Elementary test_glview.c: Fixed formatting.

SVN revision: 59922
This commit is contained in:
Daniel Juyung Seo 2011-06-03 18:31:12 +00:00
parent 913fb058ea
commit 91bc4fa79f
1 changed files with 29 additions and 29 deletions

View File

@ -8,14 +8,17 @@
#define M_PI 3.14159265
#endif
typedef struct _Gear {
typedef struct _Gear Gear;
typedef struct _GLData GLData;
struct _Gear
{
GLfloat *vertices;
GLuint vbo;
int count;
} Gear;
};
// GL related data here..
typedef struct _GLData
struct _GLData
{
Evas_GL_API *glapi;
GLuint program;
@ -41,9 +44,7 @@ typedef struct _GLData
GLfloat proj[16];
GLfloat light[3];
} GLData;
};
static void gears_init(GLData *gld);
static void gears_reshape(GLData *gld, int width, int height);
@ -75,7 +76,7 @@ vert(GLfloat *p, GLfloat x, GLfloat y, GLfloat z, GLfloat *n)
*/
static Gear *
make_gear(GLData *gld, GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
GLint teeth, GLfloat tooth_depth)
GLint teeth, GLfloat tooth_depth)
{
GLint i;
GLfloat r0, r1, r2;
@ -89,7 +90,7 @@ make_gear(GLData *gld, GLfloat inner_radius, GLfloat outer_radius, GLfloat width
gear = (Gear*)malloc(sizeof(Gear));
if (gear == NULL)
return NULL;
return NULL;
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0;
@ -189,7 +190,7 @@ multiply(GLfloat *m, const GLfloat *n)
row = n + d.quot * 4;
column = m + d.rem;
for (j = 0; j < 4; j++)
tmp[i] += row[j] * column[j * 4];
tmp[i] += row[j] * column[j * 4];
}
memcpy(m, &tmp, sizeof tmp);
}
@ -268,7 +269,6 @@ gears_draw(GLData *gld)
draw_gear(gld, gld->gear3, m, -3.1, 4.2, -2 * gld->angle - 25.0, blue);
}
static void render_gears(GLData *gld)
{
gears_draw(gld);
@ -286,13 +286,13 @@ gears_reshape(GLData *gld, int width, int height)
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.1, 0.0,
0.0, 0.0, 0.0, 1.0,
0.0, 0.0, 0.0, 1.0
};
if (width < height)
ar = width;
ar = width;
else
ar = height;
ar = height;
m[0] = 0.1 * ar / width;
m[5] = 0.1 * ar / height;
@ -315,7 +315,7 @@ static const char vertex_shader[] =
" rotated_normal = tmp.xyz;\n"
"}\n";
static const char fragment_shader[] =
static const char fragment_shader[] =
//"precision mediump float;\n"
"uniform vec4 color;\n"
"uniform vec3 light;\n"
@ -496,33 +496,33 @@ _key_down(void *data, Evas *e __UNUSED__, Evas_Object *obj, void *event_info)
static void
_mouse_down(void *data __UNUSED__, Evas *e __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
{
GLData *gld = evas_object_data_get(obj, "gld");
gld->mouse_down = 1;
GLData *gld = evas_object_data_get(obj, "gld");
gld->mouse_down = 1;
}
static void
_mouse_move(void *data __UNUSED__, Evas *e __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
{
Evas_Event_Mouse_Move *ev;
ev = (Evas_Event_Mouse_Move *)event_info;
GLData *gld = evas_object_data_get(obj, "gld");
float dx = 0, dy = 0;
Evas_Event_Mouse_Move *ev;
ev = (Evas_Event_Mouse_Move *)event_info;
GLData *gld = evas_object_data_get(obj, "gld");
float dx = 0, dy = 0;
if (gld->mouse_down)
{
dx = ev->cur.canvas.x - ev->prev.canvas.x;
dy = ev->cur.canvas.y - ev->prev.canvas.y;
if (gld->mouse_down)
{
dx = ev->cur.canvas.x - ev->prev.canvas.x;
dy = ev->cur.canvas.y - ev->prev.canvas.y;
gld->view_roty += -1.0 * dx;
gld->view_rotx += -1.0 * dy;
}
gld->view_roty += -1.0 * dx;
gld->view_rotx += -1.0 * dy;
}
}
static void
_mouse_up(void *data __UNUSED__, Evas *e __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
{
GLData *gld = evas_object_data_get(obj, "gld");
gld->mouse_down = 0;
GLData *gld = evas_object_data_get(obj, "gld");
gld->mouse_down = 0;
}