native-renderer.h
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#ifndef DALI_PROJECT_NATIVE_RENDERER_H
#define DALI_PROJECT_NATIVE_RENDERER_H
/*
* Copyright (c) 2020 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.
*
*/
/**
* This is demo that doesn't use DALi directly as if it's
* a separate non-DALi app (so not using DALi math etc.)
*/
#include <dali/public-api/signals/render-callback.h>
#include <cmath>
#include <GLES3/gl3.h>
class NativeRenderer
{
public:
NativeRenderer( uint32_t width, uint32_t height);
bool OnRender( const Dali::RenderCallbackInput& input );
void PrepareShader();
void Setup( int width, int height);
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
};
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;
};
#endif // DALI_PROJECT_NATIVE_RENDERER_H