efl
321 строка · 9.2 Кб
1/**
2* Simple Elementary's <b>GLView widget</b> example, illustrating its
3* creation.
4*
5* See stdout/stderr for output. Compile with:
6*
7* @verbatim
8* gcc -o glview_example_01 glview_example_01.c -g `pkg-config --cflags --libs elementary`
9* @endverbatim
10*/
11#include <Elementary.h>
12#include <Evas_GL.h>
13#include <stdio.h>
14
15typedef struct _GLData GLData;
16
17// GL related data here..
18struct _GLData
19{
20Evas_GL_API *glapi;
21GLuint program;
22GLuint vtx_shader;
23GLuint fgmt_shader;
24GLuint vbo;
25int initialized : 1;
26};
27
28static float red = 1.0;
29
30//--------------------------------//
31// a helper function to load shaders from a shader source
32static GLuint
33load_shader( GLData *gld, GLenum type, const char *shader_src )
34{
35Evas_GL_API *gl = gld->glapi;
36GLuint shader;
37GLint compiled;
38
39// Create the shader object
40shader = gl->glCreateShader(type);
41if (shader==0)
42return 0;
43
44// Load/Compile shader source
45gl->glShaderSource(shader, 1, &shader_src, NULL);
46gl->glCompileShader(shader);
47gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
48
49if (!compiled)
50{
51GLint info_len = 0;
52gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
53if (info_len > 1)
54{
55char* info_log = malloc(sizeof(char) * info_len);
56
57gl->glGetShaderInfoLog(shader, info_len, NULL, info_log);
58printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, shader_src );
59free(info_log);
60}
61gl->glDeleteShader(shader);
62return 0;
63}
64
65return shader;
66}
67
68// Initialize the shader and program object
69static int
70init_shaders(GLData *gld)
71{
72Evas_GL_API *gl = gld->glapi;
73GLbyte vShaderStr[] =
74"attribute vec4 vPosition; \n"
75"void main() \n"
76"{ \n"
77" gl_Position = vPosition; \n"
78"} \n";
79
80GLbyte fShaderStr[] =
81"#ifdef GL_ES \n"
82"precision mediump float; \n"
83"#endif \n"
84"void main() \n"
85"{ \n"
86" gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
87"} \n";
88
89GLint linked;
90
91// Load the vertex/fragment shaders
92gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, (const char*)vShaderStr);
93gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, (const char*)fShaderStr);
94
95// Create the program object
96gld->program = gl->glCreateProgram( );
97if (gld->program==0)
98return 0;
99
100gl->glAttachShader(gld->program, gld->vtx_shader);
101gl->glAttachShader(gld->program, gld->fgmt_shader);
102
103gl->glBindAttribLocation(gld->program, 0, "vPosition");
104gl->glLinkProgram(gld->program);
105gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
106
107if (!linked)
108{
109GLint info_len = 0;
110gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len);
111if (info_len > 1)
112{
113char* info_log = malloc(sizeof(char) * info_len);
114
115gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log);
116printf("Error linking program:\n%s\n", info_log);
117free(info_log);
118}
119gl->glDeleteProgram(gld->program);
120return 0;
121}
122return 1;
123}
124
125// Callbacks
126// intialize callback that gets called once for intialization
127static void
128_init_gl(Evas_Object *obj)
129{
130GLData *gld = evas_object_data_get(obj, "gld");
131Evas_GL_API *gl = gld->glapi;
132GLfloat vVertices[] = {
1330.0f, 0.5f, 0.0f,
134-0.5f, -0.5f, 0.0f,
1350.5f, -0.5f, 0.0f };
136
137if (!init_shaders(gld))
138{
139printf("Error Initializing Shaders\n");
140return;
141}
142
143gl->glGenBuffers(1, &gld->vbo);
144gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
145gl->glBufferData(GL_ARRAY_BUFFER, 3 * 3 * 4, vVertices, GL_STATIC_DRAW);
146}
147
148// delete callback gets called when glview is deleted
149static void
150_del_gl(Evas_Object *obj)
151{
152GLData *gld = evas_object_data_get(obj, "gld");
153if (!gld)
154{
155printf("Unable to get GLData. \n");
156return;
157}
158Evas_GL_API *gl = gld->glapi;
159
160gl->glDeleteShader(gld->vtx_shader);
161gl->glDeleteShader(gld->fgmt_shader);
162gl->glDeleteProgram(gld->program);
163gl->glDeleteBuffers(1, &gld->vbo);
164
165evas_object_data_del((Evas_Object*)obj, "..gld");
166free(gld);
167}
168
169// resize callback gets called every time object is resized
170static void
171_resize_gl(Evas_Object *obj)
172{
173int w, h;
174GLData *gld = evas_object_data_get(obj, "gld");
175Evas_GL_API *gl = gld->glapi;
176
177elm_glview_size_get(obj, &w, &h);
178
179// GL Viewport stuff. you can avoid doing this if viewport is all the
180// same as last frame if you want
181gl->glViewport(0, 0, w, h);
182}
183
184// draw callback is where all the main GL rendering happens
185static void
186_draw_gl(Evas_Object *obj)
187{
188Evas_GL_API *gl = elm_glview_gl_api_get(obj);
189GLData *gld = evas_object_data_get(obj, "gld");
190if (!gld) return;
191int w, h;
192
193elm_glview_size_get(obj, &w, &h);
194
195gl->glViewport(0, 0, w, h);
196gl->glClearColor(red,0.8,0.3,1);
197gl->glClear(GL_COLOR_BUFFER_BIT);
198
199// Draw a Triangle
200gl->glEnable(GL_BLEND);
201
202gl->glUseProgram(gld->program);
203
204gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
205gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
2060, 0);
207gl->glEnableVertexAttribArray(0);
208
209gl->glDrawArrays(GL_TRIANGLES, 0, 3);
210
211// Optional - Flush the GL pipeline
212gl->glFinish();
213
214red -= 0.1;
215if (red < 0.0) red = 1.0;
216}
217
218// just need to notify that glview has changed so it can render
219static Eina_Bool
220_anim(void *data)
221{
222elm_glview_changed_set(data);
223return EINA_TRUE;
224}
225
226static void
227_on_done(void *data, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
228{
229evas_object_del((Evas_Object*)data);
230elm_exit();
231}
232
233static void
234_del(void *data EINA_UNUSED, Evas *evas EINA_UNUSED, Evas_Object *obj, void *event_info EINA_UNUSED)
235{
236Ecore_Animator *ani = evas_object_data_get(obj, "ani");
237ecore_animator_del(ani);
238}
239
240EAPI_MAIN int
241elm_main(int argc EINA_UNUSED, char **argv EINA_UNUSED)
242{
243Evas_Object *win, *bx, *bt, *gl;
244Ecore_Animator *ani;
245GLData *gld = NULL;
246
247if (!(gld = calloc(1, sizeof(GLData)))) return 1;
248
249elm_policy_set(ELM_POLICY_QUIT, ELM_POLICY_QUIT_LAST_WINDOW_CLOSED);
250
251win = elm_win_util_standard_add("glview simple", "GLView Simple");
252elm_win_autodel_set(win, EINA_TRUE);
253
254bx = elm_box_add(win);
255evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
256elm_win_resize_object_add(win, bx);
257evas_object_show(bx);
258
259//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
260//-//
261// create a new glview object
262gl = elm_glview_add(win);
263gld->glapi = elm_glview_gl_api_get(gl);
264evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL);
265evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
266// mode is simply for supporting alpha, depth buffering, and stencil
267// buffering.
268elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH);
269// resize policy tells glview what to do with the surface when it
270// resizes. ELM_GLVIEW_RESIZE_POLICY_RECREATE will tell it to
271// destroy the current surface and recreate it to the new size
272elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
273// render policy tells glview how it would like glview to render
274// gl code. ELM_GLVIEW_RENDER_POLICY_ON_DEMAND will have the gl
275// calls called in the pixel_get callback, which only gets called
276// if the object is visible, hence ON_DEMAND. ALWAYS mode renders
277// it despite the visibility of the object.
278elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
279// initialize callback function gets registered here
280elm_glview_init_func_set(gl, _init_gl);
281// delete callback function gets registered here
282elm_glview_del_func_set(gl, _del_gl);
283elm_glview_resize_func_set(gl, _resize_gl);
284elm_glview_render_func_set(gl, _draw_gl);
285//-//
286//-//-//-// END GL INIT BLOB
287
288elm_box_pack_end(bx, gl);
289evas_object_show(gl);
290
291elm_object_focus_set(gl, EINA_TRUE);
292
293// animating - just a demo. as long as you trigger an update on the image
294// object via elm_glview_changed_set() it will be updated.
295//
296// NOTE: if you delete gl, this animator will keep running trying to access
297// gl so you'd better delete this animator with ecore_animator_del().
298ani = ecore_animator_add(_anim, gl);
299
300evas_object_data_set(gl, "ani", ani);
301evas_object_data_set(gl, "gld", gld);
302evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _del, gl);
303
304// add an 'OK' button to end the program
305bt = elm_button_add(win);
306elm_object_text_set(bt, "OK");
307evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL);
308evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0);
309elm_box_pack_end(bx, bt);
310evas_object_show(bt);
311evas_object_smart_callback_add(bt, "clicked", _on_done, win);
312
313evas_object_resize(win, 320, 480);
314evas_object_show(win);
315
316// run the mainloop and process events and callbacks
317elm_run();
318
319return 0;
320}
321ELM_MAIN()
322