#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 #include #include 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