RK055MHD091
The source code is in BlitRect.c, where the main function first configures clocks, pins, etc. freerots is deployed in the example. vglite_task is created and scheduled to execute VGLite initialization and drawing task.
In addition, files of Numbas.h and Numbas.c are used to store numbers of 0-9, whose visual image is CenturyNumbas.png (the background is transparent).
Before drawing, several functions are executed to do initialization:
-
vg_lite_init
initializes VGLite and configures the tessellation buffer size, which is recommended to be the size of the most commonly rendered path size. In this project, it's defined byvg_lite_init(64, 64);
-
vg_lite_set_command_buffer_size
sets the GPU command buffer size (optional). -
vg_lite_allocate
allocates the render buffer, whose the input parameter is vg_lite_buffer_t structure defining width, height, and color format, etc.
In the initialization of this project, a customized load_glyphatlas
function configures the vg_lite_buffer_t structure glyphBuffer, and copis line by line from the image data array Numbas_Bitmap0 to this buffer. This process is achieved by the following key code, where glyphBuffer.stride = the byte number per pixel of glyphBuffer.format * glyphBuffer.width
glyphBuffer.width = 160;
glyphBuffer.height = 92;
glyphBuffer.format = VG_LITE_RGBA8888;
error = vg_lite_allocate(&glyphBuffer);
uint8_t * buffer_memory = (uint8_t *) glyphBuffer.memory;
uint8_t *pdata = (uint8_t *) Numbas_Bitmap0;
for (int j = 0; j < glyphBuffer.height; j++)
{
memcpy(buffer_memory, pdata, glyphBuffer.stride);
buffer_memory += glyphBuffer.stride;
pdata += glyphBuffer.stride;
}
Since there is no path to be drawn, the array pathData and vg_lite_path_t structure is not used in this project.
In drawing task, there are following functions:
-
vg_lite_clear
clears the render buffer with a solid color (ABGR format).In this project, the full screen is filled with white color by
vg_lite_clear(rt, NULL, 0xFFFFFFFF);
-
vg_lite_identity
resets the specified transformation matrix, which is uninitialized or previously modified by functions ofvg_lite_translate
,vg_lite_rotate
,vg_lite_scale
. -
vg_lite_translate
translates draw result by input coordinates with transformation matrix. -
vg_lite_blit_rect
blits the specified rectangle area of the buffer instead of a whole area likevg_lite_blit_rect
.
In this project, the rectangles of four numbers are blit by calling vg_lite_blit_rect
function four times, as the input array rect includes the coordinate and size of specified rectangle: rect[0]/[1]/[2]/[3] are x, y,
width, and height of the source rectangle respectively. The key code is:
vg_lite_identity(&matrix);
rect[0] = 32; rect[1] = 0; rect[2] = 32; rect[3] = 46;
error = vg_lite_blit_rect(rt, &glyphBuffer, rect, &matrix, VG_LITE_BLEND_SRC_OVER, 0, mainFilter);
vg_lite_translate(34,0,&matrix);
rect[0] = 96; rect[1] = 46; rect[2] = 32; rect[3] = 46;
error = vg_lite_blit_rect(rt, &glyphBuffer, rect, &matrix, VG_LITE_BLEND_SRC_OVER, 0, mainFilter);
vg_lite_translate(34,0,&matrix);
rect[0] = 64; rect[1] = 46; rect[2] = 32; rect[3] = 46;
error = vg_lite_blit_rect(rt, &glyphBuffer, rect, &matrix, VG_LITE_BLEND_SRC_OVER, 0, mainFilter);
vg_lite_translate(34,0,&matrix);
rect[0] = 0; rect[1] = 46; rect[2] = 32; rect[3] = 46;
error = vg_lite_blit_rect(rt, &glyphBuffer, rect, &matrix, VG_LITE_BLEND_SRC_OVER, 0, mainFilter);
Once an error occurs, cleaning work is needed including the following function:
-
vg_lite_close
finally frees up the entire memory initialized earlier by thevg_lite_init
function.vg_lite_close();
Compile firstly, and use a Micro-USB cable to connect PC to J86 on MIMXRT1170-EVK board, then download the firmware and run.
If it's successful, the correct image will show on the displayer:
And FPS information will be sent through UART serial port continuously. The correct UART configuration is
- 115200 baud rate
- 8 data bits
- No parity
- One stop bit
- No flow control