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-rw-r--r--libraries/elementary/src/bin/test_glview_simple.c286
1 files changed, 286 insertions, 0 deletions
diff --git a/libraries/elementary/src/bin/test_glview_simple.c b/libraries/elementary/src/bin/test_glview_simple.c
new file mode 100644
index 0000000..fc21ef4
--- /dev/null
+++ b/libraries/elementary/src/bin/test_glview_simple.c
@@ -0,0 +1,286 @@
1#ifdef HAVE_CONFIG_H
2# include "elementary_config.h"
3#endif
4#include <Elementary.h>
5#ifndef ELM_LIB_QUICKLAUNCH
6
7typedef struct _GLData GLData;
8
9// GL related data here..
10struct _GLData
11{
12 Evas_GL_API *glapi;
13 GLuint program;
14 GLuint vtx_shader;
15 GLuint fgmt_shader;
16 GLuint vbo;
17 int initialized : 1;
18};
19
20
21static float red = 1.0;
22
23//--------------------------------//
24static GLuint
25load_shader( GLData *gld, GLenum type, const char *shader_src )
26{
27 Evas_GL_API *gl = gld->glapi;
28 GLuint shader;
29 GLint compiled;
30
31 // Create the shader object
32 shader = gl->glCreateShader(type);
33 if (shader==0)
34 return 0;
35
36 // Load/Compile shader source
37 gl->glShaderSource(shader, 1, &shader_src, NULL);
38 gl->glCompileShader(shader);
39 gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
40
41 if (!compiled)
42 {
43 GLint info_len = 0;
44 gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
45 if (info_len > 1)
46 {
47 char* info_log = malloc(sizeof(char) * info_len);
48
49 gl->glGetShaderInfoLog(shader, info_len, NULL, info_log);
50 printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, shader_src );
51 free(info_log);
52 }
53 gl->glDeleteShader(shader);
54 return 0;
55 }
56
57 return shader;
58}
59
60// Initialize the shader and program object
61static int
62init_shaders(GLData *gld)
63{
64 Evas_GL_API *gl = gld->glapi;
65 GLbyte vShaderStr[] =
66 "attribute vec4 vPosition; \n"
67 "void main() \n"
68 "{ \n"
69 " gl_Position = vPosition; \n"
70 "} \n";
71
72 GLbyte fShaderStr[] =
73 "#ifdef GL_ES \n"
74 "precision mediump float; \n"
75 "#endif \n"
76 "void main() \n"
77 "{ \n"
78 " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
79 "} \n";
80
81 GLint linked;
82
83 // Load the vertex/fragment shaders
84 gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, (const char*)vShaderStr);
85 gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, (const char*)fShaderStr);
86
87 // Create the program object
88 gld->program = gl->glCreateProgram( );
89 if (gld->program==0)
90 return 0;
91
92 gl->glAttachShader(gld->program, gld->vtx_shader);
93 gl->glAttachShader(gld->program, gld->fgmt_shader);
94
95 gl->glBindAttribLocation(gld->program, 0, "vPosition");
96 gl->glLinkProgram(gld->program);
97 gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
98
99 if (!linked)
100 {
101 GLint info_len = 0;
102 gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len);
103 if (info_len > 1)
104 {
105 char* info_log = malloc(sizeof(char) * info_len);
106
107 gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log);
108 printf("Error linking program:\n%s\n", info_log);
109 free(info_log);
110 }
111 gl->glDeleteProgram(gld->program);
112 return 0;
113 }
114 return 1;
115}
116
117
118
119// Callbacks
120static void
121_init_gl(Evas_Object *obj)
122{
123 GLData *gld = evas_object_data_get(obj, "gld");
124 Evas_GL_API *gl = gld->glapi;
125 GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f,
126 -0.5f, -0.5f, 0.0f,
127 0.5f, -0.5f, 0.0f };
128
129 if (!init_shaders(gld))
130 {
131 printf("Error Initializing Shaders\n");
132 return;
133 }
134
135 gl->glGenBuffers(1, &gld->vbo);
136 gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
137 gl->glBufferData(GL_ARRAY_BUFFER, 3 * 3 * 4, vVertices, GL_STATIC_DRAW);
138}
139
140static void
141_del_gl(Evas_Object *obj)
142{
143 GLData *gld = evas_object_data_get(obj, "gld");
144 if (!gld)
145 {
146 printf("Unable to get GLData. \n");
147 return;
148 }
149 Evas_GL_API *gl = gld->glapi;
150
151 gl->glDeleteShader(gld->vtx_shader);
152 gl->glDeleteShader(gld->fgmt_shader);
153 gl->glDeleteProgram(gld->program);
154 gl->glDeleteBuffers(1, &gld->vbo);
155
156 evas_object_data_del((Evas_Object*)obj, "..gld");
157 free(gld);
158}
159
160
161static void
162_resize_gl(Evas_Object *obj)
163{
164 int w, h;
165 GLData *gld = evas_object_data_get(obj, "gld");
166 Evas_GL_API *gl = gld->glapi;
167
168 elm_glview_size_get(obj, &w, &h);
169
170 // GL Viewport stuff. you can avoid doing this if viewport is all the
171 // same as last frame if you want
172 gl->glViewport(0, 0, w, h);
173}
174
175
176
177static void
178_draw_gl(Evas_Object *obj)
179{
180 Evas_GL_API *gl = elm_glview_gl_api_get(obj);
181 GLData *gld = evas_object_data_get(obj, "gld");
182 if (!gld) return;
183 int w, h;
184
185 elm_glview_size_get(obj, &w, &h);
186
187 gl->glViewport(0, 0, w, h);
188 gl->glClearColor(red,0.8,0.3,1);
189 gl->glClear(GL_COLOR_BUFFER_BIT);
190
191 // Draw a Triangle
192 gl->glEnable(GL_BLEND);
193
194 gl->glUseProgram(gld->program);
195
196 gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
197 gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
198 0, 0);
199 gl->glEnableVertexAttribArray(0);
200
201 gl->glDrawArrays(GL_TRIANGLES, 0, 3);
202
203 // Optional - Flush the GL pipeline
204 gl->glFinish();
205
206 red -= 0.1;
207 if (red < 0.0) red = 1.0;
208}
209
210static Eina_Bool
211_anim(void *data)
212{
213 elm_glview_changed_set(data);
214 return EINA_TRUE;
215}
216
217static void
218_on_done(void *data, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
219{
220 evas_object_del((Evas_Object*)data);
221}
222
223
224static void
225_del(void *data __UNUSED__, Evas *evas __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
226{
227 Ecore_Animator *ani = evas_object_data_get(obj, "ani");
228 ecore_animator_del(ani);
229}
230
231
232void
233test_glview_simple(void *data __UNUSED__, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
234{
235 Evas_Object *win, *bx, *bt, *gl;
236 Ecore_Animator *ani;
237 GLData *gld = NULL;
238
239 if (!(gld = calloc(1, sizeof(GLData)))) return;
240
241 // Set the engine to opengl_x11
242 elm_config_preferred_engine_set("opengl_x11");
243 win = elm_win_util_standard_add("glview simple", "GLView Simple");
244 // Set preferred engine back to default from config
245 elm_config_preferred_engine_set(NULL);
246
247 elm_win_autodel_set(win, EINA_TRUE);
248
249 bx = elm_box_add(win);
250 evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
251 elm_win_resize_object_add(win, bx);
252 evas_object_show(bx);
253
254 gl = elm_glview_add(win);
255 evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL);
256 evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
257 elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH);
258 elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
259 elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
260 elm_glview_init_func_set(gl, _init_gl);
261 elm_glview_del_func_set(gl, _del_gl);
262 elm_glview_resize_func_set(gl, _resize_gl);
263 elm_glview_render_func_set(gl, _draw_gl);
264 elm_box_pack_end(bx, gl);
265 evas_object_show(gl);
266
267 elm_object_focus_set(gl, EINA_TRUE);
268
269 ani = ecore_animator_add(_anim, gl);
270 gld->glapi = elm_glview_gl_api_get(gl);
271 evas_object_data_set(gl, "ani", ani);
272 evas_object_data_set(gl, "gld", gld);
273 evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _del, gl);
274
275 bt = elm_button_add(win);
276 elm_object_text_set(bt, "OK");
277 evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL);
278 evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0);
279 elm_box_pack_end(bx, bt);
280 evas_object_show(bt);
281 evas_object_smart_callback_add(bt, "clicked", _on_done, win);
282
283 evas_object_resize(win, 320, 480);
284 evas_object_show(win);
285}
286#endif