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->gear1->vbo);
   gl->glDeleteBuffers(1, &gld->gear2->vbo);
   gl->glDeleteBuffers(1, &gld->gear3->vbo);

   free_gear(gld->gear1);
   free_gear(gld->gear2);
   free_gear(gld->gear3);

   evas_object_data_del((Evas_Object*)obj, "..gld");
   free(gld);
}
예제 #2
0
// 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 (0 == gld->program)
     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 (1 < info_len)
          {
             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);
             g_assert(FALSE);
          }
        gl->glDeleteProgram(gld->program);
        return 0;
     }
   return 1;
}