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authorCedric BAIL <cedric@osg.samsung.com>2016-03-23 12:56:14 -0700
committerCedric BAIL <cedric@osg.samsung.com>2016-03-23 13:24:41 -0700
commitc2a1c49ab2042f559b28e840e54feb8494888e0e (patch)
treec6eb110b7c479499854eede9d0c3ab0a80c9a11a /src/bin/elementary/test_glview.c
parentMerge elementary into the EFL. (diff)
downloadefl-c2a1c49ab2042f559b28e840e54feb8494888e0e.tar.gz
elementary: move all legacy files to their expected new location.
Diffstat (limited to 'src/bin/elementary/test_glview.c')
-rw-r--r--src/bin/elementary/test_glview.c717
1 files changed, 717 insertions, 0 deletions
diff --git a/src/bin/elementary/test_glview.c b/src/bin/elementary/test_glview.c
new file mode 100644
index 0000000000..31c76cffe3
--- /dev/null
+++ b/src/bin/elementary/test_glview.c
@@ -0,0 +1,717 @@
+#ifdef HAVE_CONFIG_H
+# include "elementary_config.h"
+#endif
+#include <Elementary.h>
+
+#include <Elementary.h>
+#ifndef M_PI
+#define M_PI 3.14159265
+#endif
+
+typedef struct _Gear Gear;
+typedef struct _GLData GLData;
+struct _Gear
+{
+ GLfloat *vertices;
+ GLuint vbo;
+ int count;
+};
+
+// GL related data here..
+struct _GLData
+{
+ Evas_GL_API *glapi;
+ GLuint program;
+ GLuint vtx_shader;
+ GLuint fgmt_shader;
+ int initialized : 1;
+ int mouse_down : 1;
+
+ // Gear Stuff
+ GLfloat view_rotx;
+ GLfloat view_roty;
+ GLfloat view_rotz;
+
+ Gear *gear1;
+ Gear *gear2;
+ Gear *gear3;
+
+ GLfloat angle;
+
+ GLuint proj_location;
+ GLuint light_location;
+ GLuint color_location;
+
+ GLfloat proj[16];
+ GLfloat light[3];
+};
+
+static void gears_init(GLData *gld);
+static void free_gear(Gear *gear);
+static void gears_reshape(GLData *gld, int width, int height);
+static void render_gears(GLData *gld);
+
+//--------------------------------//
+// Gear Stuff....
+static GLfloat *
+vert(GLfloat *p, GLfloat x, GLfloat y, GLfloat z, GLfloat *n)
+{
+ p[0] = x;
+ p[1] = y;
+ p[2] = z;
+ p[3] = n[0];
+ p[4] = n[1];
+ p[5] = n[2];
+
+ return p + 6;
+}
+
+/* Draw a gear wheel. You'll probably want to call this function when
+ * building a display list since we do a lot of trig here.
+ *
+ * Input: inner_radius - radius of hole at center
+ * outer_radius - radius at center of teeth
+ * width - width of gear
+ * teeth - number of teeth
+ * tooth_depth - depth of tooth
+ */
+static Gear *
+make_gear(GLData *gld, GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
+ GLint teeth, GLfloat tooth_depth)
+{
+ GLint i;
+ GLfloat r0, r1, r2;
+ GLfloat da;
+ GLfloat *v;
+ Gear *gear;
+ double s[5], c[5];
+ GLfloat normal[3];
+ const int tris_per_tooth = 20;
+ Evas_GL_API *gl = gld->glapi;
+
+ gear = (Gear*)malloc(sizeof(Gear));
+ if (gear == NULL)
+ return NULL;
+
+ r0 = inner_radius;
+ r1 = outer_radius - tooth_depth / 2.0;
+ r2 = outer_radius + tooth_depth / 2.0;
+
+ da = 2.0 * M_PI / teeth / 4.0;
+
+ gear->vertices = calloc(teeth * tris_per_tooth * 3 * 6,
+ sizeof *gear->vertices);
+ s[4] = 0;
+ c[4] = 1;
+ v = gear->vertices;
+ for (i = 0; i < teeth; i++)
+ {
+ s[0] = s[4];
+ c[0] = c[4];
+ s[1] = sin(i * 2.0 * M_PI / teeth + da);
+ c[1] = cos(i * 2.0 * M_PI / teeth + da);
+ s[2] = sin(i * 2.0 * M_PI / teeth + da * 2);
+ c[2] = cos(i * 2.0 * M_PI / teeth + da * 2);
+ s[3] = sin(i * 2.0 * M_PI / teeth + da * 3);
+ c[3] = cos(i * 2.0 * M_PI / teeth + da * 3);
+ s[4] = sin(i * 2.0 * M_PI / teeth + da * 4);
+ c[4] = cos(i * 2.0 * M_PI / teeth + da * 4);
+
+ normal[0] = 0.0;
+ normal[1] = 0.0;
+ normal[2] = 1.0;
+
+ v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
+
+ v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
+ v = vert(v, r2 * c[2], r2 * s[2], width * 0.5, normal);
+ v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
+ v = vert(v, r1 * c[3], r1 * s[3], width * 0.5, normal);
+ v = vert(v, r0 * c[0], r0 * s[0], width * 0.5, normal);
+ v = vert(v, r1 * c[4], r1 * s[4], width * 0.5, normal);
+ v = vert(v, r0 * c[4], r0 * s[4], width * 0.5, normal);
+
+ v = vert(v, r0 * c[4], r0 * s[4], width * 0.5, normal);
+ v = vert(v, r0 * c[0], r0 * s[0], width * 0.5, normal);
+ v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
+ v = vert(v, r0 * c[0], r0 * s[0], -width * 0.5, normal);
+
+ normal[0] = 0.0;
+ normal[1] = 0.0;
+ normal[2] = -1.0;
+
+ v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
+
+ v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
+ v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
+ v = vert(v, r0 * c[0], r0 * s[0], -width * 0.5, normal);
+ v = vert(v, r1 * c[3], r1 * s[3], -width * 0.5, normal);
+ v = vert(v, r1 * c[0], r1 * s[0], -width * 0.5, normal);
+ v = vert(v, r2 * c[2], r2 * s[2], -width * 0.5, normal);
+ v = vert(v, r2 * c[1], r2 * s[1], -width * 0.5, normal);
+
+ v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
+
+ v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
+ v = vert(v, r1 * c[0], r1 * s[0], -width * 0.5, normal);
+ v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
+ v = vert(v, r2 * c[1], r2 * s[1], -width * 0.5, normal);
+ v = vert(v, r2 * c[2], r2 * s[2], width * 0.5, normal);
+ v = vert(v, r2 * c[2], r2 * s[2], -width * 0.5, normal);
+ v = vert(v, r1 * c[3], r1 * s[3], width * 0.5, normal);
+ v = vert(v, r1 * c[3], r1 * s[3], -width * 0.5, normal);
+ v = vert(v, r1 * c[4], r1 * s[4], width * 0.5, normal);
+ v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
+
+ v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
+ }
+
+ gear->count = (v - gear->vertices) / 6;
+
+ gl->glGenBuffers(1, &gear->vbo);
+ gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
+ gl->glBufferData(GL_ARRAY_BUFFER, gear->count * 6 * 4,
+ gear->vertices, GL_STATIC_DRAW);
+
+ return gear;
+}
+
+static void
+free_gear(Gear *gear)
+{
+ free(gear->vertices);
+ free(gear);
+ gear = NULL;
+}
+
+static void
+multiply(GLfloat *m, const GLfloat *n)
+{
+ GLfloat tmp[16];
+ const GLfloat *row, *column;
+ div_t d;
+ int i, j;
+
+ for (i = 0; i < 16; i++)
+ {
+ tmp[i] = 0;
+ d = div(i, 4);
+ row = n + d.quot * 4;
+ column = m + d.rem;
+ for (j = 0; j < 4; j++)
+ tmp[i] += row[j] * column[j * 4];
+ }
+ memcpy(m, &tmp, sizeof tmp);
+}
+
+static void
+rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
+{
+ double s, c;
+
+ s = sin(angle);
+ c = cos(angle);
+ GLfloat r[16] =
+ {
+ x * x * (1 - c) + c, y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0,
+ x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0,
+ x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c, 0,
+ 0, 0, 0, 1
+ };
+
+ multiply(m, r);
+}
+
+static void
+translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z)
+{
+ GLfloat t[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1 };
+
+ multiply(m, t);
+}
+
+static void
+draw_gear(GLData *gld, Gear *gear, GLfloat *m,
+ GLfloat x, GLfloat y, GLfloat angle, const GLfloat *color)
+{
+ Evas_GL_API *gl = gld->glapi;
+ GLfloat tmp[16];
+
+ memcpy(tmp, m, sizeof tmp);
+ translate(tmp, x, y, 0);
+ rotate(tmp, 2 * M_PI * angle / 360.0, 0, 0, 1);
+ gl->glUniformMatrix4fv(gld->proj_location, 1, GL_FALSE, tmp);
+ gl->glUniform3fv(gld->light_location, 1, gld->light);
+ gl->glUniform4fv(gld->color_location, 1, color);
+
+ gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
+
+ gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
+ 6 * sizeof(GLfloat), NULL);
+ gl->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
+ 6 * sizeof(GLfloat), (GLfloat *) 0 + 3);
+ gl->glEnableVertexAttribArray(0);
+ gl->glEnableVertexAttribArray(1);
+ gl->glDrawArrays(GL_TRIANGLE_STRIP, 0, gear->count);
+}
+
+static void
+gears_draw(GLData *gld)
+{
+ Evas_GL_API *gl = gld->glapi;
+
+ static const GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
+ static const GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
+ static const GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
+ GLfloat m[16];
+
+ gl->glClearColor(0x25 / 255., 0x13 / 255., 0.0, 1.0);
+ gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ memcpy(m, gld->proj, sizeof m);
+ rotate(m, 2 * M_PI * gld->view_rotx / 360.0, 1, 0, 0);
+ rotate(m, 2 * M_PI * gld->view_roty / 360.0, 0, 1, 0);
+ rotate(m, 2 * M_PI * gld->view_rotz / 360.0, 0, 0, 1);
+
+ draw_gear(gld, gld->gear1, m, -3.0, -2.0, gld->angle, red);
+ draw_gear(gld, gld->gear2, m, 3.1, -2.0, -2 * gld->angle - 9.0, green);
+ 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);
+
+ gld->angle += 2.0;
+}
+
+/* new window size or exposure */
+static void
+gears_reshape(GLData *gld, int width, int height)
+{
+ Evas_GL_API *gl = gld->glapi;
+
+ GLfloat ar, m[16] = {
+ 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
+ };
+
+ if (width < height)
+ ar = width;
+ else
+ ar = height;
+
+ m[0] = 0.1 * ar / width;
+ m[5] = 0.1 * ar / height;
+ memcpy(gld->proj, m, sizeof gld->proj);
+ gl->glViewport(0, 0, (GLint) width, (GLint) height);
+}
+
+static const char vertex_shader[] =
+ "uniform mat4 proj;\n"
+ "attribute vec4 position;\n"
+ "attribute vec4 normal;\n"
+ "varying vec3 rotated_normal;\n"
+ "varying vec3 rotated_position;\n"
+ "vec4 tmp;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = proj * position;\n"
+ " rotated_position = gl_Position.xyz;\n"
+ " tmp = proj * normal;\n"
+ " rotated_normal = tmp.xyz;\n"
+ "}\n";
+
+ static const char fragment_shader[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "uniform vec4 color;\n"
+ "uniform vec3 light;\n"
+ "varying vec3 rotated_normal;\n"
+ "varying vec3 rotated_position;\n"
+ "vec3 light_direction;\n"
+ "vec4 white = vec4(0.5, 0.5, 0.5, 1.0);\n"
+ "void main()\n"
+ "{\n"
+ " light_direction = normalize(light - rotated_position);\n"
+ " gl_FragColor = color + white * dot(light_direction, rotated_normal);\n"
+ "}\n";
+
+static void
+_print_gl_log(Evas_GL_API *gl, GLuint id)
+{
+ GLint log_len = 0;
+ char *log_info;
+
+ if (gl->glIsShader(id))
+ gl->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &log_len);
+ else if (gl->glIsProgram(id))
+ gl->glGetProgramiv(id, GL_INFO_LOG_LENGTH, &log_len);
+
+ log_info = malloc(log_len * sizeof(char));
+
+ if (gl->glIsShader(id))
+ gl->glGetShaderInfoLog(id, log_len, NULL, log_info);
+ else if (gl->glIsProgram(id))
+ gl->glGetProgramInfoLog(id, log_len, NULL, log_info);
+
+ printf("%s", log_info);
+ free(log_info);
+}
+
+static void
+gears_init(GLData *gld)
+{
+ Evas_GL_API *gl = gld->glapi;
+
+ const char *p;
+
+ gl->glEnable(GL_CULL_FACE);
+ gl->glEnable(GL_DEPTH_TEST);
+
+ p = vertex_shader;
+ gld->vtx_shader = gl->glCreateShader(GL_VERTEX_SHADER);
+ gl->glShaderSource(gld->vtx_shader, 1, &p, NULL);
+ gl->glCompileShader(gld->vtx_shader);
+ _print_gl_log(gl, gld->vtx_shader);
+
+ p = fragment_shader;
+ gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER);
+ gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL);
+ gl->glCompileShader(gld->fgmt_shader);
+ _print_gl_log(gl, gld->fgmt_shader);
+
+ gld->program = gl->glCreateProgram();
+ gl->glAttachShader(gld->program, gld->vtx_shader);
+ gl->glAttachShader(gld->program, gld->fgmt_shader);
+ gl->glBindAttribLocation(gld->program, 0, "position");
+ gl->glBindAttribLocation(gld->program, 1, "normal");
+
+ gl->glLinkProgram(gld->program);
+ _print_gl_log(gl, gld->program);
+
+ gl->glUseProgram(gld->program);
+ gld->proj_location = gl->glGetUniformLocation(gld->program, "proj");
+ gld->light_location = gl->glGetUniformLocation(gld->program, "light");
+ gld->color_location = gl->glGetUniformLocation(gld->program, "color");
+
+ /* make the gears */
+ gld->gear1 = make_gear(gld, 1.0, 4.0, 1.0, 20, 0.7);
+ gld->gear2 = make_gear(gld, 0.5, 2.0, 2.0, 10, 0.7);
+ gld->gear3 = make_gear(gld, 1.3, 2.0, 0.5, 10, 0.7);
+}
+
+static void
+gldata_init(GLData *gld)
+{
+ gld->initialized = 0;
+ gld->mouse_down = 0;
+
+ gld->view_rotx = -20.0;
+ gld->view_roty = -30.0;
+ gld->view_rotz = 0.0;
+ gld->angle = 0.0;
+
+ gld->light[0] = 1.0;
+ gld->light[1] = 1.0;
+ gld->light[2] = -5.0;
+}
+
+//-------------------------//
+
+static void
+_init_gl(Evas_Object *obj)
+{
+ GLData *gld = evas_object_data_get(obj, "gld");
+
+ gears_init(gld);
+}
+
+static void
+_del_gl(Evas_Object *obj)
+{
+ GLData *gld = evas_object_data_get(obj, "gld");
+ if (!gld)
+ {
+ printf("Unable to get GLData. \n");
+ return;
+ }
+ Evas_GL_API *gl = gld->glapi;
+
+ gl->glDeleteShader(gld->vtx_shader);
+ gl->glDeleteShader(gld->fgmt_shader);
+ gl->glDeleteProgram(gld->program);
+ gl->glDeleteBuffers(1, &gld->gear1->vbo);
+ gl->glDeleteBuffers(1, &gld->gear2->vbo);
+ gl->glDeleteBuffers(1, &gld->gear3->vbo);
+
+ free_gear(gld->gear1);
+ free_gear(gld->gear2);
+ free_gear(gld->gear3);
+
+ evas_object_data_del((Evas_Object*)obj, "..gld");
+ free(gld);
+}
+
+static void
+_resize_gl(Evas_Object *obj)
+{
+ int w, h;
+ GLData *gld = evas_object_data_get(obj, "gld");
+
+ elm_glview_size_get(obj, &w, &h);
+
+ // GL Viewport stuff. you can avoid doing this if viewport is all the
+ // same as last frame if you want
+ gears_reshape(gld, w,h);
+}
+
+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();
+}
+
+static Eina_Bool
+_anim(void *data)
+{
+ elm_glview_changed_set(data);
+ return EINA_TRUE;
+}
+
+static Eina_Bool
+_quit_idler(void *data)
+{
+ evas_object_del(data);
+
+ return ECORE_CALLBACK_CANCEL;
+}
+
+static void
+_on_done(void *data,
+ Evas_Object *obj EINA_UNUSED,
+ void *event_info EINA_UNUSED)
+{
+ ecore_idler_add(_quit_idler, data);
+}
+
+static void
+_on_direct(void *data,
+ Evas_Object *obj EINA_UNUSED,
+ void *event_info EINA_UNUSED)
+{
+ if (!data) return;
+
+ // ON_DEMAND is necessary for Direct Rendering
+ elm_glview_render_policy_set(data, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
+ elm_glview_mode_set(data, 0
+ | ELM_GLVIEW_ALPHA
+ | ELM_GLVIEW_DEPTH
+ | ELM_GLVIEW_DIRECT
+ );
+}
+
+static void
+_on_indirect(void *data,
+ Evas_Object *obj EINA_UNUSED,
+ void *event_info EINA_UNUSED)
+{
+ if (!data) return;
+
+ // note that with policy ALWAYS the window will flicker on resize
+ elm_glview_render_policy_set(data, ELM_GLVIEW_RENDER_POLICY_ALWAYS);
+ elm_glview_mode_set(data, 0
+ | ELM_GLVIEW_ALPHA
+ | ELM_GLVIEW_DEPTH
+ );
+}
+
+static void
+_del(void *data EINA_UNUSED, Evas *evas EINA_UNUSED, Evas_Object *obj, void *event_info EINA_UNUSED)
+{
+ Ecore_Animator *ani = evas_object_data_get(obj, "ani");
+ ecore_animator_del(ani);
+}
+
+static void
+_key_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj, void *event_info)
+{
+ Evas_Event_Key_Down *ev;
+ ev = (Evas_Event_Key_Down *)event_info;
+ GLData *gld = evas_object_data_get(obj, "gld");
+
+ if (strcmp(ev->key, "Left") == 0)
+ {
+ gld->view_roty += 5.0;
+ return;
+ }
+
+ if (strcmp(ev->key, "Right") == 0)
+ {
+ gld->view_roty -= 5.0;
+ return;
+ }
+
+ if (strcmp(ev->key, "Up") == 0)
+ {
+ gld->view_rotx += 5.0;
+ return;
+ }
+
+ if (strcmp(ev->key, "Down") == 0)
+ {
+ gld->view_rotx -= 5.0;
+ return;
+ }
+ if ((strcmp(ev->key, "Escape") == 0) ||
+ (strcmp(ev->key, "Return") == 0))
+ {
+ //_on_done(data, obj, event_info);
+ return;
+ }
+}
+
+static void
+_mouse_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj, void *event_info EINA_UNUSED)
+{
+ GLData *gld = evas_object_data_get(obj, "gld");
+ gld->mouse_down = 1;
+}
+
+static void
+_mouse_move(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj, void *event_info EINA_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;
+
+ 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;
+ }
+}
+
+static void
+_mouse_up(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj, void *event_info EINA_UNUSED)
+{
+ GLData *gld = evas_object_data_get(obj, "gld");
+ gld->mouse_down = 0;
+}
+
+void
+test_glview(void *data EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
+{
+ Evas_Object *win, *bx, *bt, *gl, *lb;
+ Ecore_Animator *ani;
+ GLData *gld = NULL;
+ const char *accel;
+
+ // alloc a data struct to hold our relevant gl info in
+ if (!(gld = calloc(1, sizeof(GLData)))) return;
+ gldata_init(gld);
+
+ // add a Z-depth buffer to the window and try to use GL
+ accel = eina_stringshare_add(elm_config_accel_preference_get());
+ elm_config_accel_preference_set("gl:depth");
+
+ // new window - do the usual and give it a name, title and delete handler
+ win = elm_win_util_standard_add("glview", "GLView");
+ elm_win_autodel_set(win, EINA_TRUE);
+
+ // restore previous accel preference
+ elm_config_accel_preference_set(accel);
+ eina_stringshare_del(accel);
+
+ 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);
+
+ // Add a GLView
+ gl = elm_glview_add(win);
+ if (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);
+ elm_glview_mode_set(gl, 0
+ | ELM_GLVIEW_ALPHA
+ | ELM_GLVIEW_DEPTH
+ );
+ elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
+ elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ALWAYS);
+ elm_glview_init_func_set(gl, _init_gl);
+ elm_glview_del_func_set(gl, _del_gl);
+ elm_glview_resize_func_set(gl, _resize_gl);
+ elm_glview_render_func_set(gl, _draw_gl);
+ elm_box_pack_end(bx, gl);
+ evas_object_show(gl);
+
+ // Add Mouse/Key Event Callbacks
+ elm_object_focus_set(gl, EINA_TRUE);
+ evas_object_event_callback_add(gl, EVAS_CALLBACK_KEY_DOWN, _key_down, gl);
+ evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_DOWN, _mouse_down, gl);
+ evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_UP, _mouse_up, gl);
+ evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_MOVE, _mouse_move, gl);
+
+ // Animator and other vars
+ ani = ecore_animator_add(_anim, gl);
+ gld->glapi = elm_glview_gl_api_get(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);
+
+ bt = elm_button_add(win);
+ elm_object_text_set(bt, "Direct Mode");
+ 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_direct, gl);
+
+ bt = elm_button_add(win);
+ elm_object_text_set(bt, "Indirect Mode");
+ 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_indirect, gl);
+ }
+ else
+ {
+ lb = elm_label_add(bx);
+ elm_object_text_set(lb, "<align=left> GL backend engine is not supported.<br/>"
+ " 1. Check your back-end engine or<br/>"
+ " 2. Run elementary_test with engine option or<br/>"
+ " ex) $ <b>ELM_ENGINE=gl</b> elementary_test<br/>"
+ " 3. Change your back-end engine from elementary_config.<br/></align>");
+ evas_object_size_hint_weight_set(lb, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
+ evas_object_size_hint_align_set(lb, EVAS_HINT_FILL, EVAS_HINT_FILL);
+ elm_box_pack_end(bx, lb);
+ evas_object_show(lb);
+ free(gld);
+ }
+
+ bt = elm_button_add(win);
+ elm_object_text_set(bt, "Close");
+ 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);
+}