Added comments to the header, including a simple example program for glview.

SVN revision: 68789
This commit is contained in:
Sung Park 2012-03-06 08:12:35 +00:00
parent 2325515535
commit b2ffae5359
2 changed files with 395 additions and 34 deletions

View File

@ -126,13 +126,6 @@ _glview_resize(void *data, Evas *e __UNUSED__, Evas_Object *obj __UNUSED__, void
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);
}
*/
}
}

View File

@ -1,10 +1,344 @@
/**
* @defgroup GLView GLView
*
* A simple GLView widget that allows GL rendering.
*
* Signals that you can add callbacks for are:
* A GLView widget allows for simple GL rendering in elementary environment.
* GLView hides all the complicated evas_gl details so that the user only
* has to deal with registering a few callback functions for rendering
* to a surface using OpenGL APIs.
*
* Below is an illustrative example of how to use GLView and and OpenGL
* to render in elementary environment.
* @code
// Simple GLView example
#include <Elementary.h>
#include <Evas_GL.h>
#include <stdio.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;
//--------------------------------//
// a helper funtion to load shaders from a shader source
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
// intialize callback that gets called once for intialization
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);
}
// delete callback gets called when glview is deleted
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);
}
// resize callback gets called every time object is resized
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);
}
// draw callback is where all the main GL rendering happens
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;
}
// just need to notify that glview has changed so it can render
static Eina_Bool
_anim(void *data)
{
elm_glview_changed_set(data);
return EINA_TRUE;
}
static void
_on_done(void *data, Evas_Object *obj, void *event_info)
{
evas_object_del((Evas_Object*)data);
elm_exit();
}
static void
_del(void *data, Evas *evas, Evas_Object *obj, void *event_info)
{
Ecore_Animator *ani = evas_object_data_get(obj, "ani");
ecore_animator_del(ani);
}
EAPI int
elm_main(int argc, char **argv)
{
Evas_Object *win, *bg, *bx, *bt, *gl;
Ecore_Animator *ani;
GLData *gld = NULL;
if (!(gld = calloc(1, sizeof(GLData)))) return 1;
// set the engine to opengl_x11
// if commented out, ELM will choose one
elm_engine_set("opengl_x11");
win = elm_win_add(NULL, "glview simple", ELM_WIN_BASIC);
elm_win_title_set(win, "GLView Simple");
elm_win_autodel_set(win, EINA_TRUE);
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);
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
// create a new glview object
gl = elm_glview_add(win);
gld->glapi = elm_glview_gl_api_get(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);
// mode is simply for supporting alpha, depth buffering, and stencil
// buffering.
elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH);
// resize policy tells glview what to do with the surface when it
// reisizes. ELM_GLVIEW_RESIZE_POLICY_RECREATE will tell it to
// destroy the current surface and recreate it to the new size
elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
// render poicy tells glview how it would like glview to render
// gl code. ELM_GLVIEW_RENDER_POLICY_ON_DEMAND will have the gl
// calls called in the pixel_get callback, which only gets called
// if the object is visible, hence ON_DEMAND. ALWAYS mode renders
// it despite the visibility of the object.
elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
// initialize callback function gets registered here
elm_glview_init_func_set(gl, _init_gl);
// delete callback function gets registered here
elm_glview_del_func_set(gl, _del_gl);
elm_glview_resize_func_set(gl, _resize_gggl);
elm_glview_render_func_set(gl, _draw_gl);
//-//
//-//-//-// END GL INIT BLOB
elm_box_pack_end(bx, gl);
evas_object_show(gl);
elm_object_focus_set(gl, EINA_TRUE);
// animating - just a demo. as long as you trigger an update on the image
// object via elm_glview_changed_set() it will be updated.
//
// NOTE: if you delete gl, this animator will keep running trying to access
// gl so you'd better delete this animator with ecore_animator_del().
ani = ecore_animator_add(_anim, 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);
// add an 'OK' button to end the program
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);
// run the mainloop and process events and callbacks
elm_run();
return 0;
}
ELM_MAIN()
* @endcode
*/
/**
* @addtogroup GLView
* @{
*/
@ -12,28 +346,45 @@ typedef void (*Elm_GLView_Func_Cb)(Evas_Object *obj);
typedef enum _Elm_GLView_Mode
{
ELM_GLVIEW_NONE = 0,
ELM_GLVIEW_ALPHA = (1<<1),
ELM_GLVIEW_DEPTH = (1<<2),
ELM_GLVIEW_STENCIL = (1<<3),
ELM_GLVIEW_DIRECT = (1<<4)
ELM_GLVIEW_NONE = 0,
ELM_GLVIEW_ALPHA = (1<<1), /**< Alpha channel enabled rendering mode */
ELM_GLVIEW_DEPTH = (1<<2), /**< Depth buffer enabled rendering mode */
ELM_GLVIEW_STENCIL = (1<<3), /**< Stencil buffer enabled rendering mode */
ELM_GLVIEW_DIRECT = (1<<4) /**< Direct rendering optimization hint */
} Elm_GLView_Mode;
/**
* Defines a policy for the glview resizing.
* Defines a policy for the glview resizing.
*
* The resizing policy tells glview what to do with the underlying
* surface when resize happens. ELM_GLVIEW_RESIZE_POLICY_RECREATE
* will destroy the current surface and recreate the surface to the
* new size. ELM_GLVIEW_RESIZE_POLICY_SCALE will instead keep the
* current surface but only display the result at the desired size
* scaled.
*
* @note Default is ELM_GLVIEW_RESIZE_POLICY_RECREATE
*/
typedef enum
{
ELM_GLVIEW_RESIZE_POLICY_RECREATE = 1, /**< Resize the internal surface along with the image */
ELM_GLVIEW_RESIZE_POLICY_SCALE = 2 /**< Only resize the internal image and not the surface */
ELM_GLVIEW_RESIZE_POLICY_SCALE = 2 /**< Only resize the internal image and not the surface */
} Elm_GLView_Resize_Policy;
/**
* Defines a policy for gl rendering.
*
* The rendering policy tells glview where to run the gl rendering code.
* ELM_GLVIEW_RENDER_POLICY_ON_DEMAND tells glview to call the rendering
* calls on demand, which means that the rendering code gets called
* only when it is visible.
*
* @note Default is ELM_GLVIEW_RENDER_POLICY_ON_DEMAND
*/
typedef enum
{
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_ALWAYS = 2 /**< Render always even when it is not visible */
} Elm_GLView_Render_Policy;
/**
@ -84,12 +435,17 @@ EAPI void elm_glview_size_get(const Evas_Object *obj, Evas_Coord *w, Eva
EAPI Evas_GL_API *elm_glview_gl_api_get(const Evas_Object *obj);
/**
* Set the mode of the GLView. Supports alpha, depth, dencil, direct.
* Set the mode of the GLView. Supports alpha, depth, stencil.
*
* @param obj The glview object
* @param mode The mode Options OR'ed enabling Alpha, Depth, Stencil.
* @param mode The mode Options OR'ed enabling Alpha, Depth, Stencil, Direct.
* @return True if set properly.
*
* Direct is a hint for the elm_glview to render directly to the window
* given that the right conditions are met. Otherwise it falls back
* to rendering to an offscreen buffer before it gets composited to the
* window.
*
* @ingroup GLView
*/
EAPI Eina_Bool elm_glview_mode_set(Evas_Object *obj, Elm_GLView_Mode mode);
@ -100,12 +456,11 @@ EAPI Eina_Bool elm_glview_mode_set(Evas_Object *obj, Elm_GLView_Mode mode);
* @param obj The glview object.
* @param policy The scaling policy.
*
* By default, the resize 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.
* By default, the resize 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
*/
@ -117,12 +472,11 @@ EAPI Eina_Bool elm_glview_resize_policy_set(Evas_Object *obj, Elm_GLView_Resi
* @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.
* 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 or needs redrawing.
*
* @ingroup GLView
*/
@ -134,11 +488,13 @@ EAPI Eina_Bool elm_glview_render_policy_set(Evas_Object *obj, Elm_GLView_Rend
* @param obj The glview object.
* @param func The init function to be registered.
*
* The registered init function gets called once during the render loop.
* The registered init function gets called once during the render loop.
* This function allows glview to hide all the redering context/surface
* details and have the user just call GL calls that they desire
* for initialization GL calls.
*
* @ingroup GLView
*/
//XXX: need more description why this API is provided. i.e) You can set the gl rendering options when this init function is called...
EAPI void elm_glview_init_func_set(Evas_Object *obj, Elm_GLView_Func_Cb func);
/**
@ -148,6 +504,9 @@ EAPI void elm_glview_init_func_set(Evas_Object *obj, Elm_GLView_Func_Cb
* @param func The delete function to be registered.
*
* The registered del function gets called when GLView object is deleted.
* This function allows glview to hide all the redering context/surface
* details and have the user just call GL calls that they desire
* when delete happends.
*
* @ingroup GLView
*/
@ -159,6 +518,11 @@ EAPI void elm_glview_del_func_set(Evas_Object *obj, Elm_GLView_Func_Cb f
* @param obj The glview object.
* @param func The resize function to be registered.
*
* The resize function getes called during the render loop.
* This function allows glview to hide all the redering context/surface
* details and have the user just call GL calls that they desire
* when resize happends.
*
* @ingroup GLView
*/
EAPI void elm_glview_resize_func_set(Evas_Object *obj, Elm_GLView_Func_Cb func);
@ -166,6 +530,10 @@ EAPI void elm_glview_resize_func_set(Evas_Object *obj, Elm_GLView_Func_C
/**
* Set the render function that runs in the main loop.
*
* The render function gets called in the main loop but whether it runs
* depends on the rendering policy and whether elm_glview_changed_set()
* gets called.
*
* @param obj The glview object.
* @param func The render function to be registered.
*