670 lines
20 KiB
C
670 lines
20 KiB
C
#include <Elementary.h>
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#include <Evas_GL.h>
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typedef struct _GLData GLData;
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// GL related data here..
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struct _GLData
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{
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Evas_GL_API *glapi;
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GLuint program;
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GLuint vtx_shader;
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GLuint fgmt_shader;
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GLuint vbo;
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GLuint vertexID;
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GLuint colorID;
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GLuint mvpLoc;
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GLuint positionLoc;
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GLuint colorLoc;
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GLfloat model[16], mvp[16];
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GLfloat view[16];
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GLfloat xangle;
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GLfloat yangle;
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GLfloat zangle;
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Eina_Bool mouse_down : 1;
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Eina_Bool initialized : 1;
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Evas_Object *slx;
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Evas_Object *sly;
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Evas_Object *slz;
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float slx_value;
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float sly_value;
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float slz_value;
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};
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const float unit_matrix[] =
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{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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static const float vertices[] =
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{
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// Front
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-0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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// Right
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0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, -0.5f,
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// Back
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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// Left
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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// Top
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-0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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// Bottom
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-0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f
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};
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static const float colors[] =
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{
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// Front
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0.0625f, 0.57421875f, 0.92578125f, 1.0f,
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0.0625f, 0.57421875f, 0.92578125f, 1.0f,
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0.0625f, 0.57421875f, 0.92578125f, 1.0f,
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0.0625f, 0.57421875f, 0.92578125f, 1.0f,
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0.0625f, 0.57421875f, 0.92578125f, 1.0f,
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0.0625f, 0.57421875f, 0.92578125f, 1.0f,
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// Right
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0.29296875f, 0.66796875f, 0.82578125f, 1.0f,
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0.29296875f, 0.66796875f, 0.82578125f, 1.0f,
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0.29296875f, 0.66796875f, 0.82578125f, 1.0f,
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0.29296875f, 0.66796875f, 0.82578125f, 1.0f,
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0.29296875f, 0.66796875f, 0.82578125f, 1.0f,
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0.29296875f, 0.66796875f, 0.82578125f, 1.0f,
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// Back
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0.52734375f, 0.76171875f, 0.72578125f, 1.0f,
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0.52734375f, 0.76171875f, 0.72578125f, 1.0f,
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0.52734375f, 0.76171875f, 0.72578125f, 1.0f,
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0.52734375f, 0.76171875f, 0.72578125f, 1.0f,
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0.52734375f, 0.76171875f, 0.72578125f, 1.0f,
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0.52734375f, 0.76171875f, 0.72578125f, 1.0f,
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// Left
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0.0625f, 0.57421875f, 0.62578125f, 1.0f,
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0.0625f, 0.57421875f, 0.62578125f, 1.0f,
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0.0625f, 0.57421875f, 0.62578125f, 1.0f,
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0.0625f, 0.57421875f, 0.62578125f, 1.0f,
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0.0625f, 0.57421875f, 0.62578125f, 1.0f,
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0.0625f, 0.57421875f, 0.62578125f, 1.0f,
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// Top
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0.29296875f, 0.66796875f, 0.52578125f, 1.0f,
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0.29296875f, 0.66796875f, 0.52578125f, 1.0f,
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0.29296875f, 0.66796875f, 0.52578125f, 1.0f,
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0.29296875f, 0.66796875f, 0.52578125f, 1.0f,
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0.29296875f, 0.66796875f, 0.52578125f, 1.0f,
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0.29296875f, 0.66796875f, 0.52578125f, 1.0f,
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// Bottom
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0.52734375f, 0.76171875f, 0.42578125f, 1.0f,
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0.52734375f, 0.76171875f, 0.42578125f, 1.0f,
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0.52734375f, 0.76171875f, 0.42578125f, 1.0f,
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0.52734375f, 0.76171875f, 0.42578125f, 1.0f,
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0.52734375f, 0.76171875f, 0.42578125f, 1.0f,
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0.52734375f, 0.76171875f, 0.42578125f, 1.0f
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};
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static void
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customLoadIdentity(float matrix[16])
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{
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for (int i = 0; i < 16; i++)
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matrix[i] = unit_matrix[i];
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}
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static void
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customMutlMatrix(float matrix[16], const float matrix0[16], const float matrix1[16])
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{
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int i, row, column;
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float temp[16];
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for (column = 0; column < 4; column++)
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{
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for (row = 0; row < 4; row++)
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{
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temp[column * 4 + row] = 0.0f;
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for (i = 0; i < 4; i++)
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temp[column * 4 + row] += matrix0[i * 4 + row] * matrix1[column * 4 + i];
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}
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}
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for (i = 0; i < 16; i++)
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matrix[i] = temp[i];
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}
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static void
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customScale(float matrix[16], const float sx, const float sy, const float sz)
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{
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matrix[0] *= sx;
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matrix[1] *= sx;
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matrix[2] *= sx;
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matrix[3] *= sx;
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matrix[4] *= sy;
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matrix[5] *= sy;
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matrix[6] *= sy;
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matrix[7] *= sy;
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matrix[8] *= sz;
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matrix[9] *= sz;
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matrix[10] *= sz;
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matrix[11] *= sz;
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}
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static void
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customRotate(float matrix[16], const float anglex, const float angley, const float anglez)
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{
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const float pi = 3.141592f;
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float temp[16];
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float rz = 2.0f * pi * anglez / 360.0f;
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float rx = 2.0f * pi * anglex / 360.0f;
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float ry = 2.0f * pi * angley / 360.0f;
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float sy = sinf(ry);
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float cy = cosf(ry);
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float sx = sinf(rx);
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float cx = cosf(rx);
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float sz = sinf(rz);
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float cz = cosf(rz);
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customLoadIdentity(temp);
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temp[0] = cy * cz - sx * sy * sz;
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temp[1] = cz * sx * sy + cy * sz;
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temp[2] = -cx * sy;
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temp[4] = -cx * sz;
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temp[5] = cx * cz;
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temp[6] = sx;
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temp[8] = cz * sy + cy * sx * sz;
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temp[9] = -cy * cz * sx + sy * sz;
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temp[10] = cx * cy;
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customMutlMatrix(matrix, matrix, temp);
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}
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static int
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customFrustum(float result[16], const float left, const float right, const float bottom, const float top, const float near, const float far)
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{
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if ((right - left) == 0.0f || (top - bottom) == 0.0f || (far - near) == 0.0f) return 0;
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result[0] = 2.0f / (right - left);
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result[1] = 0.0f;
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result[2] = 0.0f;
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result[3] = 0.0f;
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result[4] = 0.0f;
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result[5] = 2.0f / (top - bottom);
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result[6] = 0.0f;
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result[7] = 0.0f;
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result[8] = 0.0f;
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result[9] = 0.0f;
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result[10] = -2.0f / (far - near);
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result[11] = 0.0f;
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result[12] = -(right + left) / (right - left);
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result[13] = -(top + bottom) / (top - bottom);
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result[14] = -(far + near) / (far - near);
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result[15] = 1.0f;
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return 1;
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}
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static int
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init_shaders(GLData *gld)
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{
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Evas_GL_API *gl = gld->glapi;
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GLbyte vertex_shader[] =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"attribute vec4 a_position;\n"
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"attribute vec4 a_color;\n"
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"uniform mat4 u_mvp_mat;\n"
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"varying vec4 v_color;\n"
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"void main()\n"
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"{\n"
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" gl_Position = u_mvp_mat*a_position;\n"
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" v_color = a_color;\n"
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"}";
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GLbyte fragment_shader[] =
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"varying vec4 v_color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = v_color;\n"
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"}";
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GLint compiled;
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const char *p = vertex_shader;
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//vertex shader
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gld->vtx_shader = gl->glCreateShader(GL_VERTEX_SHADER);
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gl->glShaderSource(gld->vtx_shader, 1, &p, NULL);
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gl->glCompileShader(gld->vtx_shader);
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gl->glGetShaderiv(gld->vtx_shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled)
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{
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GLint info_len = 0;
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gl->glGetShaderiv(gld->vtx_shader, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len > 1)
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{
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char* info_log = malloc(sizeof(char) * info_len);
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gl->glGetShaderInfoLog(gld->vtx_shader, info_len, NULL, info_log);
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printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, p);
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free(info_log);
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}
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gl->glDeleteShader(gld->vtx_shader);
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}
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//fragment shader
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p = fragment_shader;
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gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER);
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gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL);
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gl->glCompileShader(gld->fgmt_shader);
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gl->glGetShaderiv(gld->fgmt_shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled)
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{
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GLint info_len = 0;
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gl->glGetShaderiv(gld->fgmt_shader, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len > 1)
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{
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char* info_log = malloc(sizeof(char) * info_len);
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gl->glGetShaderInfoLog(gld->fgmt_shader, info_len, NULL, info_log);
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printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, p);
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free(info_log);
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}
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gl->glDeleteShader(gld->fgmt_shader);
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}
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gld->program = gl->glCreateProgram();
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GLint linked;
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// Load the vertex/fragment shaders
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gl->glAttachShader(gld->program, gld->vtx_shader);
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gl->glAttachShader(gld->program, gld->fgmt_shader);
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gl->glDeleteShader(gld->vtx_shader);
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gl->glDeleteShader(gld->fgmt_shader);
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gl->glBindAttribLocation(gld->program, 0, "a_position");
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gl->glLinkProgram(gld->program);
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gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
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if (!linked)
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{
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GLint info_len = 0;
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gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len > 1)
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{
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char* info_log = malloc(sizeof(char) * info_len);
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gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log);
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printf("Error linking program:\n%s\n", info_log);
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free(info_log);
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}
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gl->glDeleteProgram(gld->program);
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return 0;
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}
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gld->mvpLoc = gl->glGetUniformLocation(gld->program, "u_mvp_mat");
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gld->positionLoc = gl->glGetAttribLocation(gld->program, "a_position");
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gld->colorLoc = gl->glGetAttribLocation(gld->program, "a_color");
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return 1;
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}
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// Callbacks
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// intialize callback that gets called once for intialization
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static void
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_init_gl(Evas_Object *obj)
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{
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int w, h;
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GLData *gld = evas_object_data_get(obj, "gld");
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Evas_GL_API *gl = gld->glapi;
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elm_glview_size_get(obj, &w, &h);
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if (!gld->initialized)
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{
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if (!init_shaders(gld))
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{
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printf("Error Initializing Shaders\n");
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return;
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}
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gl->glGenBuffers(1, &gld->vertexID);
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gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vertexID);
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gl->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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gl->glGenBuffers(1, &gld->colorID);
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gl->glBindBuffer(GL_ARRAY_BUFFER, gld->colorID);
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gl->glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
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gld->initialized = EINA_TRUE;
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}
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}
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// draw callback is where all the main GL rendering happens
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static void
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_draw_gl(Evas_Object *obj)
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{
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Evas_GL_API *gl = elm_glview_gl_api_get(obj);
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GLData *gld = evas_object_data_get(obj, "gld");
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if(!gld) return;
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int w, h;
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int r, g, b, a;
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//scale
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double scalex = elm_slider_value_get(gld->slx);
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double scaley = elm_slider_value_get(gld->sly);
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double scalez = elm_slider_value_get(gld->slz);
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r = 255; g = 255; b = 0; a = 0;
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elm_glview_size_get(obj, &w, &h);
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gl->glClearDepthf(1.0f);
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gl->glClearColor(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
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gl->glEnable(GL_CULL_FACE);
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gl->glViewport(0, 0, w, h);
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gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gl->glUseProgram(gld->program);
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gl->glEnableVertexAttribArray(gld->positionLoc);
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gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vertexID);
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gl->glVertexAttribPointer(gld->positionLoc, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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gl->glEnableVertexAttribArray(gld->colorLoc);
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gl->glBindBuffer(GL_ARRAY_BUFFER, gld->colorID);
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gl->glVertexAttribPointer(gld->colorLoc, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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customLoadIdentity(gld->model);
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customRotate(gld->model, gld->xangle, gld->yangle, gld->zangle++);
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//scale
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customScale(gld->model, scalex, scaley, scalez);
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customMutlMatrix(gld->mvp, gld->view, gld->model);
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gl->glUniformMatrix4fv(gld->mvpLoc, 1, GL_FALSE, gld->mvp);
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gl->glDrawArrays(GL_TRIANGLES, 0, 36);
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gl->glFlush();
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}
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// resize callback gets called every time object is resized
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static void
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_resize_gl(Evas_Object *obj)
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{
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int w, h;
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GLData *gld = evas_object_data_get(obj, "gld");
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Evas_GL_API *gl = gld->glapi;
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float aspect;
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elm_glview_size_get(obj, &w, &h);
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customLoadIdentity(gld->view);
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if (w > h)
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{
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aspect = (float) w / h;
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customFrustum(gld->view, -1.0 * aspect, 1.0 * aspect, -1.0, 1.0, -1.0, 1.0);
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}
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else
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{
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aspect = (float) h / w;
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customFrustum(gld->view, -1.0, 1.0, -1.0 * aspect, 1.0 * aspect, -1.0, 1.0);
|
|
}
|
|
}
|
|
// delete callback gets called when glview is deleted
|
|
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);
|
|
evas_object_data_del((Evas_Object*) obj, "..gld");
|
|
}
|
|
|
|
// just need to notify that glview has changed so it can render
|
|
static Eina_Bool
|
|
_anim(void *data)
|
|
{
|
|
elm_glview_changed_set(data);
|
|
return EINA_TRUE;
|
|
}
|
|
static void
|
|
_mouse_down_cb(void *data, Evas *e , Evas_Object *obj , void *event_info)
|
|
{
|
|
GLData *gld = data;
|
|
gld->mouse_down = EINA_TRUE;
|
|
}
|
|
|
|
static void
|
|
_mouse_up_cb(void *data, Evas *e , Evas_Object *obj , void *event_info)
|
|
{
|
|
GLData *gld = data;
|
|
gld->mouse_down = EINA_FALSE;
|
|
}
|
|
|
|
static void
|
|
_mouse_move_cb(void *data, Evas *e , Evas_Object *obj , void *event_info)
|
|
{
|
|
Evas_Event_Mouse_Move *ev;
|
|
ev = (Evas_Event_Mouse_Move *)event_info;
|
|
GLData *gld = data;
|
|
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->xangle += dy;
|
|
gld->yangle += dx;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_on_done(void *data, Evas_Object *obj, void *event_info)
|
|
{
|
|
evas_object_del((Evas_Object*)data);
|
|
elm_exit();
|
|
}
|
|
static void
|
|
_del(void *data, Evas *evas, Evas_Object *obj, void *event_info)
|
|
{
|
|
Ecore_Animator *ani = evas_object_data_get(obj, "ani");
|
|
ecore_animator_del(ani);
|
|
}
|
|
|
|
static Eina_Bool
|
|
animate_reset_cb(void *data, double pos)
|
|
{
|
|
GLData *gld = data;
|
|
double frame = pos;
|
|
float x, y, z;
|
|
|
|
frame = ecore_animator_pos_map(pos, ECORE_POS_MAP_BOUNCE, 1.8, 7);
|
|
x = gld->slx_value * (1 - frame) + 0.75 * frame;
|
|
y = gld->sly_value * (1 - frame) + 0.75 * frame;
|
|
z = gld->slz_value * (1 - frame) + 0.75 * frame;
|
|
|
|
elm_slider_value_set(gld->slx, x);
|
|
elm_slider_value_set(gld->sly, y);
|
|
elm_slider_value_set(gld->slz, z);
|
|
|
|
return EINA_TRUE;
|
|
}
|
|
|
|
static void btn_reset_cb(void *data, Evas_Object *obj, void *event_info)
|
|
{
|
|
GLData *gld = data;
|
|
gld->slx_value = elm_slider_value_get(gld->slx);
|
|
gld->sly_value = elm_slider_value_get(gld->sly);
|
|
gld->slz_value = elm_slider_value_get(gld->slz);
|
|
ecore_animator_timeline_add(1, animate_reset_cb, gld);
|
|
}
|
|
|
|
EAPI_MAIN int
|
|
elm_main(int argc, char **argv)
|
|
{
|
|
Evas_Object *win, *bx, *inner_box, *bt, *gl, *btn_reset;
|
|
Ecore_Animator *ani;
|
|
GLData *gld = NULL;
|
|
if (!(gld = calloc(1, sizeof(GLData)))) return 1;
|
|
elm_policy_set(ELM_POLICY_QUIT, ELM_POLICY_QUIT_LAST_WINDOW_CLOSED);
|
|
win = elm_win_util_standard_add("glview simple", "GLView Simple");
|
|
elm_win_autodel_set(win, EINA_TRUE);
|
|
bx = elm_box_add(win);
|
|
evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
|
|
evas_object_show(bx);
|
|
inner_box = elm_box_add(bx);
|
|
evas_object_size_hint_weight_set(inner_box, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
|
|
evas_object_show(inner_box);
|
|
|
|
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
|
|
//-//
|
|
// create a new glview object
|
|
gl = elm_glview_add(win);
|
|
gld->glapi = elm_glview_gl_api_get(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);
|
|
// mode is simply for supporting alpha, depth buffering, and stencil
|
|
// buffering.
|
|
elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH);
|
|
// resize policy tells glview what to do with the surface when it
|
|
// resizes. ELM_GLVIEW_RESIZE_POLICY_RECREATE will tell it to
|
|
// destroy the current surface and recreate it to the new size
|
|
elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
|
|
// render policy tells glview how it would like glview to render
|
|
// gl code. ELM_GLVIEW_RENDER_POLICY_ON_DEMAND will have the gl
|
|
// calls called in the pixel_get callback, which only gets called
|
|
// if the object is visible, hence ON_DEMAND. ALWAYS mode renders
|
|
// it despite the visibility of the object.
|
|
elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
|
|
// initialize callback function gets registered here
|
|
elm_glview_init_func_set(gl, _init_gl);
|
|
// delete callback function gets registered here
|
|
elm_glview_del_func_set(gl, _del_gl);
|
|
elm_glview_resize_func_set(gl, _resize_gl);
|
|
elm_glview_render_func_set(gl, _draw_gl);
|
|
//-//
|
|
//-//-//-// END GL INIT BLOB
|
|
elm_box_pack_end(bx, gl);
|
|
evas_object_show(gl);
|
|
elm_object_focus_set(gl, EINA_TRUE);
|
|
// animating - just a demo. as long as you trigger an update on the image
|
|
// object via elm_glview_changed_set() it will be updated.
|
|
//
|
|
// NOTE: if you delete gl, this animator will keep running trying to access
|
|
// gl so you'd better delete this animator with ecore_animator_del().
|
|
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);
|
|
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_DOWN, _mouse_down_cb, gld);
|
|
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_UP, _mouse_up_cb, gld);
|
|
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_MOVE, _mouse_move_cb, gld);
|
|
/* Set rotation variables */
|
|
gld->xangle = 45.0f;
|
|
gld->yangle = 45.0f;
|
|
gld->zangle = 0.0f;
|
|
gld->mouse_down = EINA_FALSE;
|
|
gld->initialized = EINA_FALSE;
|
|
// add an 'OK' button to end the program
|
|
bt = elm_button_add(win);
|
|
elm_object_text_set(bt, "OK");
|
|
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);
|
|
|
|
// Slider for X-axis scale
|
|
gld->slx = elm_slider_add(inner_box);
|
|
evas_object_size_hint_align_set(gld->slx, EVAS_HINT_FILL, 0);
|
|
elm_slider_horizontal_set(gld->slx, EINA_TRUE);
|
|
elm_slider_unit_format_set(gld->slx, "%1.2f units");
|
|
elm_slider_indicator_format_set(gld->slx, "%1.2f units");
|
|
elm_slider_indicator_show_set(gld->slx, EINA_TRUE);
|
|
elm_slider_min_max_set(gld->slx, 0, 1.5);
|
|
elm_slider_value_set(gld->slx, 0.75);
|
|
evas_object_color_set(gld->slx, 0.0, 0.0, 120, 255);
|
|
elm_box_pack_end(inner_box, gld->slx);
|
|
evas_object_show(gld->slx);
|
|
|
|
// Slider for Y-axis scale
|
|
gld->sly = elm_slider_add(inner_box);
|
|
evas_object_size_hint_align_set(gld->sly, EVAS_HINT_FILL, 0);
|
|
elm_slider_horizontal_set(gld->sly, EINA_TRUE);
|
|
elm_slider_unit_format_set(gld->sly, "%1.2f units");
|
|
elm_slider_indicator_format_set(gld->sly, "%1.2f units");
|
|
elm_slider_indicator_show_set(gld->sly, EINA_TRUE);
|
|
elm_slider_min_max_set(gld->sly, 0, 1.5);
|
|
elm_slider_value_set(gld->sly, 0.75);
|
|
evas_object_color_set(gld->sly, 0.0, 0.0, 120, 255);
|
|
elm_box_pack_end(inner_box, gld->sly);
|
|
evas_object_show(gld->sly);
|
|
|
|
// Slider for Z-axis scale
|
|
gld->slz = elm_slider_add(inner_box);
|
|
evas_object_size_hint_align_set(gld->slz, EVAS_HINT_FILL, 0);
|
|
elm_slider_horizontal_set(gld->slz, EINA_TRUE);
|
|
elm_slider_unit_format_set(gld->slz, "%1.2f units");
|
|
elm_slider_indicator_format_set(gld->slz, "%1.2f units");
|
|
elm_slider_indicator_show_set(gld->slz, EINA_TRUE);
|
|
elm_slider_min_max_set(gld->slz, 0, 1.5);
|
|
elm_slider_value_set(gld->slz, 0.75);
|
|
evas_object_color_set(gld->slz, 0.0, 0.0, 120, 255);
|
|
elm_box_pack_end(inner_box, gld->slz);
|
|
evas_object_show(gld->slz);
|
|
|
|
// Reset button
|
|
btn_reset = elm_button_add(inner_box);
|
|
elm_object_text_set(btn_reset, "Reset");
|
|
evas_object_smart_callback_add(btn_reset, "clicked", btn_reset_cb, gld);
|
|
evas_object_size_hint_align_set(btn_reset, EVAS_HINT_FILL, 0);
|
|
elm_box_pack_end(inner_box, btn_reset);
|
|
evas_object_show(btn_reset);
|
|
|
|
evas_object_resize(inner_box, 100, 100);
|
|
evas_object_move(inner_box, 0, 5);
|
|
evas_object_resize(bx, 800, 800);
|
|
evas_object_resize(win, 800, 800);
|
|
evas_object_show(win);
|
|
// run the mainloop and process events and callbacks
|
|
elm_run();
|
|
free(gld);
|
|
elm_shutdown();
|
|
return 0;
|
|
}
|
|
ELM_MAIN()
|