efl/src/bin/elementary/test_glview_simple.c

300 lines
8.1 KiB
C

#ifdef HAVE_CONFIG_H
# include "elementary_config.h"
#endif
#include <Elementary.h>
typedef struct _GL_Data GL_Data;
// GL related data here..
struct _GL_Data
{
Evas_GL_API *glapi;
GLuint program;
GLuint vtx_shader;
GLuint fgmt_shader;
GLuint vbo;
};
static float red = 1.0;
static void
_win_free_cb(void *data, Evas *e EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
free(data);
}
static GLuint
load_shader(GL_Data *gld, GLenum type, const char *shader_src)
{
Evas_GL_API *gl = gld->glapi;
GLuint shader;
GLint compiled;
// Create the shader object
shader = gl->glCreateShader(type);
if (shader==0)
return 0;
// Load/Compile shader source
gl->glShaderSource(shader, 1, &shader_src, NULL);
gl->glCompileShader(shader);
gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
GLint info_len = 0;
gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
if (info_len > 1)
{
char* info_log = malloc(sizeof(char) * info_len);
gl->glGetShaderInfoLog(shader, info_len, NULL, info_log);
printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, shader_src );
free(info_log);
}
gl->glDeleteShader(shader);
return 0;
}
return shader;
}
// Initialize the shader and program object
static int
init_shaders(GL_Data *gld)
{
Evas_GL_API *gl = gld->glapi;
GLbyte vShaderStr[] =
"attribute vec4 vPosition;\n"
"void main()\n"
"{\n"
" gl_Position = vPosition;\n"
"}\n";
GLbyte fShaderStr[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
"}\n";
GLint linked;
// Load the vertex/fragment shaders
gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, (const char*)vShaderStr);
gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, (const char*)fShaderStr);
// Create the program object
gld->program = gl->glCreateProgram( );
if (gld->program==0)
return 0;
gl->glAttachShader(gld->program, gld->vtx_shader);
gl->glAttachShader(gld->program, gld->fgmt_shader);
gl->glBindAttribLocation(gld->program, 0, "vPosition");
gl->glLinkProgram(gld->program);
gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
if (!linked)
{
GLint info_len = 0;
gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len);
if (info_len > 1)
{
char* info_log = malloc(sizeof(char) * info_len);
gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log);
printf("Error linking program:\n%s\n", info_log);
free(info_log);
}
gl->glDeleteProgram(gld->program);
return 0;
}
return 1;
}
// Callbacks
static void
_init_gl(Evas_Object *obj)
{
GL_Data *gld = evas_object_data_get(obj, "gld");
gld->glapi = elm_glview_gl_api_get(obj);
Evas_GL_API *gl = gld->glapi;
GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f };
if (!init_shaders(gld))
{
printf("Error Initializing Shaders\n");
return;
}
gl->glGenBuffers(1, &gld->vbo);
gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
gl->glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), vVertices, GL_STATIC_DRAW);
gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
0, 0);
gl->glEnableVertexAttribArray(0);
}
static void
_del_gl(Evas_Object *obj)
{
GL_Data *gld = evas_object_data_get(obj, "gld");
if (!gld)
{
printf("Unable to get GL_Data. \n");
return;
}
Evas_GL_API *gl = gld->glapi;
gl->glDeleteShader(gld->vtx_shader);
gl->glDeleteShader(gld->fgmt_shader);
gl->glDeleteProgram(gld->program);
gl->glDeleteBuffers(1, &gld->vbo);
evas_object_data_del(obj, "gld");
}
static void
_resize_gl(Evas_Object *obj)
{
int w, h;
GL_Data *gld = evas_object_data_get(obj, "gld");
Evas_GL_API *gl = gld->glapi;
elm_glview_size_get(obj, &w, &h);
// GL Viewport stuff. you can avoid doing this if viewport is all the
// same as last frame if you want
gl->glViewport(0, 0, w, h);
}
static void
_draw_gl(Evas_Object *obj)
{
Evas_GL_API *gl = elm_glview_gl_api_get(obj);
GL_Data *gld = evas_object_data_get(obj, "gld");
if (!gld) return;
int w, h;
elm_glview_size_get(obj, &w, &h);
gl->glViewport(0, 0, w, h);
gl->glClearColor(red, 0.8, 0.3, 1);
gl->glClear(GL_COLOR_BUFFER_BIT);
// Draw a Triangle
gl->glEnable(GL_BLEND);
gl->glUseProgram(gld->program);
gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
gl->glDrawArrays(GL_TRIANGLES, 0, 3);
// Optional - Flush the GL pipeline
gl->glFinish();
red -= 0.1;
if (red < 0.0) red = 1.0;
}
static Eina_Bool
_anim(void *data)
{
elm_glview_changed_set(data);
return ECORE_CALLBACK_RENEW;
}
static void
_close_cb(void *data, Evas_Object *obj EINA_UNUSED,
void *event_info EINA_UNUSED)
{
evas_object_del(data);
}
static void
_gl_del_cb(void *data, Evas *evas EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
ecore_animator_del(data);
}
void
test_glview_simple(void *data EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
Evas_Object *win, *bx, *bt, *gl, *lb;
Ecore_Animator *ani;
GL_Data *gld = NULL;
if (!(gld = calloc(1, sizeof(GL_Data)))) return;
// add a Z-depth buffer to the window and try to use GL
Eina_Stringshare *accel;
accel = eina_stringshare_add(elm_config_accel_preference_get());
elm_config_accel_preference_set("gl:depth");
win = elm_win_util_standard_add("glview-simple", "GLView Simple");
elm_win_autodel_set(win, EINA_TRUE);
evas_object_event_callback_add(win, EVAS_CALLBACK_FREE, _win_free_cb, gld);
// restore previous accel preference
elm_config_accel_preference_set(accel);
eina_stringshare_del(accel);
bx = elm_box_add(win);
evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
elm_win_resize_object_add(win, bx);
evas_object_show(bx);
gl = elm_glview_add(win);
if (gl)
{
evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL);
evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH);
elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
elm_glview_init_func_set(gl, _init_gl);
elm_glview_del_func_set(gl, _del_gl);
elm_glview_resize_func_set(gl, _resize_gl);
elm_glview_render_func_set(gl, _draw_gl);
elm_box_pack_end(bx, gl);
evas_object_show(gl);
elm_object_focus_set(gl, EINA_TRUE);
ani = ecore_animator_add(_anim, gl);
evas_object_data_set(gl, "gld", gld);
evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _gl_del_cb, ani);
}
else
{
lb = elm_label_add(bx);
elm_object_text_set(lb, "<align=left> GL backend engine is not supported.<br/>"
" 1. Check your back-end engine or<br/>"
" 2. Run elementary_test with engine option or<br/>"
" ex) $ <b>ELM_ACCEL=gl</b> elementary_test<br/>"
" 3. Change your back-end engine from elementary_config.<br/></align>");
evas_object_size_hint_weight_set(lb, 0.0, 0.0);
evas_object_size_hint_align_set(lb, EVAS_HINT_FILL, EVAS_HINT_FILL);
elm_box_pack_end(bx, lb);
evas_object_show(lb);
}
bt = elm_button_add(win);
elm_object_text_set(bt, "Close");
evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0);
evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL);
elm_box_pack_end(bx, bt);
evas_object_show(bt);
evas_object_smart_callback_add(bt, "clicked", _close_cb, win);
evas_object_resize(win, 320, 480);
evas_object_show(win);
}