From: "Sung W. Park" <sungwoo@gmail.com>

Subject: Re: [E-devel] [RFC] ELM GLView

Elementary GLview wiedget giving simplified access to do opengl
drawing in a widget in elm so you pretty much do no work to set it up
and just provide a render function to draw the contents when it needs
drawing. Thanks to Sungwoo Park and Samsung



SVN revision: 59909
This commit is contained in:
Sung W. Park 2011-06-03 07:09:25 +00:00 committed by Carsten Haitzler
parent 732f99f2b7
commit 7e01afebe7
7 changed files with 1126 additions and 1 deletions

View File

@ -39,3 +39,4 @@ Aharon Hillel <a.hillel@partner.samsung.com>
Shinwoo Kim <kimcinoo@gmail.com>
Govindaraju SM <govi.sm@samsung.com> <govism@gmail.com>
Prince Kumar Dubey <prince.dubey@samsung.com> <prince.dubey@gmail.com>
Sung W. Park <sungwoo@gmail.com>

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@ -103,7 +103,8 @@ test_weather.c \
test_win_inline.c \
test_win_state.c \
test_grid.c \
test_flip_page.c
test_flip_page.c \
test_glview.c
if HAVE_EIO
elementary_test_SOURCES += test_eio.c

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@ -133,6 +133,7 @@ void test_segment_control(void *data, Evas_Object *obj, void *event_info);
void test_store(void *data, Evas_Object *obj, void *event_info);
void test_win_inline(void *data, Evas_Object *obj, void *event_info);
void test_grid(void *data, Evas_Object *obj, void *event_info);
void test_glview(void *data, Evas_Object *obj, void *event_info);
#ifdef HAVE_EIO
void test_eio(void *data, Evas_Object *obj, void *event_info);
#endif
@ -404,6 +405,7 @@ my_win_main(char *autorun)
ADD_TEST("Store", test_store);
ADD_TEST("Window Inline", test_win_inline);
ADD_TEST("Grid", test_grid);
ADD_TEST("GLView", test_glview);
#undef ADD_TEST
if (autorun)

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@ -0,0 +1,588 @@
#include <Elementary.h>
#ifdef HAVE_CONFIG_H
# include "elementary_config.h"
#endif
#ifndef ELM_LIB_QUICKLAUNCH
#ifndef M_PI
#define M_PI 3.14159265
#endif
typedef struct _Gear {
GLfloat *vertices;
GLuint vbo;
int count;
} Gear;
// GL related data here..
typedef struct _GLData
{
Evas_GL_API *glapi;
GLuint program;
GLuint vtx_shader;
GLuint fgmt_shader;
int initialized : 1;
int mouse_down : 1;
// Gear Stuff
GLfloat view_rotx;
GLfloat view_roty;
GLfloat view_rotz;
Gear *gear1;
Gear *gear2;
Gear *gear3;
GLfloat angle;
GLuint proj_location;
GLuint light_location;
GLuint color_location;
GLfloat proj[16];
GLfloat light[3];
} GLData;
static void gears_init(GLData *gld);
static void gears_reshape(GLData *gld, int width, int height);
static void render_gears(GLData *gld);
//--------------------------------//
// Gear Stuff....
static GLfloat *
vert(GLfloat *p, GLfloat x, GLfloat y, GLfloat z, GLfloat *n)
{
p[0] = x;
p[1] = y;
p[2] = z;
p[3] = n[0];
p[4] = n[1];
p[5] = n[2];
return p + 6;
}
/* Draw a gear wheel. You'll probably want to call this function when
* building a display list since we do a lot of trig here.
*
* Input: inner_radius - radius of hole at center
* outer_radius - radius at center of teeth
* width - width of gear
* teeth - number of teeth
* tooth_depth - depth of tooth
*/
static Gear *
make_gear(GLData *gld, GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
GLint teeth, GLfloat tooth_depth)
{
GLint i;
GLfloat r0, r1, r2;
GLfloat da;
GLfloat *v;
Gear *gear;
double s[5], c[5];
GLfloat normal[3];
const int tris_per_tooth = 20;
Evas_GL_API *gl = gld->glapi;
gear = (Gear*)malloc(sizeof(Gear));
if (gear == NULL)
return NULL;
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0;
r2 = outer_radius + tooth_depth / 2.0;
da = 2.0 * M_PI / teeth / 4.0;
gear->vertices = calloc(teeth * tris_per_tooth * 3 * 6,
sizeof *gear->vertices);
s[4] = 0;
c[4] = 1;
v = gear->vertices;
for (i = 0; i < teeth; i++)
{
s[0] = s[4];
c[0] = c[4];
s[1] = sin(i * 2.0 * M_PI / teeth + da);
c[1] = cos(i * 2.0 * M_PI / teeth + da);
s[2] = sin(i * 2.0 * M_PI / teeth + da * 2);
c[2] = cos(i * 2.0 * M_PI / teeth + da * 2);
s[3] = sin(i * 2.0 * M_PI / teeth + da * 3);
c[3] = cos(i * 2.0 * M_PI / teeth + da * 3);
s[4] = sin(i * 2.0 * M_PI / teeth + da * 4);
c[4] = cos(i * 2.0 * M_PI / teeth + da * 4);
normal[0] = 0.0;
normal[1] = 0.0;
normal[2] = 1.0;
v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
v = vert(v, r2 * c[2], r2 * s[2], width * 0.5, normal);
v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
v = vert(v, r1 * c[3], r1 * s[3], width * 0.5, normal);
v = vert(v, r0 * c[0], r0 * s[0], width * 0.5, normal);
v = vert(v, r1 * c[4], r1 * s[4], width * 0.5, normal);
v = vert(v, r0 * c[4], r0 * s[4], width * 0.5, normal);
v = vert(v, r0 * c[4], r0 * s[4], width * 0.5, normal);
v = vert(v, r0 * c[0], r0 * s[0], width * 0.5, normal);
v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
v = vert(v, r0 * c[0], r0 * s[0], -width * 0.5, normal);
normal[0] = 0.0;
normal[1] = 0.0;
normal[2] = -1.0;
v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
v = vert(v, r0 * c[0], r0 * s[0], -width * 0.5, normal);
v = vert(v, r1 * c[3], r1 * s[3], -width * 0.5, normal);
v = vert(v, r1 * c[0], r1 * s[0], -width * 0.5, normal);
v = vert(v, r2 * c[2], r2 * s[2], -width * 0.5, normal);
v = vert(v, r2 * c[1], r2 * s[1], -width * 0.5, normal);
v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
v = vert(v, r1 * c[0], r1 * s[0], -width * 0.5, normal);
v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
v = vert(v, r2 * c[1], r2 * s[1], -width * 0.5, normal);
v = vert(v, r2 * c[2], r2 * s[2], width * 0.5, normal);
v = vert(v, r2 * c[2], r2 * s[2], -width * 0.5, normal);
v = vert(v, r1 * c[3], r1 * s[3], width * 0.5, normal);
v = vert(v, r1 * c[3], r1 * s[3], -width * 0.5, normal);
v = vert(v, r1 * c[4], r1 * s[4], width * 0.5, normal);
v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
}
gear->count = (v - gear->vertices) / 6;
gl->glGenBuffers(1, &gear->vbo);
gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
gl->glBufferData(GL_ARRAY_BUFFER, gear->count * 6 * 4,
gear->vertices, GL_STATIC_DRAW);
return gear;
}
static void
multiply(GLfloat *m, const GLfloat *n)
{
GLfloat tmp[16];
const GLfloat *row, *column;
div_t d;
int i, j;
for (i = 0; i < 16; i++)
{
tmp[i] = 0;
d = div(i, 4);
row = n + d.quot * 4;
column = m + d.rem;
for (j = 0; j < 4; j++)
tmp[i] += row[j] * column[j * 4];
}
memcpy(m, &tmp, sizeof tmp);
}
static void
rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
double s, c;
s = sin(angle);
c = cos(angle);
GLfloat r[16] =
{
x * x * (1 - c) + c, y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0,
x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0,
x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c, 0,
0, 0, 0, 1
};
multiply(m, r);
}
static void
translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z)
{
GLfloat t[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1 };
multiply(m, t);
}
static void
draw_gear(GLData *gld, Gear *gear, GLfloat *m,
GLfloat x, GLfloat y, GLfloat angle, const GLfloat *color)
{
Evas_GL_API *gl = gld->glapi;
GLfloat tmp[16];
memcpy(tmp, m, sizeof tmp);
translate(tmp, x, y, 0);
rotate(tmp, 2 * M_PI * angle / 360.0, 0, 0, 1);
gl->glUniformMatrix4fv(gld->proj_location, 1, GL_FALSE, tmp);
gl->glUniform3fv(gld->light_location, 1, gld->light);
gl->glUniform4fv(gld->color_location, 1, color);
gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
6 * sizeof(GLfloat), NULL);
gl->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
6 * sizeof(GLfloat), (GLfloat *) 0 + 3);
gl->glEnableVertexAttribArray(0);
gl->glEnableVertexAttribArray(1);
gl->glDrawArrays(GL_TRIANGLE_STRIP, 0, gear->count);
}
static void
gears_draw(GLData *gld)
{
Evas_GL_API *gl = gld->glapi;
static const GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
static const GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
static const GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
GLfloat m[16];
gl->glClearColor(0.8, 0.8, 0.1, 0.5);
gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
memcpy(m, gld->proj, sizeof m);
rotate(m, 2 * M_PI * gld->view_rotx / 360.0, 1, 0, 0);
rotate(m, 2 * M_PI * gld->view_roty / 360.0, 0, 1, 0);
rotate(m, 2 * M_PI * gld->view_rotz / 360.0, 0, 0, 1);
draw_gear(gld, gld->gear1, m, -3.0, -2.0, gld->angle, red);
draw_gear(gld, gld->gear2, m, 3.1, -2.0, -2 * gld->angle - 9.0, green);
draw_gear(gld, gld->gear3, m, -3.1, 4.2, -2 * gld->angle - 25.0, blue);
}
static void render_gears(GLData *gld)
{
gears_draw(gld);
gld->angle += 2.0;
}
/* new window size or exposure */
static void
gears_reshape(GLData *gld, int width, int height)
{
Evas_GL_API *gl = gld->glapi;
GLfloat ar, m[16] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.1, 0.0,
0.0, 0.0, 0.0, 1.0,
};
if (width < height)
ar = width;
else
ar = height;
m[0] = 0.1 * ar / width;
m[5] = 0.1 * ar / height;
memcpy(gld->proj, m, sizeof gld->proj);
gl->glViewport(0, 0, (GLint) width, (GLint) height);
}
static const char vertex_shader[] =
"uniform mat4 proj;\n"
"attribute vec4 position;\n"
"attribute vec4 normal;\n"
"varying vec3 rotated_normal;\n"
"varying vec3 rotated_position;\n"
"vec4 tmp;\n"
"void main()\n"
"{\n"
" gl_Position = proj * position;\n"
" rotated_position = gl_Position.xyz;\n"
" tmp = proj * normal;\n"
" rotated_normal = tmp.xyz;\n"
"}\n";
static const char fragment_shader[] =
//"precision mediump float;\n"
"uniform vec4 color;\n"
"uniform vec3 light;\n"
"varying vec3 rotated_normal;\n"
"varying vec3 rotated_position;\n"
"vec3 light_direction;\n"
"vec4 white = vec4(0.3, 0.3, 0.5, 1.0);\n"
"void main()\n"
"{\n"
" light_direction = normalize(light - rotated_position);\n"
" gl_FragColor = color + white * dot(light_direction, rotated_normal);\n"
"}\n";
static void
gears_init(GLData *gld)
{
Evas_GL_API *gl = gld->glapi;
const char *p;
char msg[512];
gl->glEnable(GL_CULL_FACE);
gl->glEnable(GL_DEPTH_TEST);
p = vertex_shader;
gld->vtx_shader = gl->glCreateShader(GL_VERTEX_SHADER);
gl->glShaderSource(gld->vtx_shader, 1, &p, NULL);
gl->glCompileShader(gld->vtx_shader);
gl->glGetShaderInfoLog(gld->vtx_shader, sizeof msg, NULL, msg);
//printf("vertex shader info: %s\n", msg);
p = fragment_shader;
gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER);
gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL);
gl->glCompileShader(gld->fgmt_shader);
gl->glGetShaderInfoLog(gld->fgmt_shader, sizeof msg, NULL, msg);
//printf("fragment shader info: %s\n", msg);
gld->program = gl->glCreateProgram();
gl->glAttachShader(gld->program, gld->vtx_shader);
gl->glAttachShader(gld->program, gld->fgmt_shader);
gl->glBindAttribLocation(gld->program, 0, "position");
gl->glBindAttribLocation(gld->program, 1, "normal");
gl->glLinkProgram(gld->program);
gl->glGetProgramInfoLog(gld->program, sizeof msg, NULL, msg);
//printf("info: %s\n", msg);
gl->glUseProgram(gld->program);
gld->proj_location = gl->glGetUniformLocation(gld->program, "proj");
gld->light_location = gl->glGetUniformLocation(gld->program, "light");
gld->color_location = gl->glGetUniformLocation(gld->program, "color");
/* make the gears */
gld->gear1 = make_gear(gld, 1.0, 4.0, 1.0, 20, 0.7);
gld->gear2 = make_gear(gld, 0.5, 2.0, 2.0, 10, 0.7);
gld->gear3 = make_gear(gld, 1.3, 2.0, 0.5, 10, 0.7);
}
static void
gldata_init(GLData *gld)
{
gld->initialized = 0;
gld->mouse_down = 0;
gld->view_rotx = -20.0;
gld->view_roty = -30.0;
gld->view_rotz = 0.0;
gld->angle = 0.0;
gld->light[0] = 1.0;
gld->light[1] = 1.0;
gld->light[2] = -5.0;
}
//-------------------------//
static void
_draw_gl(Evas_Object *obj)
{
int w, h;
Evas_GL_API *gl = elm_glview_gl_api_get(obj);
GLData *gld = evas_object_data_get(obj, "gld");
if (!gld) return;
elm_glview_size_get(obj, &w, &h);
if (!gld->initialized)
{
gears_init(gld);
gld->initialized = 1;
}
// GL Viewport stuff. you can avoid doing this if viewport is all the
// same as last frame if you want
gears_reshape(gld, w,h);
render_gears(gld);
gl->glFinish();
}
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, Evas *evas __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
{
GLData *gld = evas_object_data_get(data, "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);
evas_object_data_del((Evas_Object*)data, "..gld");
free(gld);
Ecore_Animator *ani = evas_object_data_get(obj, "ani");
ecore_animator_del(ani);
}
static void
_key_down(void *data, Evas *e __UNUSED__, Evas_Object *obj, void *event_info)
{
Evas_Event_Key_Down *ev;
ev = (Evas_Event_Key_Down *)event_info;
GLData *gld = evas_object_data_get(obj, "gld");
if (strcmp(ev->keyname, "Left") == 0)
{
gld->view_roty += 5.0;
return;
}
if (strcmp(ev->keyname, "Right") == 0)
{
gld->view_roty -= 5.0;
return;
}
if (strcmp(ev->keyname, "Up") == 0)
{
gld->view_rotx += 5.0;
return;
}
if (strcmp(ev->keyname, "Down") == 0)
{
gld->view_rotx -= 5.0;
return;
}
if ((strcmp(ev->keyname, "Escape") == 0) ||
(strcmp(ev->keyname, "Return") == 0))
{
_on_done(data, obj, event_info);
return;
}
}
static void
_mouse_down(void *data __UNUSED__, Evas *e __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
{
GLData *gld = evas_object_data_get(obj, "gld");
gld->mouse_down = 1;
}
static void
_mouse_move(void *data __UNUSED__, Evas *e __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
{
Evas_Event_Mouse_Move *ev;
ev = (Evas_Event_Mouse_Move *)event_info;
GLData *gld = evas_object_data_get(obj, "gld");
float dx = 0, dy = 0;
if (gld->mouse_down)
{
dx = ev->cur.canvas.x - ev->prev.canvas.x;
dy = ev->cur.canvas.y - ev->prev.canvas.y;
gld->view_roty += -1.0 * dx;
gld->view_rotx += -1.0 * dy;
}
}
static void
_mouse_up(void *data __UNUSED__, Evas *e __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
{
GLData *gld = evas_object_data_get(obj, "gld");
gld->mouse_down = 0;
}
void
test_glview(void *data __UNUSED__, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
{
Evas_Object *win, *bg, *bx, *bt, *gl;
Ecore_Animator *ani;
GLData *gld = NULL;
if (!(gld = calloc(1, sizeof(GLData)))) return;
gldata_init(gld);
win = elm_win_add(NULL, "glview", ELM_WIN_BASIC);
elm_win_title_set(win, "GLView");
elm_win_autodel_set(win, 1);
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_scale_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_SCALE);
// elm_glview_size_set(gl, 256, 256);
elm_glview_scale_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ALWAYS);
elm_glview_render_func_set(gl, _draw_gl);
elm_box_pack_end(bx, gl);
evas_object_show(gl);
elm_object_focus(gl);
evas_object_event_callback_add(gl, EVAS_CALLBACK_KEY_DOWN, _key_down, gl);
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_DOWN, _mouse_down, gl);
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_UP, _mouse_up, gl);
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_MOVE, _mouse_move, gl);
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_button_label_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);
}
#endif

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@ -143,6 +143,7 @@ Pants
#include <Eina.h>
#include <Eet.h>
#include <Evas.h>
#include <Evas_GL.h>
#include <Ecore.h>
#include <Ecore_Evas.h>
#include <Ecore_File.h>
@ -778,6 +779,44 @@ extern "C" {
* "clicked" - the user clicked the image
*/
/* glview */
typedef void (*Elm_GLView_Func)(Evas_Object *obj);
typedef enum _Elm_GLView_Mode
{
ELM_GLVIEW_ALPHA = 1,
ELM_GLVIEW_DEPTH = 2,
ELM_GLVIEW_STENCIL = 4
} Elm_GLView_Mode;
/**
* Defines a policy for the glview resizing.
*
* @note Default is ELM_GLVIEW_RESIZE_POLICY_RECREATE
*/
typedef enum _Elm_GLView_Resize_Policy
{
ELM_GLVIEW_RESIZE_POLICY_RECREATE = 1, /**< Resize the internal surface along with the image */
ELM_GLVIEW_RESIZE_POLICY_SCALE = 2 /**< Only reize the internal image and not the surface */
} Elm_GLView_Resize_Policy;
typedef enum _Elm_GLView_Render_Policy
{
ELM_GLVIEW_RENDER_POLICY_ON_DEMAND = 1, /**< Render only when there is a need for redrawing */
ELM_GLVIEW_RENDER_POLICY_ALWAYS = 2 /**< Render always even when it is not visible */
} Elm_GLView_Render_Policy;
EAPI Evas_Object *elm_glview_add(Evas_Object *parent) EINA_ARG_NONNULL(1);
EAPI void elm_glview_size_set(Evas_Object *obj, Evas_Coord width, Evas_Coord height) EINA_ARG_NONNULL(1);
EAPI void elm_glview_size_get(Evas_Object *obj, Evas_Coord *width, Evas_Coord *height) EINA_ARG_NONNULL(1);
EAPI Evas_GL_API *elm_glview_gl_api_get(Evas_Object *obj) EINA_ARG_NONNULL(1);
EAPI Eina_Bool elm_glview_mode_set(Evas_Object *obj, Elm_GLView_Mode mode) EINA_ARG_NONNULL(1);
EAPI Eina_Bool elm_glview_scale_policy_set(Evas_Object *obj, Elm_GLView_Resize_Policy policy) EINA_ARG_NONNULL(1);
EAPI Eina_Bool elm_glview_render_policy_set(Evas_Object *obj, Elm_GLView_Render_Policy policy) EINA_ARG_NONNULL(1);
EAPI void elm_glview_render_func_set(Evas_Object *obj, Elm_GLView_Func func);
EAPI void elm_glview_changed_set(Evas_Object *obj) EINA_ARG_NONNULL(1);
/* box */
typedef struct _Elm_Box_Transition Elm_Box_Transition;

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@ -104,6 +104,7 @@ elm_transit.c \
elm_util.c \
elm_widget.c \
elm_win.c \
elm_glview.c \
els_box.c \
els_box.h \
els_cursor.c \

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@ -0,0 +1,493 @@
#include <Elementary.h>
#include "elm_priv.h"
/**
* @defgroup GLView
*
* A simple GLView widget that allows GL rendering.
*
* Signals that you can add callbacks for are:
*
* "clicked" - This is called when a user has clicked the image
*/
typedef struct _Widget_Data Widget_Data;
struct _Widget_Data
{
Evas_Object *glview_image;
Elm_GLView_Mode mode;
Elm_GLView_Resize_Policy scale_policy;
Elm_GLView_Render_Policy render_policy;
Evas_GL *evasgl;
Evas_GL_Config config;
Evas_GL_Surface *surface;
Evas_GL_Context *context;
Evas_Coord w, h;
Elm_GLView_Func render_func;
Ecore_Idle_Enterer *render_idle_enterer;
Eina_Bool initialized;
};
static const char *widtype = NULL;
static void _del_hook(Evas_Object *obj);
static void _on_focus_hook(void *data, Evas_Object *obj);
static const char SIG_FOCUSED[] = "focused";
static const char SIG_UNFOCUSED[] = "unfocused";
static void
_del_hook(Evas_Object *obj)
{
Widget_Data *wd = elm_widget_data_get(obj);
if (!wd) return;
if (wd->render_idle_enterer) ecore_idle_enterer_del(wd->render_idle_enterer);
if (wd->surface) evas_gl_surface_destroy(wd->evasgl, wd->surface);
if (wd->context) evas_gl_context_destroy(wd->evasgl, wd->context);
if (wd->evasgl) evas_gl_free(wd->evasgl);
free(wd);
}
static void
_on_focus_hook(void *data __UNUSED__, Evas_Object *obj)
{
Widget_Data *wd = elm_widget_data_get(obj);
if (!wd) return;
if (elm_widget_focus_get(obj))
{
evas_object_focus_set(wd->glview_image, EINA_TRUE);
evas_object_smart_callback_call(obj, SIG_FOCUSED, NULL);
}
else
{
evas_object_focus_set(wd->glview_image, EINA_FALSE);
evas_object_smart_callback_call(obj, SIG_UNFOCUSED, NULL);
}
}
static void
_glview_update_surface(Evas_Object *obj)
{
Widget_Data *wd = elm_widget_data_get(obj);
if (!wd) return;
if (wd->surface)
{
evas_object_image_native_surface_set(wd->glview_image, NULL);
evas_gl_surface_destroy(wd->evasgl, wd->surface);
wd->surface = NULL;
}
evas_object_image_size_set(wd->glview_image, wd->w, wd->h);
if (!wd->surface)
{
Evas_Native_Surface ns;
wd->surface = evas_gl_surface_create(wd->evasgl, &wd->config,
wd->w, wd->h);
evas_gl_native_surface_get(wd->evasgl, wd->surface, &ns);
evas_object_image_native_surface_set(wd->glview_image, &ns);
elm_glview_changed_set(obj);
}
}
static void
_glview_resize(void *data, Evas *e __UNUSED__, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
{
Widget_Data *wd = elm_widget_data_get(data);
Evas_Coord w, h;
if (!wd) return;
if (wd->scale_policy == ELM_GLVIEW_RESIZE_POLICY_RECREATE)
{
evas_object_geometry_get(wd->glview_image, NULL, NULL, &w, &h);
if ((w == 0) || (h == 0))
{
w = 64;
h = 64;
}
if ((wd->w == w) && (wd->h == h)) return;
wd->w = w;
wd->h = h;
_glview_update_surface(data);
if (wd->render_func)
{
evas_gl_make_current(wd->evasgl, wd->surface, wd->context);
wd->render_func(data);
}
}
}
static Eina_Bool
_render_cb(void *obj)
{
Widget_Data *wd = elm_widget_data_get(obj);
if (!wd) return EINA_FALSE;
// Do a make current
if (!evas_gl_make_current(wd->evasgl, wd->surface, wd->context))
{
wd->render_idle_enterer = NULL;
return EINA_FALSE;
}
// Call the render function
if (wd->render_func) wd->render_func(obj);
// Depending on the policy return true or false
if (wd->render_policy == ELM_GLVIEW_RENDER_POLICY_ON_DEMAND)
return EINA_TRUE;
else if (wd->render_policy == ELM_GLVIEW_RENDER_POLICY_ALWAYS)
{
// Return false so it only runs once
wd->render_idle_enterer = NULL;
return EINA_FALSE;
}
else
{
ERR("Invalid Render Policy.\n");
wd->render_idle_enterer = NULL;
return EINA_FALSE;
}
return EINA_TRUE;
}
static void
_set_render_policy_callback(Evas_Object *obj)
{
Widget_Data *wd = elm_widget_data_get(obj);
switch (wd->render_policy)
{
case ELM_GLVIEW_RENDER_POLICY_ON_DEMAND:
// Delete idle_enterer if it for some reason is around
if (wd->render_idle_enterer)
{
ecore_idle_enterer_del(wd->render_idle_enterer);
wd->render_idle_enterer = NULL;
}
// Set pixel getter callback
evas_object_image_pixels_get_callback_set
(wd->glview_image, (Evas_Object_Image_Pixels_Get_Cb)_render_cb, obj);
break;
case ELM_GLVIEW_RENDER_POLICY_ALWAYS:
// Unset the pixel getter callback if set already
evas_object_image_pixels_get_callback_set(wd->glview_image, NULL, NULL);
break;
default:
ERR("Invalid Render Policy.\n");
return;
}
}
/**
* Add a new glview to the parent
*
* @param parent The parent object
* @return The new object or NULL if it cannot be created
*
* @ingroup GLView
*/
EAPI Evas_Object *
elm_glview_add(Evas_Object *parent)
{
Evas_Object *obj;
Evas *e;
Widget_Data *wd;
Evas_GL_Config cfg = { EVAS_GL_RGB_8,
EVAS_GL_DEPTH_NONE,
EVAS_GL_STENCIL_NONE };
ELM_WIDGET_STANDARD_SETUP(wd, Widget_Data, parent, e, obj, NULL);
ELM_SET_WIDTYPE(widtype, "glview");
elm_widget_type_set(obj, "glview");
elm_widget_sub_object_add(parent, obj);
elm_widget_on_focus_hook_set(obj, _on_focus_hook, NULL);
elm_widget_data_set(obj, wd);
elm_widget_del_hook_set(obj, _del_hook);
// Evas_GL
wd->evasgl = evas_gl_new(e);
if (!wd->evasgl)
{
ERR("Failed Creating an Evas GL Object.\n");
return NULL;
}
// Create image to render Evas_GL Surface
wd->glview_image = evas_object_image_filled_add(e);
evas_object_image_size_set(wd->glview_image, 1, 1);
evas_object_event_callback_add(wd->glview_image, EVAS_CALLBACK_RESIZE,
_glview_resize, obj);
elm_widget_resize_object_set(obj, wd->glview_image);
evas_object_show(wd->glview_image);
// Initialize variables
wd->mode = 0;
wd->scale_policy = ELM_GLVIEW_RESIZE_POLICY_RECREATE;
wd->render_policy = ELM_GLVIEW_RENDER_POLICY_ON_DEMAND;
wd->config = cfg;
wd->surface = NULL;
wd->w = 64;
wd->h = 64;
wd->render_idle_enterer = NULL;
// Create Context
if (!wd->context)
{
wd->context = evas_gl_context_create(wd->evasgl, NULL);
if (!wd->context)
{
ERR("Error Creating an Evas_GL Context.\n");
return NULL;
}
}
return obj;
}
/**
* Gets the gl api struct for gl rendering
*
* @param obj The glview object
* @return The api object or NULL if it cannot be created
*
* @ingroup GLView
*/
EAPI Evas_GL_API *
elm_glview_gl_api_get(Evas_Object *obj)
{
ELM_CHECK_WIDTYPE(obj, widtype) NULL;
Widget_Data *wd = elm_widget_data_get(obj);
if (!wd) return NULL;
return evas_gl_api_get(wd->evasgl);
}
/**
* Set the mode of the GLView. Supports Three simple modes.
*
* @param obj The glview object
* @param mode The mode Options OR'ed enabling Alpha, Depth, Stencil.
* @return True if set properly.
*
* @ingroup GLView
*/
EAPI Eina_Bool
elm_glview_mode_set(Evas_Object *obj, Elm_GLView_Mode mode)
{
ELM_CHECK_WIDTYPE(obj, widtype) EINA_FALSE;
Widget_Data *wd = elm_widget_data_get(obj);
Evas_GL_Config cfg = { EVAS_GL_RGBA_8,
EVAS_GL_DEPTH_NONE,
EVAS_GL_STENCIL_NONE };
if (!wd) return EINA_FALSE;
// Set the configs
if (mode & ELM_GLVIEW_ALPHA)
cfg.color_format = EVAS_GL_RGBA_8;
if (mode & ELM_GLVIEW_DEPTH)
cfg.depth_bits = EVAS_GL_DEPTH_BIT_24;
if (mode & ELM_GLVIEW_STENCIL)
cfg.stencil_bits = EVAS_GL_STENCIL_BIT_8;
// Check for Alpha Channel and enable it
if (mode & ELM_GLVIEW_ALPHA)
evas_object_image_alpha_set(wd->glview_image, EINA_TRUE);
else
evas_object_image_alpha_set(wd->glview_image, EINA_FALSE);
wd->mode = mode;
wd->config = cfg;
elm_glview_changed_set(obj);
return EINA_TRUE;
}
/**
* Set the scaling policy for the glview object.
*
* @param obj The glview object.
* @param policy The scaling policy.
*
* By default, the scaling policy is set to ELM_GLVIEW_RESIZE_POLICY_RECREATE.
* When resize is called it destroys the previous surface and recreates the newly
* specified size. If the policy is set to ELM_GLVIEW_RESIZE_POLICY_SCALE, however,
* glview only scales the image object and not the underlying GL Surface.
*
* @ingroup GLView
*/
EAPI Eina_Bool
elm_glview_scale_policy_set(Evas_Object *obj, Elm_GLView_Resize_Policy policy)
{
ELM_CHECK_WIDTYPE(obj, widtype) EINA_FALSE;
Widget_Data *wd = elm_widget_data_get(obj);
if (!wd) return EINA_FALSE;
if (policy == wd->scale_policy) return EINA_TRUE;
switch (policy)
{
case ELM_GLVIEW_RESIZE_POLICY_RECREATE:
case ELM_GLVIEW_RESIZE_POLICY_SCALE:
wd->scale_policy = policy;
return EINA_TRUE;
default:
ERR("Invalid Scale Policy.\n");
return EINA_FALSE;
}
_glview_update_surface(obj);
elm_glview_changed_set(obj);
}
/**
* Set the render policy for the glview object.
*
* @param obj The glview object.
* @param policy The render policy.
*
* By default, the render policy is set to ELM_GLVIEW_RENDER_POLICY_ON_DEMAND.
* This policy is set such that during the render loop, glview is only redrawn
* if it needs to be redrawn. (i.e. When it is visible) If the policy is set
* to ELM_GLVIEWW_RENDER_POLICY_ALWAYS, it redraws regardless of whether it is
* visible/need redrawing or not.
*
* @ingroup GLView
*/
EAPI Eina_Bool
elm_glview_render_policy_set(Evas_Object *obj, Elm_GLView_Render_Policy policy)
{
ELM_CHECK_WIDTYPE(obj, widtype) EINA_FALSE;
Widget_Data *wd = elm_widget_data_get(obj);
if (!wd) return EINA_FALSE;
if ((policy != ELM_GLVIEW_RENDER_POLICY_ON_DEMAND) &&
(policy != ELM_GLVIEW_RENDER_POLICY_ALWAYS))
{
ERR("Invalid Render Policy.\n");
return EINA_FALSE;
}
if (wd->render_policy == policy) return EINA_TRUE;
wd->render_policy = policy;
_set_render_policy_callback(obj);
_glview_update_surface(obj);
return EINA_TRUE;
}
/**
* Sets the size of the glview
*
* @param obj The glview object
* @param width width of the glview object
* @param height height of the glview object
*
* @ingroup GLView
*/
EAPI void
elm_glview_size_set(Evas_Object *obj, int width, int height)
{
ELM_CHECK_WIDTYPE(obj, widtype);
Widget_Data *wd = elm_widget_data_get(obj);
if (!wd) return;
if ((width == wd->w) && (height == wd->h)) return;
wd->w = width;
wd->h = height;
_glview_update_surface(obj);
elm_glview_changed_set(obj);
}
/**
* Gets the size of the glview.
*
* @param obj The glview object
* @param width width of the glview object
* @param height height of the glview object
*
* Note that this function returns the actual image size of the glview.
* This means that when the scale policy is set to ELM_GLVIEW_RESIZE_POLICY_SCALE,
* it'll return the non-scaled size.
*
* @ingroup GLView
*/
EAPI void
elm_glview_size_get(Evas_Object *obj, int *width, int *height)
{
ELM_CHECK_WIDTYPE(obj, widtype);
Widget_Data *wd = elm_widget_data_get(obj);
if (!wd) return;
if (width) *width = wd->w;
if (height) *height = wd->h;
}
/**
* Set the render function that runs in the main loop.
*
* @param obj The glview object.
* @param func The render function to be registered.
*
* @ingroup GLView
*/
EAPI void
elm_glview_render_func_set(Evas_Object *obj, Elm_GLView_Func func)
{
ELM_CHECK_WIDTYPE(obj, widtype);
Widget_Data *wd = elm_widget_data_get(obj);
if (!wd) return;
wd->render_func = func;
_set_render_policy_callback(obj);
}
/**
* Notifies that there has been changes in the GLView.
*
* @param obj The glview object.
*
* @ingroup GLView
*/
EAPI void
elm_glview_changed_set(Evas_Object *obj)
{
ELM_CHECK_WIDTYPE(obj, widtype);
Widget_Data *wd = elm_widget_data_get(obj);
if (!wd) return;
evas_object_image_pixels_dirty_set(wd->glview_image, EINA_TRUE);
if (wd->render_policy == ELM_GLVIEW_RENDER_POLICY_ALWAYS)
{
if (!wd->render_idle_enterer)
wd->render_idle_enterer = ecore_idle_enterer_before_add((Ecore_Task_Cb)_render_cb, obj);
}
}
/* vim:set ts=8 sw=3 sts=3 expandtab cino=>5n-2f0^-2{2(0W1st0 :*/