1 /*
2  * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice shall be included
12  * in all copies or substantial portions of the Software.
13  *
14  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
15  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
17  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
18  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
19  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
20  */
21 
22 /*
23  * Ported to GLES2.
24  * Kristian Høgsberg <krh@bitplanet.net>
25  * May 3, 2010
26  *
27  * Improve GLES2 port:
28  *   * Refactor gear drawing.
29  *   * Use correct normals for surfaces.
30  *   * Improve shader.
31  *   * Use perspective projection transformation.
32  *   * Add FPS count.
33  *   * Add comments.
34  * Alexandros Frantzis <alexandros.frantzis@linaro.org>
35  * Jul 13, 2010
36  *
37  * Ported to Elm_GLView and added features for testing purposes:
38  *    * Has 5 gears
39  *    * Number of teeth can be increased to test under many vertices
40  *    * Up/Down button increases the teeth number
41  * Sung W. Park <sungwoo@gmail.com>
42  * (Some positioning and numbers taken from KHCho's example)
43  * Oct 27, 2011
44  *
45  */
46 #ifdef HAVE_CONFIG_H
47 # include "elementary_config.h"
48 #endif
49 #include <Elementary.h>
50 
51 #ifndef M_PI
52 #define M_PI 3.14159265
53 #endif
54 
55 #define STRIPS_PER_TOOTH 7
56 #define VERTICES_PER_TOOTH 34
57 #define GEAR_VERTEX_STRIDE 6
58 
59 /* A set of macros for making the creation of the gears easier */
60 #define  GEAR_POINT(r, da) { (r) * c[(da)], (r) * s[(da)] }
61 #define  SET_NORMAL(x, y, z) do { \
62      normal[0] = (x); normal[1] = (y); normal[2] = (z); \
63 } while(0);
64 
65 #define  GEAR_VERT(v, point, sign) vert((v), p[(point)].x, p[(point)].y, \
66                                         (sign) * width * 0.5, normal);
67 
68 #define START_STRIP do { \
69      gear->strips[cur_strip].first = v - gear->vertices; \
70 } while(0);
71 
72 #define END_STRIP do { \
73      int _tmp = (v - gear->vertices); \
74      gear->strips[cur_strip].count = _tmp - gear->strips[cur_strip].first; \
75      cur_strip++; \
76 } while (0);
77 
78 #define QUAD_WITH_NORMAL(p1, p2) do { \
79      SET_NORMAL((p[(p1)].y - p[(p2)].y), -(p[(p1)].x - p[(p2)].x), 0); \
80      v = GEAR_VERT(v, (p1), -1); \
81      v = GEAR_VERT(v, (p1), 1); \
82      v = GEAR_VERT(v, (p2), -1); \
83      v = GEAR_VERT(v, (p2), 1); \
84 } while(0);
85 
86 // Struct describing a point
87 typedef struct _Point
88 {
89    GLfloat x;
90    GLfloat y;
91 } Point;
92 
93 // Struct describing the vertices in triangle strip
94 typedef struct _VertexStrip
95 {
96    GLint first;
97    GLint count;
98 } VertexStrip;
99 
100 // Each vertex consist of GEAR_VERTEX_STRIDE GLfloat attributes
101 typedef GLfloat GearVertex[GEAR_VERTEX_STRIDE];
102 
103 // Struct representing a gear.
104 typedef struct _Gear
105 {
106    GearVertex  *vertices;
107    int          nvertices;
108    VertexStrip *strips;
109    int          nstrips;
110    GLuint       vbo;
111 } Gear;
112 
113 // GL related data here..
114 typedef struct _GLData
115 {
116    Evas_GL_API *glapi;
117    GLuint       program;
118    GLuint       vtx_shader;
119    GLuint       fgmt_shader;
120    int          initialized : 1;
121    int          mouse_down : 1;
122 
123    // Gear Stuff
124    Gear        *gear[6];
125    GLfloat      view_rot[3];
126    GLfloat      light_pos[4];
127    GLfloat      proj_mat[16];
128 
129    GLfloat      angle;
130 
131    GLuint       mvp_loc;         // ModelViewPorjection Matrix Loc
132    GLuint       norm_mat_loc;
133    GLuint       light_pos_loc;
134    GLuint       material_loc;
135 
136    GLuint       gear_teeth;
137    GLuint       tot_vertices;
138 
139    int          recreate_gears;
140 } GLData;
141 
142 static void gears_init(GLData *gld);
143 static void create_gears(GLData *gld);
144 static void render_gears(GLData *gld);
145 static void gears_reshape(GLData *gld, int width, int height);
146 
147 //--------------------------------//
148 // Fills a gear vertex.
149 static GearVertex *
vert(GearVertex * v,GLfloat x,GLfloat y,GLfloat z,GLfloat n[3])150 vert(GearVertex *v, GLfloat x, GLfloat y, GLfloat z, GLfloat n[3])
151 {
152    v[0][0] = x;
153    v[0][1] = y;
154    v[0][2] = z;
155    v[0][3] = n[0];
156    v[0][4] = n[1];
157    v[0][5] = n[2];
158 
159    return v + 1;
160 }
161 
162 // Create a gear wheel.
163 static Gear *
create_gear(GLData * gld,GLfloat inner_radius,GLfloat outer_radius,GLfloat width,GLint teeth,GLfloat tooth_depth)164 create_gear(GLData *gld, GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
165             GLint teeth, GLfloat tooth_depth)
166 {
167    GLfloat r0, r1, r2;
168    GLfloat da;
169    Gear *gear;
170    GearVertex *v;
171    double s[5], c[5];
172    GLfloat normal[3];
173    int cur_strip = 0;
174    int i;
175    Evas_GL_API *gl = gld->glapi;
176 
177    gear = (Gear*)malloc(sizeof(Gear));
178    if (gear == NULL)
179       return NULL;
180 
181    r0 = inner_radius;
182    r1 = outer_radius - tooth_depth / 2.0;
183    r2 = outer_radius + tooth_depth / 2.0;
184 
185    da = 2.0 * M_PI / teeth / 4.0;
186 
187    // Allocate memory for the triangle strip information
188    gear->nstrips = STRIPS_PER_TOOTH * teeth;
189    gear->strips = calloc(gear->nstrips, sizeof (*gear->strips));
190 
191    // Allocate memory for the vertices
192    gear->vertices = calloc(VERTICES_PER_TOOTH * teeth,
193                            sizeof(*gear->vertices));
194 
195    v = gear->vertices;
196    for (i = 0; i < teeth; i++)
197      {
198         // Calculate needed sin/cos for varius angles
199         s[0] = sin(i * 2.0 * M_PI / teeth);
200         c[0] = cos(i * 2.0 * M_PI / teeth);
201         s[1] = sin(i * 2.0 * M_PI / teeth + da);
202         c[1] = cos(i * 2.0 * M_PI / teeth + da);
203         s[2] = sin(i * 2.0 * M_PI / teeth + da * 2);
204         c[2] = cos(i * 2.0 * M_PI / teeth + da * 2);
205         s[3] = sin(i * 2.0 * M_PI / teeth + da * 3);
206         c[3] = cos(i * 2.0 * M_PI / teeth + da * 3);
207         s[4] = sin(i * 2.0 * M_PI / teeth + da * 4);
208         c[4] = cos(i * 2.0 * M_PI / teeth + da * 4);
209 
210         // Create the 7 points (only x,y coords) used to draw a tooth
211         Point p[7] =
212           {
213              GEAR_POINT(r2, 1), // 0
214              GEAR_POINT(r2, 2), // 1
215              GEAR_POINT(r1, 0), // 2
216              GEAR_POINT(r1, 3), // 3
217              GEAR_POINT(r0, 0), // 4
218              GEAR_POINT(r1, 4), // 5
219              GEAR_POINT(r0, 4), // 6
220           };
221 
222         // Front face
223         START_STRIP;
224         SET_NORMAL(0, 0, 1.0);
225         v = GEAR_VERT(v, 0, +1);
226         v = GEAR_VERT(v, 1, +1);
227         v = GEAR_VERT(v, 2, +1);
228         v = GEAR_VERT(v, 3, +1);
229         v = GEAR_VERT(v, 4, +1);
230         v = GEAR_VERT(v, 5, +1);
231         v = GEAR_VERT(v, 6, +1);
232         END_STRIP;
233 
234         // Inner face
235         START_STRIP;
236         QUAD_WITH_NORMAL(4, 6);
237         END_STRIP;
238 
239         // Back face
240         START_STRIP;
241         SET_NORMAL(0, 0, -1.0);
242         v = GEAR_VERT(v, 6, -1);
243         v = GEAR_VERT(v, 5, -1);
244         v = GEAR_VERT(v, 4, -1);
245         v = GEAR_VERT(v, 3, -1);
246         v = GEAR_VERT(v, 2, -1);
247         v = GEAR_VERT(v, 1, -1);
248         v = GEAR_VERT(v, 0, -1);
249         END_STRIP;
250 
251         // Outer face
252         START_STRIP;
253         QUAD_WITH_NORMAL(0, 2);
254         END_STRIP;
255 
256         START_STRIP;
257         QUAD_WITH_NORMAL(1, 0);
258         END_STRIP;
259 
260         START_STRIP;
261         QUAD_WITH_NORMAL(3, 1);
262         END_STRIP;
263 
264         START_STRIP;
265         QUAD_WITH_NORMAL(5, 3);
266         END_STRIP;
267      }
268 
269    gear->nvertices = (v - gear->vertices);
270 
271    // Store the vertices in a vertex buffer object (VBO)
272    gl->glGenBuffers(1, &gear->vbo);
273    gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
274    gl->glBufferData(GL_ARRAY_BUFFER, gear->nvertices * sizeof(GearVertex),
275                     gear->vertices, GL_STATIC_DRAW);
276 
277    return gear;
278 }
279 
280 static void
free_gear(GLData * gld,Gear * gear)281 free_gear(GLData *gld, Gear *gear)
282 {
283    Evas_GL_API *gl = gld->glapi;
284 
285    gl->glDeleteBuffers(1, &gear->vbo);
286    free(gear->strips);
287    free(gear->vertices);
288    free(gear);
289 }
290 
291 
292 static void
multiply(GLfloat * m,const GLfloat * n)293 multiply(GLfloat *m, const GLfloat *n)
294 {
295    GLfloat tmp[16];
296    const GLfloat *row, *column;
297    div_t d;
298    int i, j;
299 
300    for (i = 0; i < 16; i++)
301      {
302         tmp[i] = 0;
303         d = div(i, 4);
304         row = n + d.quot * 4;
305         column = m + d.rem;
306         for (j = 0; j < 4; j++)
307            tmp[i] += row[j] * column[j * 4];
308      }
309    memcpy(m, &tmp, sizeof tmp);
310 }
311 
312 static void
rotate(GLfloat * m,GLfloat angle,GLfloat x,GLfloat y,GLfloat z)313 rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
314 {
315    double s, c;
316 
317    s = sin(angle);
318    c = cos(angle);
319    GLfloat r[16] =
320      {
321         x * x * (1 - c) + c,     y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0,
322         x * y * (1 - c) - z * s, y * y * (1 - c) + c,     y * z * (1 - c) + x * s, 0,
323         x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c,     0,
324         0, 0, 0, 1
325      };
326 
327    multiply(m, r);
328 }
329 
330 static void
translate(GLfloat * m,GLfloat x,GLfloat y,GLfloat z)331 translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z)
332 {
333    GLfloat t[16] = { 1, 0, 0, 0,  0, 1, 0, 0,  0, 0, 1, 0,  x, y, z, 1 };
334 
335    multiply(m, t);
336 }
337 
338 static void
identity(GLfloat * m)339 identity(GLfloat *m)
340 {
341    GLfloat t[16] =
342      {
343         1.0, 0.0, 0.0, 0.0,
344         0.0, 1.0, 0.0, 0.0,
345         0.0, 0.0, 1.0, 0.0,
346         0.0, 0.0, 0.0, 1.0,
347      };
348 
349    memcpy(m, t, sizeof(t));
350 }
351 
352 // Transposes a 4x4 matrix.
353 static void
transpose(GLfloat * m)354 transpose(GLfloat *m)
355 {
356    GLfloat t[16] =
357      {
358         m[0], m[4], m[8],  m[12],
359         m[1], m[5], m[9],  m[13],
360         m[2], m[6], m[10], m[14],
361         m[3], m[7], m[11], m[15]
362      };
363 
364    memcpy(m, t, sizeof(t));
365 }
366 
367 /*
368  Inverts a 4x4 matrix.
369 
370  This function can currently handle only pure translation-rotation matrices.
371  Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118
372  for an explanation.
373  */
374 static void
invert(GLfloat * m)375 invert(GLfloat *m)
376 {
377    GLfloat t[16];
378    identity(t);
379 
380    // Extract and invert the translation part 't'. The inverse of a
381    // translation matrix can be calculated by negating the translation
382    // coordinates.
383    t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14];
384 
385    // Invert the rotation part 'r'. The inverse of a rotation matrix is
386    // equal to its transpose.
387    m[12] = m[13] = m[14] = 0;
388    transpose(m);
389 
390    // inv(m) = inv(r) * inv(t)
391    multiply(m, t);
392 }
393 
394 // Calculate a perspective projection transformation.
395 static void
perspective(GLfloat * m,GLfloat fovy,GLfloat aspect,GLfloat zNear,GLfloat zFar)396 perspective(GLfloat *m, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
397 {
398    GLfloat tmp[16];
399    identity(tmp);
400 
401    double sine, cosine, cotangent, deltaZ;
402    GLfloat radians = fovy / 2 * M_PI / 180;
403 
404    deltaZ = zFar - zNear;
405    sine = sin(radians);
406    cosine = cos(radians);
407 
408    if (EINA_DBL_EQ(deltaZ, 0) || EINA_DBL_EQ(sine, 0) || EINA_DBL_EQ(aspect, 0))
409       return;
410 
411    cotangent = cosine / sine;
412 
413    tmp[0] = cotangent / aspect;
414    tmp[5] = cotangent;
415    tmp[10] = -(zFar + zNear) / deltaZ;
416    tmp[11] = -1;
417    tmp[14] = -2 * zNear * zFar / deltaZ;
418    tmp[15] = 0;
419 
420    memcpy(m, tmp, sizeof(tmp));
421 }
422 
423 // Draws a gear
424 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])425 draw_gear(GLData *gld, Gear *gear, GLfloat *transform,
426           GLfloat tx, GLfloat ty, GLfloat tz,
427           GLfloat angle, int rotate_gear, const GLfloat color[4])
428 {
429    Evas_GL_API *gl = gld->glapi;
430    GLfloat model_view[16];
431    GLfloat normal_matrix[16];
432    GLfloat model_view_projection[16];
433    int i;
434 
435    // Translate and rotate the gear
436    memcpy(model_view, transform, sizeof (model_view));
437    translate(model_view, tx, ty, tz);
438    if (rotate_gear)
439       rotate(model_view, 2 * M_PI * 90.0 / 360.0, 0, 1, 0);
440    rotate(model_view, 2 * M_PI * angle / 360.0, 0, 0, 1);
441 
442    // Create and set the ModelViewProjectionMatrix
443    memcpy(model_view_projection, gld->proj_mat, sizeof(model_view_projection));
444    multiply(model_view_projection, model_view);
445 
446    gl->glUniformMatrix4fv(gld->mvp_loc, 1, GL_FALSE,
447                           model_view_projection);
448 
449    // Create/set normal matrix: inverse transpose of the mvp
450    memcpy(normal_matrix, model_view, sizeof (normal_matrix));
451    invert(normal_matrix);
452    transpose(normal_matrix);
453 
454    gl->glUniformMatrix4fv(gld->norm_mat_loc, 1, GL_FALSE, normal_matrix);
455 
456    // Set the gear color
457    gl->glUniform4fv(gld->material_loc, 1, color);
458 
459    // Set the vertex buffer object to use
460    gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
461 
462    // Set up the position of the attributes in the vertex buffer object
463    gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), NULL);
464    gl->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLfloat *)(0 + 3 * sizeof(GLfloat)));
465 
466    // Enable the attributes
467    gl->glEnableVertexAttribArray(0);
468    gl->glEnableVertexAttribArray(1);
469 
470    // Draw the triangle strips that comprise the gear
471    for (i = 0; i < gear->nstrips; i++)
472      {
473         gl->glDrawArrays(GL_TRIANGLE_STRIP, gear->strips[i].first, gear->strips[i].count);
474      }
475 
476 
477    // Disable the attributes
478    gl->glDisableVertexAttribArray(1);
479    gl->glDisableVertexAttribArray(0);
480 }
481 
482 static void
gears_draw(GLData * gld)483 gears_draw(GLData *gld)
484 {
485    Evas_GL_API *gl = gld->glapi;
486 
487    static const GLfloat red[4]    = { 0.8, 0.1, 0.0, 1.0 };
488    static const GLfloat green[4]  = { 0.0, 0.8, 0.2, 1.0 };
489    static const GLfloat blue[4]   = { 0.2, 0.2, 1.0, 1.0 };
490    static const GLfloat yellow[4] = { 1.0, 1.0, 0.2, 1.0 };
491    static const GLfloat purple[4] = { 0.2, 1.0, 1.0, 1.0 };
492    static const GLfloat cyan[4]   = { 1.0, 0.2, 1.0, 1.0 };
493    GLfloat transform[16];
494    identity(transform);
495 
496    gl->glClearColor(0.0, 0.0, 0.0, 0.0);
497    gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
498 
499    // Translate and rotate the view
500    translate(transform, 0, -2.5, -20);
501    rotate(transform, 2 * M_PI * gld->view_rot[0] / 360.0, 1, 0, 0);
502    rotate(transform, 2 * M_PI * gld->view_rot[1] / 360.0, 0, 1, 0);
503    rotate(transform, 2 * M_PI * gld->view_rot[2] / 360.0, 0, 0, 1);
504 
505    draw_gear(gld, gld->gear[0], transform, -2.0, -4.0,  0.0, gld->angle            , 0, red);
506    draw_gear(gld, gld->gear[1], transform,  4.1, -4.0,  0.0, -2 * gld->angle - 9.0 , 0, green);
507    draw_gear(gld, gld->gear[2], transform, -2.1,  2.2,  0.0, -2 * gld->angle - 25.0, 0, blue);
508    draw_gear(gld, gld->gear[3], transform, -2.1,  8.4,  0.0, gld->angle            , 0, yellow);
509    draw_gear(gld, gld->gear[4], transform,  6.4, -4.0, -4.5, gld->angle            , 1, purple);
510    draw_gear(gld, gld->gear[5], transform,  6.4,  4.4, -4.5, -1 * gld->angle - 23.0, 1, cyan);
511 }
512 
513 //-------------------------//
514 
render_gears(GLData * gld)515 static void render_gears(GLData *gld)
516 {
517    if (gld->recreate_gears)
518      {
519         create_gears(gld);
520         gld->recreate_gears = 0;
521      }
522 
523    gears_draw(gld);
524 
525    gld->angle += 2.0;
526 }
527 
528 // new window size or exposure
529 static void
gears_reshape(GLData * gld,int width,int height)530 gears_reshape(GLData *gld, int width, int height)
531 {
532    Evas_GL_API *gl = gld->glapi;
533 
534    // Update the projection matrix
535    perspective(gld->proj_mat, 60.0, width / (float)height, 1.0, 1024.0);
536 
537    // Set the viewport
538    gl->glViewport(0, 0, (GLint) width, (GLint) height);
539 
540 }
541 
542 static const char vertex_shader[] =
543    "attribute vec3 position;\n"
544    "attribute vec3 normal;\n"
545    "uniform mat4 mvp;\n"
546    "uniform mat4 norm_mat;\n"
547    "uniform vec4 light_pos;\n"
548    "uniform vec4 material;\n"
549    "varying vec4 color;\n"
550    "\n"
551    "void main(void)\n"
552    "{\n"
553    "    // Transform the normal to eye coordinates\n"
554    "    vec3 N = normalize(vec3(norm_mat * vec4(normal, 1.0)));\n"
555    "\n"
556    "    // The LightSourcePosition is actually its direction for directional ight\n"
557    "    vec3 L = normalize(light_pos.xyz);\n"
558    "\n"
559    "    // Multiply the diffuse value by the vertex color (which is fixed in this ase)\n"
560    "    // to get the actual color that we will use to draw this vertex with\n"
561    "    float diffuse = clamp(dot(N, L), 0.0, 1.0);\n"
562    "    color = material*0.2 + diffuse * material;\n"
563    "    color.a = 1.0; \n"
564    "\n"
565    "    // Transform the position to clip coordinates\n"
566    "    gl_Position = mvp * vec4(position, 1.0);\n"
567    "}";
568 
569 static const char fragment_shader[] =
570    "#ifdef GL_ES\n"
571    "precision mediump float;\n"
572    "#endif\n"
573    "varying vec4 color;\n"
574    "\n"
575    "void main(void)\n"
576    "{\n"
577    "    gl_FragColor = color;\n"
578    "}";
579 
580 static void
create_gears(GLData * gld)581 create_gears(GLData *gld)
582 {
583    int i;
584 
585    for (i = 0; i < 6; i++)
586       if (gld->gear[i]) free_gear(gld, gld->gear[i]);
587 
588    // make the gears
589    gld->gear[0] = create_gear(gld, 1.0, 4.0, 1.0, gld->gear_teeth*2, 0.7);
590    gld->gear[1] = create_gear(gld, 0.5, 2.0, 2.0, gld->gear_teeth  , 0.7);
591    gld->gear[2] = create_gear(gld, 1.3, 2.0, 0.5, gld->gear_teeth  , 0.7);
592    gld->gear[3] = create_gear(gld, 2.0, 4.0, 2.0, gld->gear_teeth*2, 0.7);
593    gld->gear[4] = create_gear(gld, 1.5, 4.0, 0.5, gld->gear_teeth*2, 1.0);
594    gld->gear[5] = create_gear(gld, 2.5, 4.0, 2.5, gld->gear_teeth*2, 1.0);
595 
596    gld->tot_vertices = 0;
597    for (i = 0; i < 6; i++)
598       gld->tot_vertices += gld->gear[i]->nvertices;
599 
600    //printf("Teeth: %d, Total Number of vertices %d\n", gld->gear_teeth, gld->tot_vertices);
601 }
602 
603 static void
gears_init(GLData * gld)604 gears_init(GLData *gld)
605 {
606    Evas_GL_API *gl = gld->glapi;
607 
608    const char *p;
609    char msg[512] = {};
610 
611    gl->glEnable(GL_CULL_FACE);
612    gl->glEnable(GL_DEPTH_TEST);
613 
614    p = vertex_shader;
615    gld->vtx_shader = gl->glCreateShader(GL_VERTEX_SHADER);
616    gl->glShaderSource(gld->vtx_shader, 1, &p, NULL);
617    gl->glCompileShader(gld->vtx_shader);
618    gl->glGetShaderInfoLog(gld->vtx_shader, sizeof msg, NULL, msg);
619    printf("vertex shader info: %.512s\n", msg);
620 
621    p = fragment_shader;
622    gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER);
623    gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL);
624    gl->glCompileShader(gld->fgmt_shader);
625    gl->glGetShaderInfoLog(gld->fgmt_shader, sizeof msg, NULL, msg);
626    printf("fragment shader info: %.512s\n", msg);
627 
628    gld->program = gl->glCreateProgram();
629    gl->glAttachShader(gld->program, gld->vtx_shader);
630    gl->glAttachShader(gld->program, gld->fgmt_shader);
631    gl->glBindAttribLocation(gld->program, 0, "position");
632    gl->glBindAttribLocation(gld->program, 1, "normal");
633 
634    gl->glLinkProgram(gld->program);
635    gl->glGetProgramInfoLog(gld->program, sizeof msg, NULL, msg);
636    printf("info: %.512s\n", msg);
637 
638    gl->glUseProgram(gld->program);
639    gld->mvp_loc  = gl->glGetUniformLocation(gld->program, "mvp");
640    gld->norm_mat_loc = gl->glGetUniformLocation(gld->program, "norm_mat");
641    gld->light_pos_loc = gl->glGetUniformLocation(gld->program, "light_pos");
642    gld->material_loc = gl->glGetUniformLocation(gld->program, "material");
643    gl->glUniform4fv(gld->light_pos_loc, 1, gld->light_pos);
644 
645    create_gears(gld);
646 }
647 
648 static void
gldata_init(GLData * gld)649 gldata_init(GLData *gld)
650 {
651    gld->initialized = 0;
652    gld->mouse_down = 0;
653 
654    gld->view_rot[0] = 20.0;
655    gld->view_rot[1] = 30.0;
656    gld->view_rot[2] = 0.0;
657 
658    gld->light_pos[0] = 5.0;
659    gld->light_pos[1] = 5.0;
660    gld->light_pos[2] = 10.0;
661    gld->light_pos[3] = 1.0;
662 
663    gld->angle = 0.0;
664 
665    gld->tot_vertices = 0;
666    gld->gear_teeth   = 10;
667 }
668 
669 //-------------------------//
670 
671 static void
_init_gl(Evas_Object * obj)672 _init_gl(Evas_Object *obj)
673 {
674    GLData *gld = evas_object_data_get(obj, "gld");
675    if (!gld) return;
676    gld->glapi = elm_glview_gl_api_get(obj);
677 
678    gears_init(gld);
679 }
680 
681 static void
_del_gl(Evas_Object * obj)682 _del_gl(Evas_Object *obj)
683 {
684    int i;
685    GLData *gld = evas_object_data_get(obj, "gld");
686    if (!gld)
687      {
688         printf("Unable to get GLData. \n");
689         return;
690      }
691    Evas_GL_API *gl = gld->glapi;
692 
693    gl->glDeleteShader(gld->vtx_shader);
694    gl->glDeleteShader(gld->fgmt_shader);
695    gl->glDeleteProgram(gld->program);
696 
697    for (i = 0; i < 6; i++)
698       if (gld->gear[i]) free_gear(gld, gld->gear[i]);
699 
700    evas_object_data_del((Evas_Object*)obj, "gld");
701    free(gld);
702 
703    Ecore_Animator *ani = evas_object_data_get(obj, "ani");
704    ecore_animator_del(ani);
705 
706 }
707 
708 static void
_resize_gl(Evas_Object * obj)709 _resize_gl(Evas_Object *obj)
710 {
711    int w, h;
712    GLData *gld = evas_object_data_get(obj, "gld");
713    if (!gld) return;
714 
715    elm_glview_size_get(obj, &w, &h);
716    gears_reshape(gld, w, h);
717 }
718 
719 
720 static void
_draw_gl(Evas_Object * obj)721 _draw_gl(Evas_Object *obj)
722 {
723    GLData *gld = evas_object_data_get(obj, "gld");
724    if (!gld) return;
725    Evas_GL_API *gl = gld->glapi;
726 
727    render_gears(gld);
728    gl->glFinish();
729 }
730 
731 static Eina_Bool
_anim(void * data)732 _anim(void *data)
733 {
734    elm_glview_changed_set((Evas_Object*)data);
735    return EINA_TRUE;
736 }
737 
738 static Eina_Bool
_quit_idler(void * data)739 _quit_idler(void *data)
740 {
741    evas_object_del(data);
742 
743    return ECORE_CALLBACK_CANCEL;
744 }
745 
746 static void
_on_done(void * data,Evas_Object * obj EINA_UNUSED,void * event_info EINA_UNUSED)747 _on_done(void *data, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
748 {
749    ecore_idler_add(_quit_idler, data);
750 }
751 
752 static void
_on_plus(void * data,Evas_Object * obj EINA_UNUSED,void * event_info EINA_UNUSED)753 _on_plus(void *data, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
754 {
755    GLData *gld = evas_object_data_get(data, "gld");
756    gld->gear_teeth += 1;
757    gld->recreate_gears = 1;
758 }
759 
760 static void
_on_minus(void * data,Evas_Object * obj EINA_UNUSED,void * event_info EINA_UNUSED)761 _on_minus(void *data, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
762 {
763    GLData *gld = evas_object_data_get(data, "gld");
764    if (gld->gear_teeth > 0)
765      {
766         gld->gear_teeth -= 1;
767         gld->recreate_gears -= 1;
768      }
769 }
770 
771 static void
_del(void * data EINA_UNUSED,Evas * evas EINA_UNUSED,Evas_Object * obj,void * event_info EINA_UNUSED)772 _del(void *data EINA_UNUSED, Evas *evas EINA_UNUSED, Evas_Object *obj, void *event_info EINA_UNUSED)
773 {
774    Ecore_Animator *ani = evas_object_data_get(obj, "ani");
775    ecore_animator_del(ani);
776 }
777 
778 static void
_key_down(void * data EINA_UNUSED,Evas * e EINA_UNUSED,Evas_Object * obj,void * event_info)779 _key_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj, void *event_info)
780 {
781    Evas_Event_Key_Down *ev;
782    ev = (Evas_Event_Key_Down *)event_info;
783    GLData *gld = evas_object_data_get(obj, "gld");
784 
785    if (strcmp(ev->keyname, "Up") == 0)
786      {
787         gld->gear_teeth += 1;
788         gld->recreate_gears = 1;
789         return;
790      }
791 
792    if (strcmp(ev->keyname, "Down") == 0)
793      {
794         gld->gear_teeth -= 1;
795         gld->recreate_gears = 1;
796         return;
797      }
798 }
799 
800 static void
_mouse_down(void * data EINA_UNUSED,Evas * e EINA_UNUSED,Evas_Object * obj,void * event_info EINA_UNUSED)801 _mouse_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj, void *event_info EINA_UNUSED)
802 {
803    GLData *gld = evas_object_data_get(obj, "gld");
804    gld->mouse_down = 1;
805 }
806 
807 static void
_mouse_move(void * data EINA_UNUSED,Evas * e EINA_UNUSED,Evas_Object * obj,void * event_info)808 _mouse_move(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj, void *event_info)
809 {
810    Evas_Event_Mouse_Move *ev;
811    ev = (Evas_Event_Mouse_Move *)event_info;
812    GLData *gld = evas_object_data_get(obj, "gld");
813    float dx = 0, dy = 0;
814 
815    if (gld->mouse_down)
816      {
817         dx = ev->cur.canvas.x - ev->prev.canvas.x;
818         dy = ev->cur.canvas.y - ev->prev.canvas.y;
819 
820         gld->view_rot[1] += 1.0 * dx;
821         gld->view_rot[0] += 1.0 * dy;
822      }
823 }
824 
825 static void
_mouse_up(void * data EINA_UNUSED,Evas * e EINA_UNUSED,Evas_Object * obj,void * event_info EINA_UNUSED)826 _mouse_up(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj, void *event_info EINA_UNUSED)
827 {
828    GLData *gld = evas_object_data_get(obj, "gld");
829    gld->mouse_down = 0;
830 }
831 
832 //---------------------------//
833 void
test_glview_manygears(void * data EINA_UNUSED,Evas_Object * obj EINA_UNUSED,void * event_info EINA_UNUSED)834 test_glview_manygears(void *data EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
835 {
836    Evas_Object *win, *bg, *bx1, *bx2, *bt_ok, *bt_up, *bt_dn, *gl, *lb;
837    Ecore_Animator *ani;
838    GLData *gld = NULL;
839    char buf[PATH_MAX];
840 
841    // alloc a data struct to hold our relevant gl info in
842    if (!(gld = calloc(1, sizeof(GLData)))) return;
843    gldata_init(gld);
844 
845    // add a Z-depth buffer to the window and try to use GL
846    Eina_Stringshare *accel;
847    accel = eina_stringshare_add(elm_config_accel_preference_get());
848    elm_config_accel_preference_set("gl:depth");
849 
850    // new window - do the usual and give it a name, title and delete handler
851    win = elm_win_util_standard_add("glview_manygears", "GLView Many Gears");
852    elm_win_autodel_set(win, EINA_TRUE);
853 
854    // restore previous accel preference
855    elm_config_accel_preference_set(accel);
856    eina_stringshare_del(accel);
857 
858    // add an image bg
859    bg = elm_bg_add(win);
860    evas_object_size_hint_align_set(bg, EVAS_HINT_FILL, EVAS_HINT_FILL);
861    evas_object_size_hint_weight_set(bg, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
862    elm_bg_color_set(bg, 150, 150, 150);
863    snprintf(buf, sizeof(buf), "%s/images/logo.png", elm_app_data_dir_get());
864    elm_bg_file_set(bg, buf, NULL);
865    elm_win_resize_object_add(win, bg);
866    evas_object_show(bg);
867 
868    bx1 = elm_box_add(win);
869    evas_object_size_hint_weight_set(bx1, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
870    elm_win_resize_object_add(win, bx1);
871    evas_object_show(bx1);
872 
873 
874    // Add a GLView
875    gl = elm_glview_add(win);
876    if (gl)
877      {
878         evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL);
879         evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
880 
881         // Add a glview
882         elm_glview_mode_set(gl, 0
883                             | ELM_GLVIEW_ALPHA
884                             | ELM_GLVIEW_DEPTH
885                             );
886         elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
887         elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ALWAYS);
888         elm_glview_init_func_set(gl, (Elm_GLView_Func_Cb)_init_gl);
889         elm_glview_del_func_set(gl, (Elm_GLView_Func_Cb)_del_gl);
890         elm_glview_resize_func_set(gl, (Elm_GLView_Func_Cb)_resize_gl);
891         elm_glview_render_func_set(gl, (Elm_GLView_Func_Cb)_draw_gl);
892         elm_box_pack_end(bx1, gl);
893         evas_object_show(gl);
894 
895         // Add Mouse/Key Event Callbacks
896         elm_object_focus_set(gl, EINA_TRUE);
897         evas_object_event_callback_add(gl, EVAS_CALLBACK_KEY_DOWN, _key_down, gl);
898         evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_DOWN, _mouse_down, gl);
899         evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_UP, _mouse_up, gl);
900         evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_MOVE, _mouse_move, gl);
901 
902         // Add animator for rendering
903         ani = ecore_animator_add(_anim, gl);
904         evas_object_data_set(gl, "ani", ani);
905         evas_object_data_set(gl, "gld", gld);
906         evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _del, gl);
907 
908         // Add Up/Down Buttons
909         bx2 = elm_box_add(win);
910         elm_box_horizontal_set(bx2, EINA_TRUE);
911         evas_object_size_hint_align_set(bx2, EVAS_HINT_FILL, EVAS_HINT_FILL);
912         evas_object_size_hint_weight_set(bx2, EVAS_HINT_EXPAND, 0.0);
913         evas_object_show(bx2);
914 
915         bt_up = elm_button_add(win);
916         elm_object_text_set(bt_up, "+ Teeth");
917         evas_object_size_hint_align_set(bt_up, EVAS_HINT_FILL, EVAS_HINT_FILL);
918         evas_object_size_hint_weight_set(bt_up, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
919         elm_box_pack_end(bx2, bt_up);
920         evas_object_show(bt_up);
921         evas_object_smart_callback_add(bt_up, "clicked", _on_plus, gl);
922 
923         bt_dn = elm_button_add(win);
924         elm_object_text_set(bt_dn, "- Teeth");
925         evas_object_size_hint_align_set(bt_dn, EVAS_HINT_FILL, EVAS_HINT_FILL);
926         evas_object_size_hint_weight_set(bt_dn, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
927         elm_box_pack_end(bx2, bt_dn);
928         evas_object_show(bt_dn);
929         evas_object_smart_callback_add(bt_dn, "clicked", _on_minus, gl);
930 
931         elm_box_pack_end(bx1, bx2);
932      }
933    else
934      {
935         lb = elm_label_add(bx1);
936         elm_object_text_set(lb, "<align=left> GL backend engine is not supported.<br/>"
937                             " 1. Check your back-end engine or<br/>"
938                             " 2. Run elementary_test with engine option or<br/>"
939                             "    ex) $ <b>ELM_ACCEL=gl</b> elementary_test<br/>"
940                             " 3. Change your back-end engine from elementary_config.<br/></align>");
941         evas_object_size_hint_weight_set(lb, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
942         evas_object_size_hint_align_set(lb, EVAS_HINT_FILL, EVAS_HINT_FILL);
943         elm_box_pack_end(bx1, lb);
944         evas_object_show(lb);
945         free(gld);
946      }
947 
948    // Add Close Button
949    bt_ok = elm_button_add(win);
950    elm_object_text_set(bt_ok, "Close");
951    evas_object_size_hint_align_set(bt_ok, EVAS_HINT_FILL, EVAS_HINT_FILL);
952    evas_object_size_hint_weight_set(bt_ok, EVAS_HINT_EXPAND, 0.0);
953    elm_box_pack_end(bx1, bt_ok);
954    evas_object_show(bt_ok);
955    evas_object_smart_callback_add(bt_ok, "clicked", _on_done, win);
956 
957    evas_object_resize(win, 320, 480);
958    evas_object_show(win);
959 }
960