forked from enlightenment/efl
ELM_GLView: added glview_manygears example to elementary_test
Added a more complex glview example to the elementary test. - the gears lighting matches the original glx gears example. - Added a background image to show that Glview works well with existing ELM winsets. - Added 5 gears and buttons to increase/decrease gear teeth
This commit is contained in:
parent
75d9be3b0a
commit
65549dbffe
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@ -82,6 +82,7 @@ test_gesture_layer2.c \
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test_gesture_layer3.c \
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test_glview_simple.c \
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test_glview.c \
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test_glview_manygears.c \
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test_grid.c \
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test_hover.c \
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test_hoversel.c \
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@ -211,6 +211,7 @@ void test_win_wm_rotation(void *data, Evas_Object *obj, void *event_info);
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void test_grid(void *data, Evas_Object *obj, void *event_info);
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void test_glview_simple(void *data, Evas_Object *obj, void *event_info);
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void test_glview(void *data, Evas_Object *obj, void *event_info);
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void test_glview_manygears(void *data, Evas_Object *obj, void *event_info);
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void test_3d(void *data, Evas_Object *obj, void *event_info);
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void test_naviframe(void *data, Evas_Object *obj, void *event_info);
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void test_naviframe2(void *data, Evas_Object *obj, void *event_info);
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@ -671,9 +672,10 @@ add_tests:
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ADD_TEST(NULL, "General", "Scaling 2", test_scaling2);
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//------------------------------//
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ADD_TEST(NULL, "3D", "GLViewSimple", test_glview_simple);
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ADD_TEST(NULL, "3D", "GLView", test_glview);
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ADD_TEST(NULL, "3D", "Evas Map 3D", test_3d);
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ADD_TEST(NULL, "3D", "GLViewSimple", test_glview_simple);
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ADD_TEST(NULL, "3D", "GLView Gears", test_glview);
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ADD_TEST(NULL, "3D", "GLView Many Gears", test_glview_manygears);
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//------------------------------//
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#ifdef HAVE_ELEMENTARY_WEB
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@ -0,0 +1,951 @@
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/*
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* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* Ported to GLES2.
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* Kristian Høgsberg <krh@bitplanet.net>
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* May 3, 2010
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*
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* Improve GLES2 port:
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* * Refactor gear drawing.
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* * Use correct normals for surfaces.
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* * Improve shader.
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* * Use perspective projection transformation.
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* * Add FPS count.
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* * Add comments.
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* Alexandros Frantzis <alexandros.frantzis@linaro.org>
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* Jul 13, 2010
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*
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* Ported to Elm_GLView and added features for testing purposes:
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* * Has 5 gears
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* * Number of teeth can be increased to test under many vertices
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* * Up/Down button increases the teeth number
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* Sung W. Park <sungwoo@gmail.com>
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* (Some positioning and numbers taken from KHCho's example)
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* Oct 27, 2011
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*
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*/
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#ifdef HAVE_CONFIG_H
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# include "elementary_config.h"
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#endif
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#include <Elementary.h>
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#ifndef M_PI
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#define M_PI 3.14159265
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#endif
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#define STRIPS_PER_TOOTH 7
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#define VERTICES_PER_TOOTH 34
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#define GEAR_VERTEX_STRIDE 6
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/* A set of macros for making the creation of the gears easier */
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#define GEAR_POINT(r, da) { (r) * c[(da)], (r) * s[(da)] }
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#define SET_NORMAL(x, y, z) do { \
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normal[0] = (x); normal[1] = (y); normal[2] = (z); \
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} while(0);
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#define GEAR_VERT(v, point, sign) vert((v), p[(point)].x, p[(point)].y, \
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(sign) * width * 0.5, normal);
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#define START_STRIP do { \
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gear->strips[cur_strip].first = v - gear->vertices; \
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} while(0);
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#define END_STRIP do { \
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int _tmp = (v - gear->vertices); \
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gear->strips[cur_strip].count = _tmp - gear->strips[cur_strip].first; \
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cur_strip++; \
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} while (0);
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#define QUAD_WITH_NORMAL(p1, p2) do { \
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SET_NORMAL((p[(p1)].y - p[(p2)].y), -(p[(p1)].x - p[(p2)].x), 0); \
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v = GEAR_VERT(v, (p1), -1); \
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v = GEAR_VERT(v, (p1), 1); \
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v = GEAR_VERT(v, (p2), -1); \
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v = GEAR_VERT(v, (p2), 1); \
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} while(0);
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// Struct describing a point
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typedef struct _Point
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{
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GLfloat x;
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GLfloat y;
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} Point;
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// Struct describing the vertices in triangle strip
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typedef struct _VertexStrip
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{
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GLint first;
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GLint count;
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} VertexStrip;
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// Each vertex consist of GEAR_VERTEX_STRIDE GLfloat attributes
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typedef GLfloat GearVertex[GEAR_VERTEX_STRIDE];
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// Struct representing a gear.
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typedef struct _Gear
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{
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GearVertex *vertices;
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int nvertices;
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VertexStrip *strips;
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int nstrips;
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GLuint vbo;
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} Gear;
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// GL related data here..
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typedef 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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int initialized : 1;
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int mouse_down : 1;
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// Gear Stuff
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Gear *gear[6];
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GLfloat view_rot[3];
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GLfloat light_pos[4];
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GLfloat proj_mat[16];
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GLfloat angle;
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GLuint mvp_loc; // ModelViewPorjection Matrix Loc
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GLuint norm_mat_loc;
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GLuint light_pos_loc;
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GLuint material_loc;
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GLuint gear_teeth;
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GLuint tot_vertices;
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int recreate_gears;
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} GLData;
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static void gears_init(GLData *gld);
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static void create_gears(GLData *gld);
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static void render_gears(GLData *gld);
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static void gears_reshape(GLData *gld, int width, int height);
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//--------------------------------//
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// Fills a gear vertex.
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static GearVertex *
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vert(GearVertex *v, GLfloat x, GLfloat y, GLfloat z, GLfloat n[3])
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{
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v[0][0] = x;
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v[0][1] = y;
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v[0][2] = z;
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v[0][3] = n[0];
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v[0][4] = n[1];
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v[0][5] = n[2];
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return v + 1;
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}
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// Create a gear wheel.
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static Gear *
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create_gear(GLData *gld, GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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GLint teeth, GLfloat tooth_depth)
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{
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GLfloat r0, r1, r2;
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GLfloat da;
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Gear *gear;
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GearVertex *v;
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double s[5], c[5];
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GLfloat normal[3];
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int cur_strip = 0;
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int i;
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Evas_GL_API *gl = gld->glapi;
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gear = (Gear*)malloc(sizeof(Gear));
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if (gear == NULL)
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return NULL;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth / 2.0;
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r2 = outer_radius + tooth_depth / 2.0;
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da = 2.0 * M_PI / teeth / 4.0;
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// Allocate memory for the triangle strip information
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gear->nstrips = STRIPS_PER_TOOTH * teeth;
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gear->strips = calloc(gear->nstrips, sizeof (*gear->strips));
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// Allocate memory for the vertices
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gear->vertices = calloc(VERTICES_PER_TOOTH * teeth,
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sizeof(*gear->vertices));
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v = gear->vertices;
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for (i = 0; i < teeth; i++)
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{
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// Calculate needed sin/cos for varius angles
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s[0] = sin(i * 2.0 * M_PI / teeth);
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c[0] = cos(i * 2.0 * M_PI / teeth);
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s[1] = sin(i * 2.0 * M_PI / teeth + da);
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c[1] = cos(i * 2.0 * M_PI / teeth + da);
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s[2] = sin(i * 2.0 * M_PI / teeth + da * 2);
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c[2] = cos(i * 2.0 * M_PI / teeth + da * 2);
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s[3] = sin(i * 2.0 * M_PI / teeth + da * 3);
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c[3] = cos(i * 2.0 * M_PI / teeth + da * 3);
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s[4] = sin(i * 2.0 * M_PI / teeth + da * 4);
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c[4] = cos(i * 2.0 * M_PI / teeth + da * 4);
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// Create the 7 points (only x,y coords) used to draw a tooth
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Point p[7] =
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{
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GEAR_POINT(r2, 1), // 0
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GEAR_POINT(r2, 2), // 1
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GEAR_POINT(r1, 0), // 2
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GEAR_POINT(r1, 3), // 3
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GEAR_POINT(r0, 0), // 4
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GEAR_POINT(r1, 4), // 5
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GEAR_POINT(r0, 4), // 6
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};
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// Front face
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START_STRIP;
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SET_NORMAL(0, 0, 1.0);
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v = GEAR_VERT(v, 0, +1);
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v = GEAR_VERT(v, 1, +1);
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v = GEAR_VERT(v, 2, +1);
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v = GEAR_VERT(v, 3, +1);
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v = GEAR_VERT(v, 4, +1);
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v = GEAR_VERT(v, 5, +1);
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v = GEAR_VERT(v, 6, +1);
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END_STRIP;
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// Inner face
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START_STRIP;
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QUAD_WITH_NORMAL(4, 6);
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END_STRIP;
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// Back face
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START_STRIP;
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SET_NORMAL(0, 0, -1.0);
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v = GEAR_VERT(v, 6, -1);
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v = GEAR_VERT(v, 5, -1);
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v = GEAR_VERT(v, 4, -1);
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v = GEAR_VERT(v, 3, -1);
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v = GEAR_VERT(v, 2, -1);
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v = GEAR_VERT(v, 1, -1);
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v = GEAR_VERT(v, 0, -1);
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END_STRIP;
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// Outer face
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START_STRIP;
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QUAD_WITH_NORMAL(0, 2);
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END_STRIP;
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START_STRIP;
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QUAD_WITH_NORMAL(1, 0);
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END_STRIP;
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START_STRIP;
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QUAD_WITH_NORMAL(3, 1);
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END_STRIP;
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START_STRIP;
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QUAD_WITH_NORMAL(5, 3);
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END_STRIP;
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}
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gear->nvertices = (v - gear->vertices);
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// Store the vertices in a vertex buffer object (VBO)
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gl->glGenBuffers(1, &gear->vbo);
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gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
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gl->glBufferData(GL_ARRAY_BUFFER, gear->nvertices * sizeof(GearVertex),
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gear->vertices, GL_STATIC_DRAW);
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return gear;
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}
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static void
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free_gear(GLData *gld, Gear *gear)
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{
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Evas_GL_API *gl = gld->glapi;
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gl->glDeleteBuffers(1, &gear->vbo);
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free(gear->strips);
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free(gear->vertices);
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free(gear);
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}
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static void
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multiply(GLfloat *m, const GLfloat *n)
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{
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GLfloat tmp[16];
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const GLfloat *row, *column;
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div_t d;
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int i, j;
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for (i = 0; i < 16; i++)
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{
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tmp[i] = 0;
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d = div(i, 4);
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row = n + d.quot * 4;
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column = m + d.rem;
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for (j = 0; j < 4; j++)
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tmp[i] += row[j] * column[j * 4];
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}
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memcpy(m, &tmp, sizeof tmp);
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}
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static void
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rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
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{
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double s, c;
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s = sin(angle);
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c = cos(angle);
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GLfloat r[16] =
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{
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x * x * (1 - c) + c, y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0,
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x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0,
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x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c, 0,
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0, 0, 0, 1
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};
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multiply(m, r);
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}
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static void
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translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z)
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{
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GLfloat t[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1 };
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multiply(m, t);
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}
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static void
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identity(GLfloat *m)
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{
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GLfloat t[16] =
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{
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0,
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};
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memcpy(m, t, sizeof(t));
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}
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// Transposes a 4x4 matrix.
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static void
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transpose(GLfloat *m)
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{
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GLfloat t[16] =
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{
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m[0], m[4], m[8], m[12],
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m[1], m[5], m[9], m[13],
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m[2], m[6], m[10], m[14],
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m[3], m[7], m[11], m[15]
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};
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memcpy(m, t, sizeof(t));
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}
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/*
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Inverts a 4x4 matrix.
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This function can currently handle only pure translation-rotation matrices.
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Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118
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for an explanation.
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*/
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static void
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invert(GLfloat *m)
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{
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GLfloat t[16];
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identity(t);
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// Extract and invert the translation part 't'. The inverse of a
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// translation matrix can be calculated by negating the translation
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// coordinates.
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t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14];
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// Invert the rotation part 'r'. The inverse of a rotation matrix is
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// equal to its transpose.
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m[12] = m[13] = m[14] = 0;
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transpose(m);
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// inv(m) = inv(r) * inv(t)
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multiply(m, t);
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}
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// Calculate a perspective projection transformation.
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static void
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perspective(GLfloat *m, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
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{
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GLfloat tmp[16];
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identity(tmp);
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double sine, cosine, cotangent, deltaZ;
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GLfloat radians = fovy / 2 * M_PI / 180;
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deltaZ = zFar - zNear;
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sine = sin(radians);
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cosine = cos(radians);
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if ((deltaZ == 0) || (sine == 0) || (aspect == 0))
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return;
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cotangent = cosine / sine;
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tmp[0] = cotangent / aspect;
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tmp[5] = cotangent;
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tmp[10] = -(zFar + zNear) / deltaZ;
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tmp[11] = -1;
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tmp[14] = -2 * zNear * zFar / deltaZ;
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tmp[15] = 0;
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memcpy(m, tmp, sizeof(tmp));
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}
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// Draws a gear
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static void
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draw_gear(GLData *gld, Gear *gear, GLfloat *transform,
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GLfloat tx, GLfloat ty, GLfloat tz,
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GLfloat angle, int rotate_gear, const GLfloat color[4])
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{
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Evas_GL_API *gl = gld->glapi;
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GLfloat model_view[16];
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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);
|
||||
|
||||
// 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: %s\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: %s\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: %s\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;
|
||||
|
||||
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);
|
||||
|
||||
// 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);
|
||||
|
||||
|
||||
// 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);
|
||||
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);
|
||||
|
||||
// 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_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(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);
|
||||
}
|
Loading…
Reference in New Issue