283 lines
7.3 KiB
C
283 lines
7.3 KiB
C
|
#include <Elementary.h>
|
||
|
#include "tsuite.h"
|
||
|
|
||
|
typedef struct _GLData GLData;
|
||
|
|
||
|
// GL related data here..
|
||
|
struct _GLData
|
||
|
{
|
||
|
Evas_GL_API *glapi;
|
||
|
GLuint program;
|
||
|
GLuint vtx_shader;
|
||
|
GLuint fgmt_shader;
|
||
|
GLuint vbo;
|
||
|
int initialized : 1;
|
||
|
};
|
||
|
|
||
|
|
||
|
static float red = 1.0;
|
||
|
|
||
|
//--------------------------------//
|
||
|
static GLuint
|
||
|
load_shader( GLData *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(GLData *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)
|
||
|
{
|
||
|
GLData *gld = evas_object_data_get(obj, "gld");
|
||
|
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, 3 * 3 * 4, vVertices, GL_STATIC_DRAW);
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
_del_gl(Evas_Object *obj)
|
||
|
{
|
||
|
GLData *gld = evas_object_data_get(obj, "gld");
|
||
|
if (!gld)
|
||
|
{
|
||
|
printf("Unable to get GLData. \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((Evas_Object*)obj, "..gld");
|
||
|
free(gld);
|
||
|
}
|
||
|
|
||
|
|
||
|
static void
|
||
|
_resize_gl(Evas_Object *obj)
|
||
|
{
|
||
|
int w, h;
|
||
|
GLData *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);
|
||
|
GLData *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->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
|
||
|
0, 0);
|
||
|
gl->glEnableVertexAttribArray(0);
|
||
|
|
||
|
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 EINA_TRUE;
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
_on_done(void *data, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
|
||
|
{
|
||
|
evas_object_del((Evas_Object*)data);
|
||
|
}
|
||
|
|
||
|
|
||
|
static void
|
||
|
_del(void *data __UNUSED__, Evas *evas __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
|
||
|
{
|
||
|
Ecore_Animator *ani = evas_object_data_get(obj, "ani");
|
||
|
ecore_animator_del(ani);
|
||
|
}
|
||
|
|
||
|
|
||
|
TEST_START(test_glview_simple)
|
||
|
{
|
||
|
Evas_Object *bg, *bx, *bt, *gl;
|
||
|
Ecore_Animator *ani;
|
||
|
GLData *gld = NULL;
|
||
|
|
||
|
if (!(gld = calloc(1, sizeof(GLData)))) return;
|
||
|
|
||
|
// Set the engine to opengl_x11
|
||
|
elm_engine_set("opengl_x11");
|
||
|
|
||
|
bg = elm_bg_add(win);
|
||
|
elm_win_resize_object_add(win, bg);
|
||
|
evas_object_size_hint_weight_set(bg, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
|
||
|
evas_object_show(bg);
|
||
|
|
||
|
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);
|
||
|
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);
|
||
|
gld->glapi = elm_glview_gl_api_get(gl);
|
||
|
evas_object_data_set(gl, "ani", ani);
|
||
|
evas_object_data_set(gl, "gld", gld);
|
||
|
evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _del, gl);
|
||
|
|
||
|
bt = elm_button_add(win);
|
||
|
elm_object_text_set(bt, "OK");
|
||
|
evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL);
|
||
|
evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0);
|
||
|
elm_box_pack_end(bx, bt);
|
||
|
evas_object_show(bt);
|
||
|
evas_object_smart_callback_add(bt, "clicked", _on_done, win);
|
||
|
|
||
|
evas_object_resize(win, 320, 480);
|
||
|
evas_object_show(win);
|
||
|
}
|
||
|
TEST_END
|