Tizen(Headed) Native API
6.5
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glview_example_01.c
#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 function 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 EINA_UNUSED, void *event_info EINA_UNUSED) { evas_object_del((Evas_Object*)data); elm_exit(); } 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); } EAPI_MAIN int elm_main(int argc EINA_UNUSED, char **argv EINA_UNUSED) { Evas_Object *win, *bx, *bt, *gl; Ecore_Animator *ani; GLData *gld = NULL; if (!(gld = calloc(1, sizeof(GLData)))) return 1; elm_policy_set(ELM_POLICY_QUIT, ELM_POLICY_QUIT_LAST_WINDOW_CLOSED); win = elm_win_util_standard_add("glview simple", "GLView Simple"); elm_win_autodel_set(win, EINA_TRUE); 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 // resizes. 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 policy 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_gl); 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()