Clear an offscreen with white color and draw four rotating rectangles to it, then blit it to the center of display that has a blue background.
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 EVOExtra.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, the FillRule.h file includes an array storing the path data:
unsigned char fill_rule_evo[] = {
......
......
......
};
unsigned int fill_rule_evo_len = 1152;
Similar to evkmimxrt1170_15_EVOLoading, this project also uses Elementary to load paths, so there are some elementary functions in the initialization compared to previous VGLite projects.
-
ElmInitialize
initializes and configures the tessellation buffer size, similar to thevg_lite_init
function. -
ElmWrapBuffer
maps the vg_lite_buffer_t structure to the elementary buffer ElmBuffer, make elementary rendered to the screen directly. -
ElmCreateObjectFromData
loads the data with specified type defined by ELM_OBJECT_TYPE enumeration, and return a ElmHandle structure for subsequent transformation and drawing. The ELM_OBJECT_TYPE enumeration includes six values:- ELM_OBJECT_TYPE_EVO: elementary vector object, representing a path object.
- ELM_OBJECT_TYPE_EGO: elementary group object, containing multiple path objects.
- ELM_OBJECT_TYPE_EBO: elementary bitmap object, representing image data.
- ELM_OBJECT_TYPE_BUF: rendering buffer object, created by application.
- ELM_OBJECT_TYPE_FONT: elementary font object, representing character data.
- ELM_OBJECT_TYPE_TEXT: elementary text object, representing text data. And some generic VGLite functions are also used to do initialization:
-
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.
The key code of initialization is shown below:
status = ElmInitialize(OFFSCREEN_BUFFER_WIDTH, OFFSCREEN_BUFFER_HEIGHT);
/* Set GPU command buffer size for this drawing task. */
error = vg_lite_set_command_buffer_size(VGLITE_COMMAND_BUFFER_SZ);
/* Allocate an offscreen buffer where the path will be rendered */
renderTarget.width = OFFSCREEN_BUFFER_WIDTH;
renderTarget.height = OFFSCREEN_BUFFER_HEIGHT;
renderTarget.format = VG_LITE_RGBA8888;
error = vg_lite_allocate(&renderTarget);
/* Map the vg_lite_buffer to an elementary buffer where rendering is to be done */
elmRenderTarget = ElmWrapBuffer(renderTarget.width, renderTarget.height, renderTarget.stride,
renderTarget.memory, renderTarget.address, ELM_BUFFER_FORMAT_RGBA8888);
/* Load the EVO file from the buffer */
handle = ElmCreateObjectFromData(ELM_OBJECT_TYPE_EVO, (void *)fill_rule_evo, fill_rule_evo_len);
Since the elementary path data is stored in FillRule.h, the array pathData and vg_lite_path_t structure is not used in this project.
As Elementary is used, there are also elementary functions replacing some VGLite functions:
-
ElmReset
restores the specified transformation prosperity or prosperities for the provided ElmHandle elementary object, such asElmReset(handle, ELM_PROP_TRANSFER_BIT);
The input mask property is defined by ELM_EVO_PROP_BIT enumeration, including
- ELM_PROP_ROTATE_BIT: rotate bit of evo/ego/ebo transformation property.
- ELM_PROP_TRANSFER_BIT: transfer bit of evo/ego/ebo transformation property.
- ELM_PROP_SCALE_BIT: scale bit of evo/ego/ebo transformation property.
- ELM_PROP_BLEND_BIT: blending bit of evo/ebo rendering property.
- ELM_PROP_QUALITY_BIT: quality bit of evo/ebo rendering property.
- ELM_PROP_FILL_BIT: fill rule bit of evo rendering property.
- ELM_PROP_COLOR_BIT: fill color bit of evo rendering property.
- ELM_PROP_PAINT_BIT: paint type bit of evo.
- ELM_PROP_ALL_BIT: all transformation property bits of evo.
-
ElmTransfer
puts an evo/ebo/ego away at different directions. The setting will be accumulated untilElmReset
is called. -
ElmRotate
sets an evo/ebo/ego object rotated with specified angle. The setting will be accumulated untilElmReset
is called. In this project, the four rectangles rotate by 0.5 degrees each time with the following code:/* Below functions change the object matrix */ ElmTransfer(handle, 200, 200); ElmRotate(handle, angle); ElmTransfer(handle, -200, -200); angle+=0.5;
-
ElmDraw
renders the object to the elementary buffer, taking all current setting of the elementary object, such asElmDraw(elmRenderTarget, handle);
And this project's drawing part also includes VGLite functions like vg_lite_clear
, vg_lite_identity
, vg_lite_translate
, vg_lite_blit
, etc:
-
vg_lite_clear
clears the render buffer with a solid color (ABGR format). -
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
finally copies the source image to the destination window with the specified blend mode and filter mode, determining the showing of objects.
Once an error occurs, cleaning work is needed including the following functions:
-
ElmDestroyObject
releases all internal elementary resource of the input object.ElmDestroyObject(handle);
-
vg_lite_free
frees the allocated render buffer.vg_lite_free(&renderTarget);
-
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