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