1 #include <Elementary.h>
3 # include "elementary_config.h"
5 #ifndef ELM_LIB_QUICKLAUNCH
7 typedef struct _GLData GLData;
9 // GL related data here..
21 static float red = 1.0;
23 //--------------------------------//
25 load_shader( GLData *gld, GLenum type, const char *shader_src )
27 Evas_GL_API *gl = gld->glapi;
31 // Create the shader object
32 shader = gl->glCreateShader(type);
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);
44 gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
47 char* info_log = malloc(sizeof(char) * info_len);
49 gl->glGetShaderInfoLog(shader, info_len, NULL, info_log);
50 printf("Error compiling shader:\n%s\n", info_log );
53 gl->glDeleteShader(shader);
60 // Initialize the shader and program object
62 init_shaders(GLData *gld)
64 Evas_GL_API *gl = gld->glapi;
66 "attribute vec4 vPosition; \n"
69 " gl_Position = vPosition; \n"
73 "precision mediump float;\n"\
76 " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
81 // Load the vertex/fragment shaders
82 gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, (const char*)vShaderStr);
83 gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, (const char*)fShaderStr);
85 // Create the program object
86 gld->program = gl->glCreateProgram( );
90 gl->glAttachShader(gld->program, gld->vtx_shader);
91 gl->glAttachShader(gld->program, gld->fgmt_shader);
93 gl->glBindAttribLocation(gld->program, 0, "vPosition");
94 gl->glLinkProgram(gld->program);
95 gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
100 gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len);
103 char* info_log = malloc(sizeof(char) * info_len);
105 gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log);
106 printf("Error linking program:\n%s\n", info_log);
109 gl->glDeleteProgram(gld->program);
119 _init_gl(Evas_Object *obj)
121 GLData *gld = evas_object_data_get(obj, "gld");
122 Evas_GL_API *gl = gld->glapi;
123 GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f,
127 if (!init_shaders(gld))
129 printf("Error Initializing Shaders\n");
133 gl->glGenBuffers(1, &gld->vbo);
134 gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
135 gl->glBufferData(GL_ARRAY_BUFFER, 3 * 3 * 4, vVertices, GL_STATIC_DRAW);
139 _del_gl(Evas_Object *obj)
141 GLData *gld = evas_object_data_get(obj, "gld");
144 printf("Unable to get GLData. \n");
147 Evas_GL_API *gl = gld->glapi;
149 gl->glDeleteShader(gld->vtx_shader);
150 gl->glDeleteShader(gld->fgmt_shader);
151 gl->glDeleteProgram(gld->program);
152 gl->glDeleteBuffers(1, &gld->vbo);
154 evas_object_data_del((Evas_Object*)obj, "..gld");
160 _resize_gl(Evas_Object *obj)
163 GLData *gld = evas_object_data_get(obj, "gld");
164 Evas_GL_API *gl = gld->glapi;
166 elm_glview_size_get(obj, &w, &h);
168 // GL Viewport stuff. you can avoid doing this if viewport is all the
169 // same as last frame if you want
170 gl->glViewport(0, 0, w, h);
176 _draw_gl(Evas_Object *obj)
178 Evas_GL_API *gl = elm_glview_gl_api_get(obj);
179 GLData *gld = evas_object_data_get(obj, "gld");
183 elm_glview_size_get(obj, &w, &h);
185 gl->glViewport(0, 0, w, h);
186 gl->glClearColor(red,0.8,0.3,1);
187 gl->glClear(GL_COLOR_BUFFER_BIT);
190 gl->glEnable(GL_BLEND);
192 gl->glUseProgram(gld->program);
194 gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
195 gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
197 gl->glEnableVertexAttribArray(0);
199 gl->glDrawArrays(GL_TRIANGLES, 0, 3);
201 // Optional - Flush the GL pipeline
205 if (red < 0.0) red = 1.0;
211 elm_glview_changed_set(data);
216 _on_done(void *data, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
218 evas_object_del((Evas_Object*)data);
223 _del(void *data __UNUSED__, Evas *evas __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
225 Ecore_Animator *ani = evas_object_data_get(obj, "ani");
226 ecore_animator_del(ani);
231 test_glview_simple(void *data __UNUSED__, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
233 Evas_Object *win, *bg, *bx, *bt, *gl;
237 if (!(gld = calloc(1, sizeof(GLData)))) return;
239 // Set the engine to opengl_x11
240 elm_engine_set("opengl_x11");
242 win = elm_win_add(NULL, "glview simple", ELM_WIN_BASIC);
243 elm_win_title_set(win, "GLView Simple");
244 elm_win_autodel_set(win, 1);
246 bg = elm_bg_add(win);
247 elm_win_resize_object_add(win, bg);
248 evas_object_size_hint_weight_set(bg, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
249 evas_object_show(bg);
251 bx = elm_box_add(win);
252 evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
253 elm_win_resize_object_add(win, bx);
254 evas_object_show(bx);
256 gl = elm_glview_add(win);
257 evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL);
258 evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
259 elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH);
260 elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
261 elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
262 elm_glview_init_func_set(gl, _init_gl);
263 elm_glview_del_func_set(gl, _del_gl);
264 elm_glview_resize_func_set(gl, _resize_gl);
265 elm_glview_render_func_set(gl, _draw_gl);
266 elm_box_pack_end(bx, gl);
267 evas_object_show(gl);
269 elm_object_focus(gl);
271 ani = ecore_animator_add(_anim, gl);
272 gld->glapi = elm_glview_gl_api_get(gl);
273 evas_object_data_set(gl, "ani", ani);
274 evas_object_data_set(gl, "gld", gld);
275 evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _del, gl);
277 bt = elm_button_add(win);
278 elm_object_text_set(bt, "OK");
279 evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL);
280 evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0);
281 elm_box_pack_end(bx, bt);
282 evas_object_show(bt);
283 evas_object_smart_callback_add(bt, "clicked", _on_done, win);
285 evas_object_resize(win, 320, 480);
286 evas_object_show(win);