efl/src/bin/elementary/test_glview.c

746 lines
21 KiB
C

#ifdef HAVE_CONFIG_H
# include "elementary_config.h"
#endif
#include <Efl_Ui.h>
#include <Elementary.h>
#ifndef M_PI
#define M_PI 3.14159265
#endif
typedef struct _Gear Gear;
typedef struct _GLData GLData;
struct _Gear
{
GLfloat *vertices;
GLuint vbo;
int count;
};
// GL related data here..
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];
};
static void gears_init(GLData *gld);
static void free_gear(Gear *gear);
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
free_gear(Gear *gear)
{
if (!gear) return;
free(gear->vertices);
free(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 * sizeof(GLfloat)));
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(0x25 / 255., 0x13 / 255., 0.0, 1.0);
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[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\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(0.5, 0.5, 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
_print_gl_log(Evas_GL_API *gl, GLuint id)
{
GLint log_len = 0;
char *log_info;
if (gl->glIsShader(id))
gl->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &log_len);
else if (gl->glIsProgram(id))
gl->glGetProgramiv(id, GL_INFO_LOG_LENGTH, &log_len);
if (!log_len) return;
log_info = malloc(log_len * sizeof(char));
if (gl->glIsShader(id))
gl->glGetShaderInfoLog(id, log_len, NULL, log_info);
else if (gl->glIsProgram(id))
gl->glGetProgramInfoLog(id, log_len, NULL, log_info);
printf("%s", log_info);
free(log_info);
}
static void
gears_init(GLData *gld)
{
Evas_GL_API *gl = gld->glapi;
const char *p;
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);
_print_gl_log(gl, gld->vtx_shader);
p = fragment_shader;
gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER);
gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL);
gl->glCompileShader(gld->fgmt_shader);
_print_gl_log(gl, gld->fgmt_shader);
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);
_print_gl_log(gl, gld->program);
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
_init_gl(Evas_Object *obj)
{
GLData *gld = evas_object_data_get(obj, "gld");
gld->glapi = elm_glview_gl_api_get(obj);
printf("GL_VERSION: %s\n", gld->glapi->glGetString(GL_VERSION));
fflush(stdout);
gears_init(gld);
}
static void
_del_gl(Evas_Object *obj)
{
GLData *gld = evas_object_data_get(obj, "gld");
if (!gld)
{
printf("Unable to get GLData.\n");
fflush(stdout);
return;
}
Evas_GL_API *gl = gld->glapi;
if (gl)
{
gl->glDeleteShader(gld->vtx_shader);
gl->glDeleteShader(gld->fgmt_shader);
gl->glDeleteProgram(gld->program);
gl->glDeleteBuffers(1, &gld->gear1->vbo);
gl->glDeleteBuffers(1, &gld->gear2->vbo);
gl->glDeleteBuffers(1, &gld->gear3->vbo);
}
free_gear(gld->gear1);
free_gear(gld->gear2);
free_gear(gld->gear3);
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");
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
gears_reshape(gld, 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;
render_gears(gld);
gl->glFinish();
}
static Eina_Bool
_anim(void *data)
{
elm_glview_changed_set(data);
return EINA_TRUE;
}
static Eina_Bool
_quit_idler(void *data)
{
evas_object_del(data);
return ECORE_CALLBACK_CANCEL;
}
static void
_on_done(void *data,
Evas_Object *obj EINA_UNUSED,
void *event_info EINA_UNUSED)
{
ecore_idler_add(_quit_idler, data);
}
static void
_on_direct(void *data,
Evas_Object *obj EINA_UNUSED,
void *event_info EINA_UNUSED)
{
if (!data) return;
// ON_DEMAND is necessary for Direct Rendering
elm_glview_render_policy_set(data, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
elm_glview_mode_set(data, 0
| ELM_GLVIEW_ALPHA
| ELM_GLVIEW_DEPTH
| ELM_GLVIEW_DIRECT
);
}
static void
_on_indirect(void *data,
Evas_Object *obj EINA_UNUSED,
void *event_info EINA_UNUSED)
{
if (!data) return;
// note that with policy ALWAYS the window will flicker on resize
elm_glview_render_policy_set(data, ELM_GLVIEW_RENDER_POLICY_ALWAYS);
elm_glview_mode_set(data, 0
| ELM_GLVIEW_ALPHA
| ELM_GLVIEW_DEPTH
);
}
static void
_del(void *data EINA_UNUSED, Evas *evas EINA_UNUSED, Evas_Object *obj, void *event_info EINA_UNUSED)
{
Ecore_Animator *ani = evas_object_data_get(obj, "ani");
ecore_animator_del(ani);
}
static void
_key_down(void *data EINA_UNUSED, Evas *e EINA_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->key, "Left") == 0)
{
gld->view_roty += 5.0;
return;
}
if (strcmp(ev->key, "Right") == 0)
{
gld->view_roty -= 5.0;
return;
}
if (strcmp(ev->key, "Up") == 0)
{
gld->view_rotx += 5.0;
return;
}
if (strcmp(ev->key, "Down") == 0)
{
gld->view_rotx -= 5.0;
return;
}
if ((strcmp(ev->key, "Escape") == 0) ||
(strcmp(ev->key, "Return") == 0))
{
//_on_done(data, obj, event_info);
return;
}
}
static void
_mouse_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj, void *event_info EINA_UNUSED)
{
GLData *gld = evas_object_data_get(obj, "gld");
gld->mouse_down = 1;
}
static void
_mouse_move(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj, void *event_info EINA_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 EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj, void *event_info EINA_UNUSED)
{
GLData *gld = evas_object_data_get(obj, "gld");
gld->mouse_down = 0;
}
static void
_test_glview_do(Evas_GL_Context_Version version)
{
Evas_Object *win, *bx, *bt, *gl, *lb;
Ecore_Animator *ani;
GLData *gld = NULL;
// alloc a data struct to hold our relevant gl info in
if (!(gld = calloc(1, sizeof(GLData)))) return;
gldata_init(gld);
#if 1
// 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");
// new window - do the usual and give it a name, title and delete handler
win = elm_win_util_standard_add("glview", "GLView");
elm_win_autodel_set(win, EINA_TRUE);
// restore previous accel preference
elm_config_accel_preference_set(accel);
eina_stringshare_del(accel);
#else
win = efl_add_ref(EFL_UI_WIN_CLASS, NULL,
efl_ui_win_name_set(efl_added, "glview"),
efl_text_set(efl_added, "GLView"),
efl_ui_win_accel_preference_set(efl_added, "gl:depth"));
elm_win_autodel_set(win, EINA_TRUE);
#endif
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);
// Add a GLView
gl = elm_glview_version_add(win, version);
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, 0
| 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_ALWAYS);
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);
// Add Mouse/Key Event Callbacks
elm_object_focus_set(gl, EINA_TRUE);
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);
// Animator and other vars
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);
bt = elm_button_add(win);
elm_object_text_set(bt, "Direct Mode");
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_direct, gl);
bt = elm_button_add(win);
elm_object_text_set(bt, "Indirect Mode");
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_indirect, gl);
}
else
{
lb = elm_label_add(bx);
elm_object_text_set(lb, "<align=left> GL backend engine is not supported.<br/>"
" 1. Check your back-end engine or<br/>"
" 2. Run elementary_test with engine option or<br/>"
" ex) $ <b>ELM_ACCEL=gl</b> elementary_test<br/>"
" 3. Change your back-end engine from elementary_config.<br/></align>");
evas_object_size_hint_weight_set(lb, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
evas_object_size_hint_align_set(lb, EVAS_HINT_FILL, EVAS_HINT_FILL);
elm_box_pack_end(bx, lb);
evas_object_show(lb);
free(gld);
}
bt = elm_button_add(win);
elm_object_text_set(bt, "Close");
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);
}
void
test_glview(void *data EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
_test_glview_do(EVAS_GL_GLES_2_X);
}
void
test_glview_gles3(void *data EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
_test_glview_do(EVAS_GL_GLES_3_X);
}