more docs.

SVN revision: 59094
This commit is contained in:
Carsten Haitzler 2011-05-02 03:06:34 +00:00
parent 0dd92d46c8
commit 56363c3d73
1 changed files with 308 additions and 1 deletions

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@ -56,7 +56,314 @@ struct _Evas_GL_Config
/**
* @defgroup Evas_GL group for rendering GL on Evas
*
* Functions that are used to do GL rendering on Evas.
* Functions that are used to do OpenGL rendering on Evas. Evas allows you
* to use OpenGL to render to specially set up image objects (which act as
* render target surfaces).
*
* Below is an illlustrative example of how to use OpenGL to render to an
* object in Evas.
*
* @code
// Simple Evas_GL example
#include <Ecore_Evas.h>
#include <Ecore.h>
#include <Evas_GL.h>
#include <stdio.h>
// GL related data here..
typedef struct _GLData
{
Evas_GL_Context *ctx;
Evas_GL_Surface *sfc;
Evas_GL *evasgl;
Evas_GL_API *glapi;
GLuint program;
GLuint vtx_shader;
GLuint fgmt_shader;
Eina_Bool initialized : 1;
} GLData;
// callbacks we want to handle deletion on the object and updates/draws
static void on_del (void *data, Evas *e, Evas_Object *obj, void *event_info);
static void on_pixels (void *data, Evas_Object *obj);
// demo - animator just to keep ticking over saying to draw the image
static Eina_Bool on_animate (void *data);
// gl stuff
static int init_shaders (GLData *gld);
static GLuint load_shader (GLData *gld, GLenum type, const char *shader_src);
int
main(int argc, char **argv)
{
// config for the surface for evas_gl
Evas_GL_Config config =
{
EVAS_GL_RGBA_8,
EVAS_GL_DEPTH_NONE,
EVAS_GL_STENCIL_NONE
};
// a size by default
int w = 256, h = 256;
// some variables we will use
Ecore_Evas *ee;
Evas *canvas;
Evas_Object *r1;
Evas_Native_Surface ns;
GLData *gld = NULL;
// regular low-leve EFL (ecore+ecore-evas) init. elm is simpler
ecore_init();
ecore_evas_init();
ee = ecore_evas_gl_x11_new(NULL, 0, 0, 0, 512, 512);
ecore_evas_title_set(ee, "Ecore_Evas Template");
canvas = ecore_evas_get(ee);
// alloc a data struct to hold our relevant gl info in
if (!(gld = calloc(1, sizeof(GLData)))) return 0;
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
// get the evas gl handle for doing gl things
gld->evasgl = evas_gl_new(canvas);
gld->glapi = evas_gl_api_get(gld->evasgl);
// create a surface and context
gld->sfc = evas_gl_surface_create(gld->evasgl, &config, w, h);
gld->ctx = evas_gl_context_create(gld->evasgl, NULL);
//-//
//-//-//-// END GL INIT BLOB
// set up the image object. a filled one by default
r1 = evas_object_image_filled_add(canvas);
// attach important data we need to the object using key names. this just
// avoids some global variables and means we can do nice cleanup. you can
// avoid this if you are lazy
evas_object_data_set(r1, "..gld", gld);
// when the object is deleted - call the on_del callback. like the above,
// this is just being clean
evas_object_event_callback_add(r1, EVAS_CALLBACK_DEL, on_del, NULL);
// set up an actual pixel size fot the buffer data. it may be different
// to the output size. any windowing system has something like this, just
// evas has 2 sizes, a pixel size and the output object size
evas_object_image_size_set(r1, w, h);
// set up the native surface info to use the context and surface created
// above
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
evas_gl_native_surface_get(gld->evasgl, gld->sfc, &ns);
evas_object_image_native_surface_set(r1, &ns);
evas_object_image_pixels_get_callback_set(r1, on_pixels, r1);
//-//
//-//-//-// END GL INIT BLOB
// move the image object somewhere, resize it and show it. any windowing
// system would need this kind of thing - place a child "window"
evas_object_move(r1, 128, 128);
evas_object_resize(r1, w, h);
evas_object_show(r1);
// animating - just a demo. as long as you trigger an update on the image
// object via evas_object_image_pixels_dirty_set(). any display system,
// mainloop siztem etc. will have something of this kind unless it's making
// you spin infinitely yourself and invent your own animation mechanism
//
// NOTE: if you delete r1, this animator will keep runing trying to access
// r1 so you'd better delete this animator with ecore_animator_del() or
// structure how you do animation differently. you can also attach it like
// evasgl, sfc, etc. etc. if this animator is specific to this object
// only and delete it in the del handler for the obj.
ecore_animator_add(on_animate, r1);
// finally show the window for the world to see. windowing system generic
ecore_evas_show(ee);
// begin the mainloop and tick over the animator, handle events etc.
// also windowing system generic
ecore_main_loop_begin();
// standard EFL shutdown stuff - generic for most systems, EFL or not
ecore_evas_shutdown();
ecore_shutdown();
return 0;
}
static void
on_del(void *data, Evas *e, Evas_Object *obj, void *event_info)
{
// on delete of our object clean up some things that don't get auto
// celeted for us as they are not intrinsically bound to the image
// object as such (you could use the same context and surface across
// multiple image objects and re-use the evasgl handle too multiple times.
// here we bind them to 1 object only though by doing this.
GLData *gld = evas_object_data_get(obj, "..gld");
if (!gld) return;
Evas_GL_API *gl = gld->glapi;
evas_object_data_del(obj, "..gld");
// Do a make_current before deleting all the GL stuff.
evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
gl->glDeleteShader(gld->vtx_shader);
gl->glDeleteShader(gld->fgmt_shader);
gl->glDeleteProgram(gld->program);
evas_gl_surface_destroy(gld->evasgl, gld->sfc);
evas_gl_context_destroy(gld->evasgl, gld->ctx);
evas_gl_free(gld->evasgl);
free(gld);
}
static void
on_pixels(void *data, Evas_Object *obj)
{
// get some variable we need from the object data keys
GLData *gld = evas_object_data_get(obj, "..gld");
if (!gld) return;
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
};
int w, h;
// get the image size in case it changed with evas_object_image_size_set()
evas_object_image_size_get(obj, &w, &h);
// set up the context and surface as the current one
evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
if (!gld->initialized)
{
if (!init_shaders(gld)) printf("Error Initializing Shaders\n");
gld->initialized = EINA_TRUE;
}
// 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);
// Clear the buffer
gl->glClearColor(1.0, 0.0, 0.0, 1);
gl->glClear(GL_COLOR_BUFFER_BIT);
// Draw a Triangle
gl->glEnable(GL_BLEND);
gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
gl->glEnableVertexAttribArray(0);
gl->glDrawArrays(GL_TRIANGLES, 0, 3);
// Optional - Flush the GL pipeline
gl->glFlush();
}
static Eina_Bool
on_animate(void *data)
{
// just a demo - animate here whenever an animation tick happens and then
// mark the image as "dirty" meaning it needs an update next time evas
// renders. it will call the pixel get callback then.
evas_object_image_pixels_dirty_set(data, EINA_TRUE);
return EINA_TRUE; // keep looping
}
static GLuint
load_shader(GLData *gld, GLenum type, const char *shader_src)
{
Evas_GL_API *gl = gld->glapi;
GLuint shader;
GLint compiled = 0;
// Create the shader object
if (!(shader = gl->glCreateShader(type))) return 0;
gl->glShaderSource(shader, 1, &shader_src, NULL);
// Compile the shader
gl->glCompileShader(shader);
gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
GLint len = 0;
gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 1)
{
char *info = malloc(sizeof(char) * len);
if (info)
{
gl->glGetShaderInfoLog(shader, len, NULL, info);
printf("Error compiling shader:\n"
"%s\n", info);
free(info);
}
}
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;
const char vShaderStr[] =
"attribute vec4 vPosition; \n"
"void main() \n"
"{ \n"
" gl_Position = vPosition; \n"
"} \n";
const char fShaderStr[] =
"precision mediump float; \n"
"void main() \n"
"{ \n"
" gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
"} \n";
GLint linked = 0;
// Load the vertex/fragment shaders
gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, vShaderStr);
gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, fShaderStr);
// Create the program object
if (!(gld->program = gl->glCreateProgram())) return 0;
gl->glAttachShader(gld->program, gld->vtx_shader);
gl->glAttachShader(gld->program, gld->fgmt_shader);
// Bind vPosition to attribute 0
gl->glBindAttribLocation(gld->program, 0, "vPosition");
// Link the program
gl->glLinkProgram(gld->program);
gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
if (!linked)
{
GLint len = 0;
gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &len);
if (len > 1)
{
char *info = malloc(sizeof(char) * len);
if (info)
{
gl->glGetProgramInfoLog(gld->program, len, NULL, info);
printf("Error linking program:\n"
"%s\n", info);
free(info);
}
}
gl->glDeleteProgram(gld->program);
return 0;
}
return 1;
}
* @endcode
*
* @ingroup Evas_Canvas
*/