native-renderer.h
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#ifndef DALI_DIRECT_RENDERING_NATIVE_RENDERER_H
#define DALI_DIRECT_RENDERING_NATIVE_RENDERER_H
/*
* Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include <dali/public-api/signals/render-callback.h>
#include <cmath>
#include <GLES3/gl3.h>
#include <EGL/egl.h>
#include <vector>
#include <thread>
#include <atomic>
#include <mutex>
#include <deque>
#include <map>
#include <array>
/**
* Class NativeRenderer uses GL directly in order to render
* custom GL code within DirectRendering callbacks.
*/
class NativeRenderer
{
public:
/**
* Structure encapsulates initialization parameters
*/
struct CreateInfo
{
std::string name;
uint32_t width;
uint32_t height;
int32_t viewportX;
int32_t viewportY;
std::array<float,4> clearColor { 0, 0, 0, 1};
bool offscreen{false};
bool threaded{false};
};
/**
* Constructor
*/
explicit NativeRenderer(const CreateInfo& info);
/**
* Destructor
*/
~NativeRenderer();
/**
* Prepare main shader
*/
void PrepareShader();
/**
* Setup custom scene
*/
void Setup(int width, int height);
/**
* Render cube with given callback input
*/
void RenderCube( const Dali::RenderCallbackInput& input );
/**
* Creates GL program from shader sources
*/
GLuint CreateProgram(const char* vertexSource, const char* fragmentSource);
/**
* Loads shader
*/
GLuint LoadShader(GLenum shaderType, const char* shaderSource);
enum class State
{
INIT,
RENDER
};
// GLView-compatible callbacks
void GlViewInitCallback(const Dali::RenderCallbackInput& input);
int GlViewRenderCallback(const Dali::RenderCallbackInput& input);
void GlViewTerminateCallback(const Dali::RenderCallbackInput& input);
private:
State mState {State::INIT};
GLuint mProgramId{0u};
GLint mVertexLocation{};
GLint mVertexColourLocation{};
GLint mProjectionLocation{};
GLint mModelViewLocation{};
float mModelViewMatrix[16];
float mProjectionMatrix[16];
uint32_t mWidth;
uint32_t mHeight;
CreateInfo mCreateInfo;
float mAngle{0.f};
std::vector<float> mPosX;
std::vector<float> mPosY;
};
#endif // DALI_DIRECT_RENDERING_NATIVE_RENDERER_H