efl/src/bin/elementary/test_glview_manygears.c

960 lines
27 KiB
C

/*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* Ported to GLES2.
* Kristian Høgsberg <krh@bitplanet.net>
* May 3, 2010
*
* Improve GLES2 port:
* * Refactor gear drawing.
* * Use correct normals for surfaces.
* * Improve shader.
* * Use perspective projection transformation.
* * Add FPS count.
* * Add comments.
* Alexandros Frantzis <alexandros.frantzis@linaro.org>
* Jul 13, 2010
*
* Ported to Elm_GLView and added features for testing purposes:
* * Has 5 gears
* * Number of teeth can be increased to test under many vertices
* * Up/Down button increases the teeth number
* Sung W. Park <sungwoo@gmail.com>
* (Some positioning and numbers taken from KHCho's example)
* Oct 27, 2011
*
*/
#ifdef HAVE_CONFIG_H
# include "elementary_config.h"
#endif
#include <Elementary.h>
#ifndef M_PI
#define M_PI 3.14159265
#endif
#define STRIPS_PER_TOOTH 7
#define VERTICES_PER_TOOTH 34
#define GEAR_VERTEX_STRIDE 6
/* A set of macros for making the creation of the gears easier */
#define GEAR_POINT(r, da) { (r) * c[(da)], (r) * s[(da)] }
#define SET_NORMAL(x, y, z) do { \
normal[0] = (x); normal[1] = (y); normal[2] = (z); \
} while(0);
#define GEAR_VERT(v, point, sign) vert((v), p[(point)].x, p[(point)].y, \
(sign) * width * 0.5, normal);
#define START_STRIP do { \
gear->strips[cur_strip].first = v - gear->vertices; \
} while(0);
#define END_STRIP do { \
int _tmp = (v - gear->vertices); \
gear->strips[cur_strip].count = _tmp - gear->strips[cur_strip].first; \
cur_strip++; \
} while (0);
#define QUAD_WITH_NORMAL(p1, p2) do { \
SET_NORMAL((p[(p1)].y - p[(p2)].y), -(p[(p1)].x - p[(p2)].x), 0); \
v = GEAR_VERT(v, (p1), -1); \
v = GEAR_VERT(v, (p1), 1); \
v = GEAR_VERT(v, (p2), -1); \
v = GEAR_VERT(v, (p2), 1); \
} while(0);
// Struct describing a point
typedef struct _Point
{
GLfloat x;
GLfloat y;
} Point;
// Struct describing the vertices in triangle strip
typedef struct _VertexStrip
{
GLint first;
GLint count;
} VertexStrip;
// Each vertex consist of GEAR_VERTEX_STRIDE GLfloat attributes
typedef GLfloat GearVertex[GEAR_VERTEX_STRIDE];
// Struct representing a gear.
typedef struct _Gear
{
GearVertex *vertices;
int nvertices;
VertexStrip *strips;
int nstrips;
GLuint vbo;
} Gear;
// GL related data here..
typedef struct _GLData
{
Evas_GL_API *glapi;
GLuint program;
GLuint vtx_shader;
GLuint fgmt_shader;
int initialized : 1;
int mouse_down : 1;
// Gear Stuff
Gear *gear[6];
GLfloat view_rot[3];
GLfloat light_pos[4];
GLfloat proj_mat[16];
GLfloat angle;
GLuint mvp_loc; // ModelViewPorjection Matrix Loc
GLuint norm_mat_loc;
GLuint light_pos_loc;
GLuint material_loc;
GLuint gear_teeth;
GLuint tot_vertices;
int recreate_gears;
} GLData;
static void gears_init(GLData *gld);
static void create_gears(GLData *gld);
static void render_gears(GLData *gld);
static void gears_reshape(GLData *gld, int width, int height);
//--------------------------------//
// Fills a gear vertex.
static GearVertex *
vert(GearVertex *v, GLfloat x, GLfloat y, GLfloat z, GLfloat n[3])
{
v[0][0] = x;
v[0][1] = y;
v[0][2] = z;
v[0][3] = n[0];
v[0][4] = n[1];
v[0][5] = n[2];
return v + 1;
}
// Create a gear wheel.
static Gear *
create_gear(GLData *gld, GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
GLint teeth, GLfloat tooth_depth)
{
GLfloat r0, r1, r2;
GLfloat da;
Gear *gear;
GearVertex *v;
double s[5], c[5];
GLfloat normal[3];
int cur_strip = 0;
int i;
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;
// Allocate memory for the triangle strip information
gear->nstrips = STRIPS_PER_TOOTH * teeth;
gear->strips = calloc(gear->nstrips, sizeof (*gear->strips));
// Allocate memory for the vertices
gear->vertices = calloc(VERTICES_PER_TOOTH * teeth,
sizeof(*gear->vertices));
v = gear->vertices;
for (i = 0; i < teeth; i++)
{
// Calculate needed sin/cos for varius angles
s[0] = sin(i * 2.0 * M_PI / teeth);
c[0] = cos(i * 2.0 * M_PI / teeth);
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);
// Create the 7 points (only x,y coords) used to draw a tooth
Point p[7] =
{
GEAR_POINT(r2, 1), // 0
GEAR_POINT(r2, 2), // 1
GEAR_POINT(r1, 0), // 2
GEAR_POINT(r1, 3), // 3
GEAR_POINT(r0, 0), // 4
GEAR_POINT(r1, 4), // 5
GEAR_POINT(r0, 4), // 6
};
// Front face
START_STRIP;
SET_NORMAL(0, 0, 1.0);
v = GEAR_VERT(v, 0, +1);
v = GEAR_VERT(v, 1, +1);
v = GEAR_VERT(v, 2, +1);
v = GEAR_VERT(v, 3, +1);
v = GEAR_VERT(v, 4, +1);
v = GEAR_VERT(v, 5, +1);
v = GEAR_VERT(v, 6, +1);
END_STRIP;
// Inner face
START_STRIP;
QUAD_WITH_NORMAL(4, 6);
END_STRIP;
// Back face
START_STRIP;
SET_NORMAL(0, 0, -1.0);
v = GEAR_VERT(v, 6, -1);
v = GEAR_VERT(v, 5, -1);
v = GEAR_VERT(v, 4, -1);
v = GEAR_VERT(v, 3, -1);
v = GEAR_VERT(v, 2, -1);
v = GEAR_VERT(v, 1, -1);
v = GEAR_VERT(v, 0, -1);
END_STRIP;
// Outer face
START_STRIP;
QUAD_WITH_NORMAL(0, 2);
END_STRIP;
START_STRIP;
QUAD_WITH_NORMAL(1, 0);
END_STRIP;
START_STRIP;
QUAD_WITH_NORMAL(3, 1);
END_STRIP;
START_STRIP;
QUAD_WITH_NORMAL(5, 3);
END_STRIP;
}
gear->nvertices = (v - gear->vertices);
// Store the vertices in a vertex buffer object (VBO)
gl->glGenBuffers(1, &gear->vbo);
gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
gl->glBufferData(GL_ARRAY_BUFFER, gear->nvertices * sizeof(GearVertex),
gear->vertices, GL_STATIC_DRAW);
return gear;
}
static void
free_gear(GLData *gld, Gear *gear)
{
Evas_GL_API *gl = gld->glapi;
gl->glDeleteBuffers(1, &gear->vbo);
free(gear->strips);
free(gear->vertices);
free(gear);
}
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
identity(GLfloat *m)
{
GLfloat t[16] =
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
};
memcpy(m, t, sizeof(t));
}
// Transposes a 4x4 matrix.
static void
transpose(GLfloat *m)
{
GLfloat t[16] =
{
m[0], m[4], m[8], m[12],
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15]
};
memcpy(m, t, sizeof(t));
}
/*
Inverts a 4x4 matrix.
This function can currently handle only pure translation-rotation matrices.
Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118
for an explanation.
*/
static void
invert(GLfloat *m)
{
GLfloat t[16];
identity(t);
// Extract and invert the translation part 't'. The inverse of a
// translation matrix can be calculated by negating the translation
// coordinates.
t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14];
// Invert the rotation part 'r'. The inverse of a rotation matrix is
// equal to its transpose.
m[12] = m[13] = m[14] = 0;
transpose(m);
// inv(m) = inv(r) * inv(t)
multiply(m, t);
}
// Calculate a perspective projection transformation.
static void
perspective(GLfloat *m, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
{
GLfloat tmp[16];
identity(tmp);
double sine, cosine, cotangent, deltaZ;
GLfloat radians = fovy / 2 * M_PI / 180;
deltaZ = zFar - zNear;
sine = sin(radians);
cosine = cos(radians);
if ((deltaZ == 0) || (sine == 0) || (aspect == 0))
return;
cotangent = cosine / sine;
tmp[0] = cotangent / aspect;
tmp[5] = cotangent;
tmp[10] = -(zFar + zNear) / deltaZ;
tmp[11] = -1;
tmp[14] = -2 * zNear * zFar / deltaZ;
tmp[15] = 0;
memcpy(m, tmp, sizeof(tmp));
}
// Draws a gear
static void
draw_gear(GLData *gld, Gear *gear, GLfloat *transform,
GLfloat tx, GLfloat ty, GLfloat tz,
GLfloat angle, int rotate_gear, const GLfloat color[4])
{
Evas_GL_API *gl = gld->glapi;
GLfloat model_view[16];
GLfloat normal_matrix[16];
GLfloat model_view_projection[16];
int i;
// Translate and rotate the gear
memcpy(model_view, transform, sizeof (model_view));
translate(model_view, tx, ty, tz);
if (rotate_gear)
rotate(model_view, 2 * M_PI * 90.0 / 360.0, 0, 1, 0);
rotate(model_view, 2 * M_PI * angle / 360.0, 0, 0, 1);
// Create and set the ModelViewProjectionMatrix
memcpy(model_view_projection, gld->proj_mat, sizeof(model_view_projection));
multiply(model_view_projection, model_view);
gl->glUniformMatrix4fv(gld->mvp_loc, 1, GL_FALSE,
model_view_projection);
// Create/set normal matrix: inverse transpose of the mvp
memcpy(normal_matrix, model_view, sizeof (normal_matrix));
invert(normal_matrix);
transpose(normal_matrix);
gl->glUniformMatrix4fv(gld->norm_mat_loc, 1, GL_FALSE, normal_matrix);
// Set the gear color
gl->glUniform4fv(gld->material_loc, 1, color);
// Set the vertex buffer object to use
gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
// Set up the position of the attributes in the vertex buffer object
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 * sizeof(GLfloat)));
// Enable the attributes
gl->glEnableVertexAttribArray(0);
gl->glEnableVertexAttribArray(1);
// Draw the triangle strips that comprise the gear
for (i = 0; i < gear->nstrips; i++)
{
gl->glDrawArrays(GL_TRIANGLE_STRIP, gear->strips[i].first, gear->strips[i].count);
}
// Disable the attributes
gl->glDisableVertexAttribArray(1);
gl->glDisableVertexAttribArray(0);
}
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 };
static const GLfloat yellow[4] = { 1.0, 1.0, 0.2, 1.0 };
static const GLfloat purple[4] = { 0.2, 1.0, 1.0, 1.0 };
static const GLfloat cyan[4] = { 1.0, 0.2, 1.0, 1.0 };
GLfloat transform[16];
identity(transform);
gl->glClearColor(0.0, 0.0, 0.0, 0.0);
gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Translate and rotate the view
translate(transform, 0, -2.5, -20);
rotate(transform, 2 * M_PI * gld->view_rot[0] / 360.0, 1, 0, 0);
rotate(transform, 2 * M_PI * gld->view_rot[1] / 360.0, 0, 1, 0);
rotate(transform, 2 * M_PI * gld->view_rot[2] / 360.0, 0, 0, 1);
draw_gear(gld, gld->gear[0], transform, -2.0, -4.0, 0.0, gld->angle , 0, red);
draw_gear(gld, gld->gear[1], transform, 4.1, -4.0, 0.0, -2 * gld->angle - 9.0 , 0, green);
draw_gear(gld, gld->gear[2], transform, -2.1, 2.2, 0.0, -2 * gld->angle - 25.0, 0, blue);
draw_gear(gld, gld->gear[3], transform, -2.1, 8.4, 0.0, gld->angle , 0, yellow);
draw_gear(gld, gld->gear[4], transform, 6.4, -4.0, -4.5, gld->angle , 1, purple);
draw_gear(gld, gld->gear[5], transform, 6.4, 4.4, -4.5, -1 * gld->angle - 23.0, 1, cyan);
}
//-------------------------//
static void render_gears(GLData *gld)
{
if (gld->recreate_gears)
{
create_gears(gld);
gld->recreate_gears = 0;
}
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;
// Update the projection matrix
perspective(gld->proj_mat, 60.0, width / (float)height, 1.0, 1024.0);
// Set the viewport
gl->glViewport(0, 0, (GLint) width, (GLint) height);
}
static const char vertex_shader[] =
"attribute vec3 position;\n"
"attribute vec3 normal;\n"
"uniform mat4 mvp;\n"
"uniform mat4 norm_mat;\n"
"uniform vec4 light_pos;\n"
"uniform vec4 material;\n"
"varying vec4 color;\n"
"\n"
"void main(void)\n"
"{\n"
" // Transform the normal to eye coordinates\n"
" vec3 N = normalize(vec3(norm_mat * vec4(normal, 1.0)));\n"
"\n"
" // The LightSourcePosition is actually its direction for directional ight\n"
" vec3 L = normalize(light_pos.xyz);\n"
"\n"
" // Multiply the diffuse value by the vertex color (which is fixed in this ase)\n"
" // to get the actual color that we will use to draw this vertex with\n"
" float diffuse = clamp(dot(N, L), 0.0, 1.0);\n"
" color = material*0.2 + diffuse * material;\n"
" color.a = 1.0; \n"
"\n"
" // Transform the position to clip coordinates\n"
" gl_Position = mvp * vec4(position, 1.0);\n"
"}";
static const char fragment_shader[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec4 color;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_FragColor = color;\n"
"}";
static void
create_gears(GLData *gld)
{
int i;
for (i = 0; i < 6; i++)
if (gld->gear[i]) free_gear(gld, gld->gear[i]);
// make the gears
gld->gear[0] = create_gear(gld, 1.0, 4.0, 1.0, gld->gear_teeth*2, 0.7);
gld->gear[1] = create_gear(gld, 0.5, 2.0, 2.0, gld->gear_teeth , 0.7);
gld->gear[2] = create_gear(gld, 1.3, 2.0, 0.5, gld->gear_teeth , 0.7);
gld->gear[3] = create_gear(gld, 2.0, 4.0, 2.0, gld->gear_teeth*2, 0.7);
gld->gear[4] = create_gear(gld, 1.5, 4.0, 0.5, gld->gear_teeth*2, 1.0);
gld->gear[5] = create_gear(gld, 2.5, 4.0, 2.5, gld->gear_teeth*2, 1.0);
gld->tot_vertices = 0;
for (i = 0; i < 6; i++)
gld->tot_vertices += gld->gear[i]->nvertices;
//printf("Teeth: %d, Total Number of vertices %d\n", gld->gear_teeth, gld->tot_vertices);
}
static void
gears_init(GLData *gld)
{
Evas_GL_API *gl = gld->glapi;
const char *p;
char msg[512] = {};
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);
gl->glGetShaderInfoLog(gld->vtx_shader, sizeof msg, NULL, msg);
printf("vertex shader info: %.512s\n", msg);
p = fragment_shader;
gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER);
gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL);
gl->glCompileShader(gld->fgmt_shader);
gl->glGetShaderInfoLog(gld->fgmt_shader, sizeof msg, NULL, msg);
printf("fragment shader info: %.512s\n", msg);
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);
gl->glGetProgramInfoLog(gld->program, sizeof msg, NULL, msg);
printf("info: %.512s\n", msg);
gl->glUseProgram(gld->program);
gld->mvp_loc = gl->glGetUniformLocation(gld->program, "mvp");
gld->norm_mat_loc = gl->glGetUniformLocation(gld->program, "norm_mat");
gld->light_pos_loc = gl->glGetUniformLocation(gld->program, "light_pos");
gld->material_loc = gl->glGetUniformLocation(gld->program, "material");
gl->glUniform4fv(gld->light_pos_loc, 1, gld->light_pos);
create_gears(gld);
}
static void
gldata_init(GLData *gld)
{
gld->initialized = 0;
gld->mouse_down = 0;
gld->view_rot[0] = 20.0;
gld->view_rot[1] = 30.0;
gld->view_rot[2] = 0.0;
gld->light_pos[0] = 5.0;
gld->light_pos[1] = 5.0;
gld->light_pos[2] = 10.0;
gld->light_pos[3] = 1.0;
gld->angle = 0.0;
gld->tot_vertices = 0;
gld->gear_teeth = 10;
}
//-------------------------//
static void
_init_gl(Evas_Object *obj)
{
GLData *gld = evas_object_data_get(obj, "gld");
if (!gld) return;
gld->glapi = elm_glview_gl_api_get(obj);
gears_init(gld);
}
static void
_del_gl(Evas_Object *obj)
{
int i;
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);
for (i = 0; i < 6; i++)
if (gld->gear[i]) free_gear(gld, gld->gear[i]);
evas_object_data_del((Evas_Object*)obj, "gld");
free(gld);
Ecore_Animator *ani = evas_object_data_get(obj, "ani");
ecore_animator_del(ani);
}
static void
_resize_gl(Evas_Object *obj)
{
int w, h;
GLData *gld = evas_object_data_get(obj, "gld");
if (!gld) return;
elm_glview_size_get(obj, &w, &h);
gears_reshape(gld, w, h);
}
static void
_draw_gl(Evas_Object *obj)
{
GLData *gld = evas_object_data_get(obj, "gld");
if (!gld) return;
Evas_GL_API *gl = gld->glapi;
render_gears(gld);
gl->glFinish();
}
static Eina_Bool
_anim(void *data)
{
elm_glview_changed_set((Evas_Object*)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_plus(void *data, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
GLData *gld = evas_object_data_get(data, "gld");
gld->gear_teeth += 1;
gld->recreate_gears = 1;
}
static void
_on_minus(void *data, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
GLData *gld = evas_object_data_get(data, "gld");
if (gld->gear_teeth > 0)
{
gld->gear_teeth -= 1;
gld->recreate_gears -= 1;
}
}
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->keyname, "Up") == 0)
{
gld->gear_teeth += 1;
gld->recreate_gears = 1;
return;
}
if (strcmp(ev->keyname, "Down") == 0)
{
gld->gear_teeth -= 1;
gld->recreate_gears = 1;
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)
{
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_rot[1] += 1.0 * dx;
gld->view_rot[0] += 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_manygears(void *data EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
Evas_Object *win, *bg, *bx1, *bx2, *bt_ok, *bt_up, *bt_dn, *gl, *lb;
Ecore_Animator *ani;
GLData *gld = NULL;
char buf[PATH_MAX];
// 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
Eina_Stringshare *accel;
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_manygears", "GLView Many Gears");
elm_win_autodel_set(win, EINA_TRUE);
// restore previous accel preference
elm_config_accel_preference_set(accel);
eina_stringshare_del(accel);
// add an image bg
bg = elm_bg_add(win);
evas_object_size_hint_align_set(bg, EVAS_HINT_FILL, EVAS_HINT_FILL);
evas_object_size_hint_weight_set(bg, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
elm_bg_color_set(bg, 150, 150, 150);
snprintf(buf, sizeof(buf), "%s/images/logo.png", elm_app_data_dir_get());
elm_bg_file_set(bg, buf, NULL);
elm_win_resize_object_add(win, bg);
evas_object_show(bg);
bx1 = elm_box_add(win);
evas_object_size_hint_weight_set(bx1, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
elm_win_resize_object_add(win, bx1);
evas_object_show(bx1);
// 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);
// Add a glview
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, (Elm_GLView_Func_Cb)_init_gl);
elm_glview_del_func_set(gl, (Elm_GLView_Func_Cb)_del_gl);
elm_glview_resize_func_set(gl, (Elm_GLView_Func_Cb)_resize_gl);
elm_glview_render_func_set(gl, (Elm_GLView_Func_Cb)_draw_gl);
elm_box_pack_end(bx1, 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);
// Add animator for rendering
ani = ecore_animator_add(_anim, 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);
// Add Up/Down Buttons
bx2 = elm_box_add(win);
elm_box_horizontal_set(bx2, EINA_TRUE);
evas_object_size_hint_align_set(bx2, EVAS_HINT_FILL, EVAS_HINT_FILL);
evas_object_size_hint_weight_set(bx2, EVAS_HINT_EXPAND, 0.0);
evas_object_show(bx2);
bt_up = elm_button_add(win);
elm_object_text_set(bt_up, "+ Teeth");
evas_object_size_hint_align_set(bt_up, EVAS_HINT_FILL, EVAS_HINT_FILL);
evas_object_size_hint_weight_set(bt_up, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
elm_box_pack_end(bx2, bt_up);
evas_object_show(bt_up);
evas_object_smart_callback_add(bt_up, "clicked", _on_plus, gl);
bt_dn = elm_button_add(win);
elm_object_text_set(bt_dn, "- Teeth");
evas_object_size_hint_align_set(bt_dn, EVAS_HINT_FILL, EVAS_HINT_FILL);
evas_object_size_hint_weight_set(bt_dn, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
elm_box_pack_end(bx2, bt_dn);
evas_object_show(bt_dn);
evas_object_smart_callback_add(bt_dn, "clicked", _on_minus, gl);
elm_box_pack_end(bx1, bx2);
}
else
{
lb = elm_label_add(bx1);
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_ACCEL=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(bx1, lb);
evas_object_show(lb);
free(gld);
}
// Add Close Button
bt_ok = elm_button_add(win);
elm_object_text_set(bt_ok, "Close");
evas_object_size_hint_align_set(bt_ok, EVAS_HINT_FILL, EVAS_HINT_FILL);
evas_object_size_hint_weight_set(bt_ok, EVAS_HINT_EXPAND, 0.0);
elm_box_pack_end(bx1, bt_ok);
evas_object_show(bt_ok);
evas_object_smart_callback_add(bt_ok, "clicked", _on_done, win);
evas_object_resize(win, 320, 480);
evas_object_show(win);
}