Пример #1
0
// 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 (0.0 > red) red = 1.0;
}
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;

   render_gears(gld);
   gl->glFinish();
}
Пример #3
0
static void
_init_glview(Evas_Object *win, GLData *gld)
{
   Evas_Object *bg, *bx, *bt, *gl;
   Ecore_Animator *ani;

   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
   // 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);
}
EAPI_MAIN 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_config_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);
   elm_policy_set(ELM_POLICY_QUIT, ELM_POLICY_QUIT_LAST_WINDOW_CLOSED);

   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
   // 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();
   elm_shutdown();

   return 0;
}