Clear the offscreen with white color and draw a linear gradient color object on it. Then blit it to the displayer 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 LinearGradient.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.
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 by#define OFFSCREEN_BUFFER_WIDTH 400 #define OFFSCREEN_BUFFER_HEIGHT 400 error = vg_lite_init(OFFSCREEN_BUFFER_WIDTH, OFFSCREEN_BUFFER_HEIGHT);
-
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.
Additional, in this project, vg_lite_linear_gradient_t structure defines a linear gradient color. And there are several linear gradient color initialization functions:
-
vg_lite_init_grad
initializes the buffer for the linear gradient color. -
vg_lite_set_grad
sets the gradient's colors and offsets, which are defined by customized arrays of ramps and stops./* Gradient information. The ramps specify the color information at each one of the stops */ uint32_t ramps[] = {0xffff0000, 0xff00ff00, 0xff0000ff}; /* Stops define the offset, where in the line those color ramps will be located. It can go from 0 to 255 */ uint32_t stops[] = {0, 128, 255}; vg_lite_set_grad(&grad, 3, ramps, stops);
-
vg_lite_update_grad
finally updates the vg_lite_linear_gradient_t structure to the buffer.
The array pathData in this project is the same as evkmimxrt1170_03_Stroked_CubicCurves, so there is no change in the shape, such as
static int32_t pathData[] = {
2, 200, 400, //Move to (200, 400)
4, 300, 300, //Line from (200, 400) to (300, 300)
8, 254, 228, 365, 190, 300, 100, //Cubic Curve from (300, 300) to (300, 100) with control point 1 in (254, 228) and control point 2 in (365, 190)
8, 300, 197, 200, 106, 200, 0, //Cubic Curve from (300, 100) to (200, 0) with control point 1 in (300, 197) and control point 2 in (200, 106)
8, 132, 0, 158, 187, 100, 100, //Cubic Curve from (200, 0) to (100, 100) with control point 1 in (132, 0) and control point 2 in (158, 187)
8, 0, 100, 200, 300, 100, 300, //Cubic Curve from (100, 100) to (100, 300) with control point 1 in (0, 100) and control point 2 in (200, 300)
4, 200, 400, //Line from (100, 300) to (200, 400)
0,
};
And vg_lite_path_t structure describes path data's bounding box, quality, coordinate format, etc., such as
static vg_lite_path_t path = {
{0, 0, // left,top
400, 400}, // right,bottom
VG_LITE_HIGH, // quality
VG_LITE_S32, //
{0}, // uploaded
sizeof(pathData), // path length
pathData, // path data
1 // path changed
};
In drawing task, there are following functions:
-
vg_lite_clear
clears the render buffer with a solid color (ABGR format). In this project, the rendered area is filled with white color byvg_lite_clear(&renderTarget, NULL, 0xFFFFFFFF);
And the full screen is filled with blue color by
vg_lite_clear(rt, NULL, 0xFFFF0000);
-
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. The path in this project is moved byvg_lite_translate(DEMO_BUFFER_WIDTH/2 - OFFSCREEN_BUFFER_WIDTH/2, DEMO_BUFFER_HEIGHT/2 - OFFSCREEN_BUFFER_HEIGHT/2, &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. In this project, VG_LITE_BLEND_SRC_OVER blend mode is selected to make source image placed on the background:error = vg_lite_blit(rt, &renderTarget, &matrix, VG_LITE_BLEND_SRC_OVER, 0, mainFilter);
In addition, following functions are used to draw the linear gradient color:
-
vg_lite_get_grad_matrix
gets the transformation matrix of the linear gradient, and general transformation functions likevg_lite_identity
,vg_lite_translate
,vg_lite_scale
andvg_lite_rotate
are suitable for the gradient's matrix. -
vg_lite_draw_gradient
fills a path with the linear gradient color instead of a solid color likevg_lite_draw
. The gradient color is described by the vg_lite_linear_gradient_t structure.error = vg_lite_draw_gradient(&renderTarget, &path, VG_LITE_FILL_EVEN_ODD, &matrix, &grad, VG_LITE_BLEND_NONE);
Once an error occurs, cleaning work is needed including the following functions:
-
vg_lite_clear_grad
function is called to free up the buffer of the vg_lite_linear_gradient_t structure:vg_lite_clear_grad(&grad);
-
vg_lite_free
frees the allocated render buffer.vg_lite_free(&renderTarget);
-
vg_lite_clear_path
clears path data uploaded to GPU memory.vg_lite_clear_path(&path);
-
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