forked from enlightenment/efl
300 lines
8.1 KiB
C
300 lines
8.1 KiB
C
#ifdef HAVE_CONFIG_H
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# include "elementary_config.h"
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#endif
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#include <Elementary.h>
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typedef struct _GL_Data GL_Data;
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// GL related data here..
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struct _GL_Data
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{
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Evas_GL_API *glapi;
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GLuint program;
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GLuint vtx_shader;
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GLuint fgmt_shader;
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GLuint vbo;
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};
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static float red = 1.0;
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static void
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_win_free_cb(void *data, Evas *e EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
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{
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free(data);
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}
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static GLuint
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load_shader(GL_Data *gld, GLenum type, const char *shader_src)
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{
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Evas_GL_API *gl = gld->glapi;
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GLuint shader;
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GLint compiled;
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// Create the shader object
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shader = gl->glCreateShader(type);
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if (shader==0)
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return 0;
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// Load/Compile shader source
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gl->glShaderSource(shader, 1, &shader_src, NULL);
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gl->glCompileShader(shader);
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gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled)
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{
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GLint info_len = 0;
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gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len > 1)
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{
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char* info_log = malloc(sizeof(char) * info_len);
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gl->glGetShaderInfoLog(shader, info_len, NULL, info_log);
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printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, shader_src );
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free(info_log);
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}
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gl->glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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// Initialize the shader and program object
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static int
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init_shaders(GL_Data *gld)
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{
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Evas_GL_API *gl = gld->glapi;
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GLbyte vShaderStr[] =
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"attribute vec4 vPosition;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vPosition;\n"
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"}\n";
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GLbyte fShaderStr[] =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
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"}\n";
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GLint linked;
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// Load the vertex/fragment shaders
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gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, (const char*)vShaderStr);
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gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, (const char*)fShaderStr);
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// Create the program object
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gld->program = gl->glCreateProgram( );
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if (gld->program==0)
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return 0;
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gl->glAttachShader(gld->program, gld->vtx_shader);
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gl->glAttachShader(gld->program, gld->fgmt_shader);
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gl->glBindAttribLocation(gld->program, 0, "vPosition");
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gl->glLinkProgram(gld->program);
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gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
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if (!linked)
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{
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GLint info_len = 0;
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gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len > 1)
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{
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char* info_log = malloc(sizeof(char) * info_len);
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gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log);
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printf("Error linking program:\n%s\n", info_log);
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free(info_log);
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}
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gl->glDeleteProgram(gld->program);
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return 0;
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}
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return 1;
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}
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// Callbacks
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static void
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_init_gl(Evas_Object *obj)
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{
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GL_Data *gld = evas_object_data_get(obj, "gld");
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gld->glapi = elm_glview_gl_api_get(obj);
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Evas_GL_API *gl = gld->glapi;
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GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f };
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if (!init_shaders(gld))
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{
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printf("Error Initializing Shaders\n");
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return;
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}
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gl->glGenBuffers(1, &gld->vbo);
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gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
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gl->glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), vVertices, GL_STATIC_DRAW);
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gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
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0, 0);
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gl->glEnableVertexAttribArray(0);
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}
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static void
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_del_gl(Evas_Object *obj)
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{
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GL_Data *gld = evas_object_data_get(obj, "gld");
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if (!gld)
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{
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printf("Unable to get GL_Data. \n");
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return;
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}
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Evas_GL_API *gl = gld->glapi;
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gl->glDeleteShader(gld->vtx_shader);
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gl->glDeleteShader(gld->fgmt_shader);
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gl->glDeleteProgram(gld->program);
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gl->glDeleteBuffers(1, &gld->vbo);
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evas_object_data_del(obj, "gld");
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}
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static void
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_resize_gl(Evas_Object *obj)
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{
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int w, h;
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GL_Data *gld = evas_object_data_get(obj, "gld");
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Evas_GL_API *gl = gld->glapi;
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elm_glview_size_get(obj, &w, &h);
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// GL Viewport stuff. you can avoid doing this if viewport is all the
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// same as last frame if you want
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gl->glViewport(0, 0, w, h);
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}
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static void
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_draw_gl(Evas_Object *obj)
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{
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Evas_GL_API *gl = elm_glview_gl_api_get(obj);
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GL_Data *gld = evas_object_data_get(obj, "gld");
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if (!gld) return;
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int w, h;
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elm_glview_size_get(obj, &w, &h);
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gl->glViewport(0, 0, w, h);
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gl->glClearColor(red, 0.8, 0.3, 1);
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gl->glClear(GL_COLOR_BUFFER_BIT);
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// Draw a Triangle
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gl->glEnable(GL_BLEND);
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gl->glUseProgram(gld->program);
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gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
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gl->glDrawArrays(GL_TRIANGLES, 0, 3);
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// Optional - Flush the GL pipeline
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gl->glFinish();
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red -= 0.1;
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if (red < 0.0) red = 1.0;
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}
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static Eina_Bool
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_anim(void *data)
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{
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elm_glview_changed_set(data);
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return ECORE_CALLBACK_RENEW;
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}
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static void
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_close_cb(void *data, Evas_Object *obj EINA_UNUSED,
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void *event_info EINA_UNUSED)
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{
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evas_object_del(data);
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}
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static void
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_gl_del_cb(void *data, Evas *evas EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
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{
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ecore_animator_del(data);
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}
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void
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test_glview_simple(void *data EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
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{
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Evas_Object *win, *bx, *bt, *gl, *lb;
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Ecore_Animator *ani;
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GL_Data *gld = NULL;
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if (!(gld = calloc(1, sizeof(GL_Data)))) return;
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// add a Z-depth buffer to the window and try to use GL
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Eina_Stringshare *accel;
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accel = eina_stringshare_add(elm_config_accel_preference_get());
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elm_config_accel_preference_set("gl:depth");
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win = elm_win_util_standard_add("glview-simple", "GLView Simple");
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elm_win_autodel_set(win, EINA_TRUE);
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evas_object_event_callback_add(win, EVAS_CALLBACK_FREE, _win_free_cb, gld);
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// restore previous accel preference
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elm_config_accel_preference_set(accel);
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eina_stringshare_del(accel);
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bx = elm_box_add(win);
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evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
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elm_win_resize_object_add(win, bx);
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evas_object_show(bx);
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gl = elm_glview_add(win);
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if (gl)
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{
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evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL);
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evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
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elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH);
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elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
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elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
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elm_glview_init_func_set(gl, _init_gl);
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elm_glview_del_func_set(gl, _del_gl);
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elm_glview_resize_func_set(gl, _resize_gl);
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elm_glview_render_func_set(gl, _draw_gl);
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elm_box_pack_end(bx, gl);
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evas_object_show(gl);
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elm_object_focus_set(gl, EINA_TRUE);
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ani = ecore_animator_add(_anim, gl);
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evas_object_data_set(gl, "gld", gld);
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evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _gl_del_cb, ani);
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}
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else
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{
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lb = elm_label_add(bx);
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elm_object_text_set(lb, "<align=left> GL backend engine is not supported.<br/>"
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" 1. Check your back-end engine or<br/>"
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" 2. Run elementary_test with engine option or<br/>"
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" ex) $ <b>ELM_ACCEL=gl</b> elementary_test<br/>"
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" 3. Change your back-end engine from elementary_config.<br/></align>");
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evas_object_size_hint_weight_set(lb, 0.0, 0.0);
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evas_object_size_hint_align_set(lb, EVAS_HINT_FILL, EVAS_HINT_FILL);
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elm_box_pack_end(bx, lb);
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evas_object_show(lb);
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}
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bt = elm_button_add(win);
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elm_object_text_set(bt, "Close");
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evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0);
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evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL);
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elm_box_pack_end(bx, bt);
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evas_object_show(bt);
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evas_object_smart_callback_add(bt, "clicked", _close_cb, win);
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evas_object_resize(win, 320, 480);
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evas_object_show(win);
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}
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