#ifdef HAVE_CONFIG_H # include "elementary_config.h" #endif #include 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, " GL backend engine is not supported.
" " 1. Check your back-end engine or
" " 2. Run elementary_test with engine option or
" " ex) $ ELM_ACCEL=gl elementary_test
" " 3. Change your back-end engine from elementary_config.
"); 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 * elm_config_scale_get(), 480 * elm_config_scale_get()); evas_object_show(win); }