/**
* @defgroup GLView GLView
*
- * A simple GLView widget that allows GL rendering.
- *
- * Signals that you can add callbacks for are:
- *
+ * A GLView widget allows for simple GL rendering in elementary environment.
+ * GLView hides all the complicated evas_gl details so that the user only
+ * has to deal with registering a few callback functions for rendering
+ * to a surface using OpenGL APIs.
+ *
+ * Below is an illustrative example of how to use GLView and and OpenGL
+ * to render in elementary environment.
+ * @code
+// Simple GLView example
+#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 funtion 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, void *event_info)
+{
+ evas_object_del((Evas_Object*)data);
+ elm_exit();
+}
+
+static void
+_del(void *data, Evas *evas, Evas_Object *obj, void *event_info)
+{
+ Ecore_Animator *ani = evas_object_data_get(obj, "ani");
+ ecore_animator_del(ani);
+}
+
+
+EAPI int
+elm_main(int argc, char **argv)
+{
+ Evas_Object *win, *bg, *bx, *bt, *gl;
+ Ecore_Animator *ani;
+ GLData *gld = NULL;
+
+ if (!(gld = calloc(1, sizeof(GLData)))) return 1;
+
+ // set the engine to opengl_x11
+ // if commented out, ELM will choose one
+ elm_engine_set("opengl_x11");
+
+ win = elm_win_add(NULL, "glview simple", ELM_WIN_BASIC);
+ elm_win_title_set(win, "GLView Simple");
+ elm_win_autodel_set(win, EINA_TRUE);
+
+ bg = elm_bg_add(win);
+ elm_win_resize_object_add(win, bg);
+ evas_object_size_hint_weight_set(bg, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
+ evas_object_show(bg);
+
+ 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
+ // reisizes. 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 poicy 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_gggl);
+ 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()
+ * @endcode
+ */
+
+
+
+/**
+ * @addtogroup GLView
* @{
*/
typedef enum _Elm_GLView_Mode
{
- ELM_GLVIEW_NONE = 0,
- ELM_GLVIEW_ALPHA = (1<<1),
- ELM_GLVIEW_DEPTH = (1<<2),
- ELM_GLVIEW_STENCIL = (1<<3),
- ELM_GLVIEW_DIRECT = (1<<4)
+ ELM_GLVIEW_NONE = 0,
+ ELM_GLVIEW_ALPHA = (1<<1), /**< Alpha channel enabled rendering mode */
+ ELM_GLVIEW_DEPTH = (1<<2), /**< Depth buffer enabled rendering mode */
+ ELM_GLVIEW_STENCIL = (1<<3), /**< Stencil buffer enabled rendering mode */
+ ELM_GLVIEW_DIRECT = (1<<4) /**< Direct rendering optimization hint */
} Elm_GLView_Mode;
/**
- * Defines a policy for the glview resizing.
+ * Defines a policy for the glview resizing.
+ *
+ * The resizing policy tells glview what to do with the underlying
+ * surface when resize happens. ELM_GLVIEW_RESIZE_POLICY_RECREATE
+ * will destroy the current surface and recreate the surface to the
+ * new size. ELM_GLVIEW_RESIZE_POLICY_SCALE will instead keep the
+ * current surface but only display the result at the desired size
+ * scaled.
*
* @note Default is ELM_GLVIEW_RESIZE_POLICY_RECREATE
*/
typedef enum
{
ELM_GLVIEW_RESIZE_POLICY_RECREATE = 1, /**< Resize the internal surface along with the image */
- ELM_GLVIEW_RESIZE_POLICY_SCALE = 2 /**< Only resize the internal image and not the surface */
+ ELM_GLVIEW_RESIZE_POLICY_SCALE = 2 /**< Only resize the internal image and not the surface */
} Elm_GLView_Resize_Policy;
+/**
+ * Defines a policy for gl rendering.
+ *
+ * The rendering policy tells glview where to run the gl rendering code.
+ * ELM_GLVIEW_RENDER_POLICY_ON_DEMAND tells glview to call the rendering
+ * calls on demand, which means that the rendering code gets called
+ * only when it is visible.
+ *
+ * @note Default is ELM_GLVIEW_RENDER_POLICY_ON_DEMAND
+ */
typedef enum
{
ELM_GLVIEW_RENDER_POLICY_ON_DEMAND = 1, /**< Render only when there is a need for redrawing */
- ELM_GLVIEW_RENDER_POLICY_ALWAYS = 2 /**< Render always even when it is not visible */
+ ELM_GLVIEW_RENDER_POLICY_ALWAYS = 2 /**< Render always even when it is not visible */
} Elm_GLView_Render_Policy;
/**
EAPI Evas_GL_API *elm_glview_gl_api_get(const Evas_Object *obj);
/**
- * Set the mode of the GLView. Supports alpha, depth, dencil, direct.
+ * Set the mode of the GLView. Supports alpha, depth, stencil.
*
* @param obj The glview object
- * @param mode The mode Options OR'ed enabling Alpha, Depth, Stencil.
+ * @param mode The mode Options OR'ed enabling Alpha, Depth, Stencil, Direct.
* @return True if set properly.
*
+ * Direct is a hint for the elm_glview to render directly to the window
+ * given that the right conditions are met. Otherwise it falls back
+ * to rendering to an offscreen buffer before it gets composited to the
+ * window.
+ *
* @ingroup GLView
*/
EAPI Eina_Bool elm_glview_mode_set(Evas_Object *obj, Elm_GLView_Mode mode);
* @param obj The glview object.
* @param policy The scaling policy.
*
- * By default, the resize policy is set to
- * ELM_GLVIEW_RESIZE_POLICY_RECREATE. When resize is called it
- * destroys the previous surface and recreates the newly specified
- * size. If the policy is set to ELM_GLVIEW_RESIZE_POLICY_SCALE,
- * however, glview only scales the image object and not the underlying
- * GL Surface.
+ * By default, the resize policy is set to ELM_GLVIEW_RESIZE_POLICY_RECREATE.
+ * When resize is called it destroys the previous surface and recreates the
+ * newly specified size. If the policy is set to
+ * ELM_GLVIEW_RESIZE_POLICY_SCALE, however, glview only scales the image
+ * object and not the underlying GL Surface.
*
* @ingroup GLView
*/
* @param obj The glview object.
* @param policy The render policy.
*
- * By default, the render policy is set to
- * ELM_GLVIEW_RENDER_POLICY_ON_DEMAND. This policy is set such
- * that during the render loop, glview is only redrawn if it needs
- * to be redrawn. (i.e. When it is visible) If the policy is set to
- * ELM_GLVIEWW_RENDER_POLICY_ALWAYS, it redraws regardless of
- * whether it is visible/need redrawing or not.
+ * By default, the render policy is set to ELM_GLVIEW_RENDER_POLICY_ON_DEMAND.
+ * This policy is set such that during the render loop, glview is only
+ * redrawn if it needs to be redrawn. (i.e. when it is visible) If the policy
+ * is set to ELM_GLVIEWW_RENDER_POLICY_ALWAYS, it redraws regardless of
+ * whether it is visible or needs redrawing.
*
* @ingroup GLView
*/
* @param obj The glview object.
* @param func The init function to be registered.
*
- * The registered init function gets called once during the render loop.
+ * The registered init function gets called once during the render loop.
+ * This function allows glview to hide all the redering context/surface
+ * details and have the user just call GL calls that they desire
+ * for initialization GL calls.
*
* @ingroup GLView
*/
-//XXX: need more description why this API is provided. i.e) You can set the gl rendering options when this init function is called...
EAPI void elm_glview_init_func_set(Evas_Object *obj, Elm_GLView_Func_Cb func);
/**
* @param func The delete function to be registered.
*
* The registered del function gets called when GLView object is deleted.
+ * This function allows glview to hide all the redering context/surface
+ * details and have the user just call GL calls that they desire
+ * when delete happends.
*
* @ingroup GLView
*/
* @param obj The glview object.
* @param func The resize function to be registered.
*
+ * The resize function getes called during the render loop.
+ * This function allows glview to hide all the redering context/surface
+ * details and have the user just call GL calls that they desire
+ * when resize happends.
+ *
* @ingroup GLView
*/
EAPI void elm_glview_resize_func_set(Evas_Object *obj, Elm_GLView_Func_Cb func);
/**
* Set the render function that runs in the main loop.
*
+ * The render function gets called in the main loop but whether it runs
+ * depends on the rendering policy and whether elm_glview_changed_set()
+ * gets called.
+ *
* @param obj The glview object.
* @param func The render function to be registered.
*