/* * 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 * 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 * 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 * (Some positioning and numbers taken from KHCho's example) * Oct 27, 2011 * */ #ifdef HAVE_CONFIG_H # include "elementary_config.h" #endif #include #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 (EINA_DBL_EQ(deltaZ, 0) || EINA_DBL_EQ(sine, 0) || EINA_DBL_EQ(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, " GL backend engine is not supported.
" " 1. Check your back-end engine or
" " 2. Run elementary_test with engine option or
" " ex) $ ELM_ACCEL=gl elementary_test
" " 3. Change your back-end engine from elementary_config.
"); 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); }