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path: root/ClientHamr/extantz/extantz.c
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#include "extantz.h"


#define DO_GEARS 0

Eina_Hash *grids;
Eina_Hash *viewers;

static char *gridTest[][3] =
{
    {"3rd Rock Grid", "http://grid.3rdrockgrid.com:8002/", "http://grid.3rdrockgrid.com/3rg_login"},
    {"Infinite Grid", "http://grid.infinitegrid.org:8002/", "http://www.infinitegrid.org/loginscreen.php"},
    {"Second Life Grid", "https://login.agni.lindenlab.com/cgi-bin/login.cgi", "http://secondlife.com/"},
    {NULL, NULL, NULL}
};

static char *accountTest[][3] =
{
    {"3rd Rock Grid", "onefang rejected", "password"},
    {"Infinite Grid", "infinite onefang", "MyB1GSecrit"},
    {"Infinite Grid", "onefang rejected", "MySecrit"},
    {NULL, NULL, NULL}
};


static char *viewerTest[][3] =
{
    {"Imprudence",	"1.4.0 beta 3", ""},
    {"Kokua",		"3.4.4.25633", ""},
    {"meta-impy",	"1.4.0 beta 1.5", ""},
    {"SL",		"v3", ""},
    {NULL, NULL, NULL}
};


static Elm_Genlist_Item_Class *grid_gic = NULL;
static Elm_Genlist_Item_Class *account_gic = NULL;
static Elm_Genlist_Item_Class *viewer_gic = NULL;

static int x, y, w, h;


static const char *img1 = PACKAGE_DATA_DIR "/images/plant_01.jpg";
static const char *img2 = PACKAGE_DATA_DIR "/images/sky_01.jpg";
static const char *img3 = PACKAGE_DATA_DIR "/images/rock_01.jpg";


#define EPHYSICS_TEST_THEME "extantz"


static void free_gear(Gear *gear);

//--------------------------------//
// Gear Stuff.

static GLfloat *vert(GLfloat *p, GLfloat x, GLfloat y, GLfloat z, GLfloat *n)
{
   p[0] = x;
   p[1] = y;
   p[2] = z;
   p[3] = n[0];
   p[4] = n[1];
   p[5] = n[2];

   return p + 6;
}

/*  Draw a gear wheel.  You'll probably want to call this function when
 *  building a display list since we do a lot of trig here.
 *
 *  Input:  inner_radius - radius of hole at center
 *          outer_radius - radius at center of teeth
 *          width - width of gear
 *          teeth - number of teeth
 *          tooth_depth - depth of tooth
 */
static Gear *make_gear(GLData *gld, GLfloat inner_radius, GLfloat outer_radius, GLfloat width, GLint teeth, GLfloat tooth_depth)
{
   GLint i;
   GLfloat r0, r1, r2;
   GLfloat da;
   GLfloat *v;
   Gear *gear;
   double s[5], c[5];
   GLfloat normal[3];
   const int tris_per_tooth = 20;
   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;

   gear->vertices = calloc(teeth * tris_per_tooth * 3 * 6, sizeof *gear->vertices);
   s[4] = 0;
   c[4] = 1;
   v = gear->vertices;
   for (i = 0; i < teeth; i++)
     {
        s[0] = s[4];
        c[0] = c[4];
        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);

        normal[0] = 0.0;
        normal[1] = 0.0;
        normal[2] = 1.0;

        v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);

        v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
        v = vert(v, r2 * c[2], r2 * s[2], width * 0.5, normal);
        v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
        v = vert(v, r1 * c[3], r1 * s[3], width * 0.5, normal);
        v = vert(v, r0 * c[0], r0 * s[0], width * 0.5, normal);
        v = vert(v, r1 * c[4], r1 * s[4], width * 0.5, normal);
        v = vert(v, r0 * c[4], r0 * s[4], width * 0.5, normal);

        v = vert(v, r0 * c[4], r0 * s[4], width * 0.5, normal);
        v = vert(v, r0 * c[0], r0 * s[0], width * 0.5, normal);
        v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
        v = vert(v, r0 * c[0], r0 * s[0], -width * 0.5, normal);

        normal[0] = 0.0;
        normal[1] = 0.0;
        normal[2] = -1.0;

        v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);

        v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
        v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
        v = vert(v, r0 * c[0], r0 * s[0], -width * 0.5, normal);
        v = vert(v, r1 * c[3], r1 * s[3], -width * 0.5, normal);
        v = vert(v, r1 * c[0], r1 * s[0], -width * 0.5, normal);
        v = vert(v, r2 * c[2], r2 * s[2], -width * 0.5, normal);
        v = vert(v, r2 * c[1], r2 * s[1], -width * 0.5, normal);

        v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);

        v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
        v = vert(v, r1 * c[0], r1 * s[0], -width * 0.5, normal);
        v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
        v = vert(v, r2 * c[1], r2 * s[1], -width * 0.5, normal);
        v = vert(v, r2 * c[2], r2 * s[2], width * 0.5, normal);
        v = vert(v, r2 * c[2], r2 * s[2], -width * 0.5, normal);
        v = vert(v, r1 * c[3], r1 * s[3], width * 0.5, normal);
        v = vert(v, r1 * c[3], r1 * s[3], -width * 0.5, normal);
        v = vert(v, r1 * c[4], r1 * s[4], width * 0.5, normal);
        v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);

        v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
     }

   gear->count = (v - gear->vertices) / 6;

   gl->glGenBuffers(1, &gear->vbo);
   gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
   gl->glBufferData(GL_ARRAY_BUFFER, gear->count * 6 * 4, gear->vertices, GL_STATIC_DRAW);


   return gear;
}

static void free_gear(Gear *gear)
{
    free(gear->vertices);
    free(gear);
    gear = NULL;
}

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 draw_gear(GLData *gld, Gear *gear, GLfloat *m, GLfloat x, GLfloat y, GLfloat angle, const GLfloat *color)
{
   Evas_GL_API *gl = gld->glapi;
   GLfloat tmp[16];

   memcpy(tmp, m, sizeof tmp);
   translate(tmp, x, y, 0);
   rotate(tmp, 2 * M_PI * angle / 360.0, 0, 0, 1);
   gl->glUniformMatrix4fv(gld->proj_location, 1, GL_FALSE, tmp);
   gl->glUniform3fv(gld->light_location, 1, gld->light);
   gl->glUniform4fv(gld->color_location, 1, color);

   gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);

   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);
   gl->glEnableVertexAttribArray(0);
   gl->glEnableVertexAttribArray(1);
   gl->glDrawArrays(GL_TRIANGLE_STRIP, 0, gear->count);
}

static void gldata_init(GLData *gld)
{
    gld->useEGL = USE_EGL;
    gld->useIrr = USE_IRR;

    gld->view_rotx = -20.0;
    gld->view_roty = -30.0;
    gld->view_rotz = 0.0;
    gld->angle = 0.0;

    gld->light[0] = 1.0;
    gld->light[1] = 1.0;
    gld->light[2] = -5.0;
}

//-------------------------//

static const char vertex_shader[] =
   "uniform mat4 proj;\n"
   "attribute vec4 position;\n"
   "attribute vec4 normal;\n"
   "varying vec3 rotated_normal;\n"
   "varying vec3 rotated_position;\n"
   "vec4 tmp;\n"
   "void main()\n"
   "{\n"
   "   gl_Position = proj * position;\n"
   "   rotated_position = gl_Position.xyz;\n"
   "   tmp = proj * normal;\n"
   "   rotated_normal = tmp.xyz;\n"
   "}\n";

 static const char fragment_shader[] =
   "#ifdef GL_ES\n"
   "precision mediump float;\n"
   "#endif\n"
   "uniform vec4 color;\n"
   "uniform vec3 light;\n"
   "varying vec3 rotated_normal;\n"
   "varying vec3 rotated_position;\n"
   "vec3 light_direction;\n"
   "vec4 white = vec4(0.5, 0.5, 0.5, 1.0);\n"
   "void main()\n"
   "{\n"
   "   light_direction = normalize(light - rotated_position);\n"
   "   gl_FragColor = color + white * dot(light_direction, rotated_normal);\n"
   "}\n";

static GLuint
load_shader(GLData *gld, GLenum type, const char *shader_src)
{
   Evas_GL_API *gl = gld->glapi;
   GLuint shader;
   GLint compiled = 0;

   // Create the shader object
   if (!(shader = gl->glCreateShader(type))) return 0;
   gl->glShaderSource(shader, 1, &shader_src, NULL);
   // Compile the shader
   gl->glCompileShader(shader);
   gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);

   if (!compiled)
     {
        GLint len = 0;

        gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
        if (len > 1)
          {
             char *info = malloc(sizeof(char) * len);

             if (info)
               {
                  gl->glGetShaderInfoLog(shader, len, NULL, info);
                  printf("Error compiling shader:\n"
                         "%s\n", info);
                  free(info);
               }
          }
        gl->glDeleteShader(shader);
        return 0;
     }
   return shader;
}

static void _resize_gears(GLData *gld, int w, int h)
{
   Evas_GL_API *gl = gld->glapi;

#if DO_GEARS
   GLfloat ar, m[16] = {
      1.0, 0.0, 0.0, 0.0,
      0.0, 1.0, 0.0, 0.0,
      0.0, 0.0, 0.1, 0.0,
      0.0, 0.0, 0.0, 1.0
   };

   // GL Viewport stuff. you can avoid doing this if viewport is all the
   // same as last frame if you want
   if (w < h)
     ar = w;
   else
     ar = h;

   m[0] = 0.1 * ar / w;
   m[5] = 0.1 * ar / h;
   memcpy(gld->proj, m, sizeof gld->proj);
#endif
//   gl->glViewport(0, 0, (GLint) w, (GLint) h);
}

static void on_pixels(void *data, Evas_Object *obj)
{
    static int count = 0;
    int w, h;
    GLData *gld = data;
    if (!gld)
	return;

    Evas_GL_API *gl = gld->glapi;

    // get the image size in case it changed with evas_object_image_size_set()
    if (gld->r1)
	evas_object_image_size_get(gld->r1, &w, &h);

    if (gld->useEGL)
    {
	// Yes, we DO need to do our own make current, coz aparently the Irrlicht one is useless.
	evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
//	gl->glViewport(0, 0, (GLint) w/2, (GLint) h);
    }

    if (!gld->doneIrr)
	gld->doneIrr = startIrr(gld);	// Needs to be after gld->win is shown, and needs to be done in the render thread.

    drawIrr_start(gld);

    if (gld->useEGL)
    {
#if DO_GEARS
	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 };
	GLfloat m[16];

	// set up the context and surface as the current one
//	if (!gld->useIrr)
//	    evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);

	// GL Viewport stuff. you can avoid doing this if viewport is all the
	// same as last frame if you want
	// TODO - might want to do this in response to some sort of resize event instead.  Looks like it's needed to run once at least anyway.
//	if (count == 0)
	    _resize_gears(gld, w, h/2);

	// Draw the gears.
//	if (!gld->useIrr)
//	    gl->glClearColor(0.8, 0.8, 0.1, 0.1);
//	if (!gld->useIrr)
//	    gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	memcpy(m, gld->proj, sizeof m);
	rotate(m, 2 * M_PI * gld->view_rotx / 360.0, 1, 0, 0);
	rotate(m, 2 * M_PI * gld->view_roty / 360.0, 0, 1, 0);
	rotate(m, 2 * M_PI * gld->view_rotz / 360.0, 0, 0, 1);

	draw_gear(gld, gld->gear1, m, -3.0, -2.0, gld->angle, red);
	draw_gear(gld, gld->gear2, m, 3.1, -2.0, -2 * gld->angle - 9.0, green);
	draw_gear(gld, gld->gear3, m, -3.1, 4.2, -2 * gld->angle - 25.0, blue);
	gld->angle += 2.0;
#endif
    }

    drawIrr_end(gld);
    count++;
}

static void
on_del(void *data, Evas *e, Evas_Object *obj, void *event_info)
{
   // on delete of our object clean up some things that don't get auto
   // deleted for us as they are not intrinsically bound to the image
   // object as such (you could use the same context and surface across
   // multiple image objects and re-use the evasgl handle too multiple times.
   // here we bind them to 1 object only though by doing this.
   GLData *gld = data;
   if (!gld) return;
   Evas_GL_API *gl = gld->glapi;

    ecore_animator_del(gld->animator);

    if (gld->useEGL)
    {
	// Do a make_current before deleting all the GL stuff.
	evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);

#if DO_GEARS
	gl->glDeleteShader(gld->vtx_shader);
	gl->glDeleteShader(gld->fgmt_shader);
	gl->glDeleteProgram(gld->program);

	gl->glDeleteBuffers(1, &gld->gear1->vbo);
	gl->glDeleteBuffers(1, &gld->gear2->vbo);
	gl->glDeleteBuffers(1, &gld->gear3->vbo);

	free_gear(gld->gear1);
	free_gear(gld->gear2);
	free_gear(gld->gear3);
#endif

	// Irrlicht wants to destroy the context and surface, so only do this if Irrlicht wont.
	if (!gld->doneIrr)
	{
	    evas_gl_surface_destroy(gld->evasgl, gld->sfc);
	    evas_gl_context_destroy(gld->evasgl, gld->ctx);
	}
	// TODO - hope this is OK, considering the context and surface might get dealt with by Irrlicht.
	// Might be better to teach Irrlicht to not destroy shit it did not create.
	evas_gl_config_free(gld->cfg);
	evas_gl_free(gld->evasgl);
    }

    // TODO - Since this is created on the render thread, better hope this is being deleted on the render thread.
    finishIrr(gld);

   free(gld);
}

static Eina_Bool doFrame(void *data)
{
    GLData *gld = data;

    // Mark the pixels as dirty, so they get rerendered each frame, then Irrlicht can draw it's stuff each frame.
    // This causes on_pixel to be triggered by Evas_GL.
    if (gld->r1)
	evas_object_image_pixels_dirty_set(gld->r1, EINA_TRUE);

    // If not using Evas_GL, we need to call on_pixel() manually.
    if (!gld->useEGL)
	on_pixels(gld, gld->r1);

    return EINA_TRUE;
}

static void init_evas_gl(GLData *gld, int w, int h)
{
   Ecore_Evas  *ee;
   Evas *canvas;
   Evas_Native_Surface ns;

    if (!gld->useEGL)
	return;

    w -= 10;
    h -= 10;
    h = h / 2;

    ee = ecore_evas_ecore_evas_get(evas_object_evas_get(gld->win));
    canvas = ecore_evas_get(ee);

    //-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
    //-//
    // get the evas gl handle for doing gl things
    gld->evasgl = evas_gl_new(canvas);
    gld->glapi = evas_gl_api_get(gld->evasgl);

    // Set a surface config
    gld->cfg = evas_gl_config_new();
    gld->cfg->color_format = EVAS_GL_RGBA_8888;
    gld->cfg->depth_bits   = EVAS_GL_DEPTH_BIT_32;
    gld->cfg->stencil_bits = EVAS_GL_STENCIL_NONE;
    gld->cfg->options_bits = EVAS_GL_OPTIONS_DIRECT;

    // create a surface and context
    gld->sfc_w = w;
    gld->sfc_h = h;
    gld->sfc = evas_gl_surface_create(gld->evasgl, gld->cfg, w, h);
    gld->ctx = evas_gl_context_create(gld->evasgl, NULL);		// The second NULL is for sharing contexts I think, which might be what we want to do with Irrlicht.
    //-//
    //-//-//-// END GL INIT BLOB

   // set up the image object. a filled one by default
   gld->r1 = evas_object_image_filled_add(canvas);
    evas_object_size_hint_align_set(gld->r1, EVAS_HINT_FILL, EVAS_HINT_FILL);
    evas_object_size_hint_weight_set(gld->r1, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
   // when the object is deleted - call the on_del callback. like the above,
   // this is just being clean
   evas_object_event_callback_add(gld->r1, EVAS_CALLBACK_DEL, on_del, gld);
   // set up an actual pixel size fot the buffer data. it may be different
   // to the output size. any windowing system has something like this, just
   // evas has 2 sizes, a pixel size and the output object size
   evas_object_image_size_set(gld->r1, w, h);
   // set up the native surface info to use the context and surface created
   // above

    // The ELM version does these as well.
//    elm_glview_resize_policy_set(gld->gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);			// Destroy the current surface on a resize and create a new one.
//    elm_glview_render_policy_set(gld->gl, ELM_GLVIEW_RENDER_POLICY_ALWAYS);			// Always render, even if not visible.

    //-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
    //-//
    evas_gl_native_surface_get(gld->evasgl, gld->sfc, &ns);
    evas_object_image_native_surface_set(gld->r1, &ns);
    evas_object_image_pixels_get_callback_set(gld->r1, on_pixels, gld);
    //-//
    //-//-//-// END GL INIT BLOB

    evas_object_show(gld->r1);
    elm_box_pack_end(gld->bx, gld->r1);

    evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);

    gld->glapi->glEnable(GL_CULL_FACE);
    gld->glapi->glEnable(GL_DEPTH_TEST);
    gld->glapi->glEnable(GL_BLEND);
    gld->glapi->glViewport(0, 0, (GLint) w, (GLint) h);

#if DO_GEARS
    GLint linked = 0;

    // Load the vertex/fragment shaders
    gld->vtx_shader  = load_shader(gld, GL_VERTEX_SHADER, vertex_shader);
    gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, fragment_shader);

    // Create the program object
    if (!(gld->program = gld->glapi->glCreateProgram()))
	return;

    gld->glapi->glAttachShader(gld->program, gld->vtx_shader);
    gld->glapi->glAttachShader(gld->program, gld->fgmt_shader);

    // Bind shader attributes.
    gld->glapi->glBindAttribLocation(gld->program, 0, "position");
    gld->glapi->glBindAttribLocation(gld->program, 1, "normal");
    // Link the program
    gld->glapi->glLinkProgram(gld->program);
    gld->glapi->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);

    if (!linked)
    {
	GLint len = 0;

	gld->glapi->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &len);
	if (len > 1)
	{
	    char *info = malloc(sizeof(char) * len);

	    if (info)
	    {
		gld->glapi->glGetProgramInfoLog(gld->program, len, NULL, info);
		printf("Error linking program:\n%s\n", info);
		free(info);
	    }
	}
	gld->glapi->glDeleteProgram(gld->program);
    }

    gld->glapi->glUseProgram(gld->program);
    gld->proj_location  = gld->glapi->glGetUniformLocation(gld->program, "proj");
    gld->light_location = gld->glapi->glGetUniformLocation(gld->program, "light");
    gld->color_location = gld->glapi->glGetUniformLocation(gld->program, "color");

    /* make the gears */
    gld->gear1 = make_gear(gld, 1.0, 4.0, 1.0, 20, 0.7);
    gld->gear2 = make_gear(gld, 0.5, 2.0, 2.0, 10, 0.7);
    gld->gear3 = make_gear(gld, 1.3, 2.0, 0.5, 10, 0.7);
#endif

    // NOTE: if you delete r1, this animator will keep running trying to access
    // r1 so you'd better delete this animator with ecore_animator_del() or
    // structure how you do animation differently. you can also attach it like
    // evasgl, sfc, etc. etc. if this animator is specific to this object
    // only and delete it in the del handler for the obj.
    //
    // TODO - apparently the proper way to deal with the new async rendering is to have this animator do the dirty thing, and call the Irrlicht rendering stuff in the on_pixel call set above.
    //        That still leaves the problem of the Irrlicht setup being in the main thread.  Which also should be done in on_pixel, as that's done in the correct thread.
//    ecore_animator_frametime_set(1.0);
    gld->animator = ecore_animator_add(doFrame, gld);	// This animator will be called every frame tick, which defaults to 1/30 seconds.

    return;
}


//-------------------------//


static Evas_Object *_content_image_new(Evas_Object *parent, const char *img)
{
   Evas_Object *ic;

   ic = elm_icon_add(parent);
   elm_image_file_set(ic, img, NULL);
   return ic;
}

static void _promote(void *data, Evas_Object *obj , void *event_info )
{
   elm_naviframe_item_promote(data);
}

static void _on_done(void *data, Evas_Object *obj, void *event_info)
{
    evas_object_del((Evas_Object*)data);
    elm_exit();
}

static char *_grid_label_get(void *data, Evas_Object *obj, const char *part)
{
    ezGrid *thisGrid = data;
    char buf[256];

    if (!strcmp(part, "elm.text"))
    {
	int count = eina_clist_count(&(thisGrid->accounts));

	if (0 == count)
	    snprintf(buf, sizeof(buf), "%s (no accounts)", thisGrid->name);
	else if (1 == count)
	    snprintf(buf, sizeof(buf), "%s (%d account)", thisGrid->name, count);
	else
	    snprintf(buf, sizeof(buf), "%s (%d accounts)", thisGrid->name, count);
    }
    else
	snprintf(buf, sizeof(buf), "%s", thisGrid->loginURI);
    return strdup(buf);
}

static Evas_Object *_grid_content_get(void *data, Evas_Object *obj, const char *part)
{
    ezGrid *thisGrid = data;
    Evas_Object *ic = elm_icon_add(obj);

    if (!strcmp(part, "elm.swallow.icon"))
	elm_icon_standard_set(ic, thisGrid->icon);

    evas_object_size_hint_aspect_set(ic, EVAS_ASPECT_CONTROL_VERTICAL, 1, 1);
    return ic;
}

static char * _account_label_get(void *data, Evas_Object *obj, const char *part)
{
    ezAccount *thisAccount = data;
    char buf[256];

    buf[0] = '\0';
    if (!strcmp(part, "elm.text"))
	snprintf(buf, sizeof(buf), "%s", thisAccount->name);

    return strdup(buf);
}

static Evas_Object *_account_content_get(void *data, Evas_Object *obj, const char *part)
{
    ezAccount *thisAccount = data;
    Evas_Object *ic = elm_icon_add(obj);

    if (!strcmp(part, "elm.swallow.icon"))
	elm_icon_standard_set(ic, thisAccount->icon);

    evas_object_size_hint_aspect_set(ic, EVAS_ASPECT_CONTROL_VERTICAL, 1, 1);
    return ic;
}

static char *_viewer_label_get(void *data, Evas_Object *obj, const char *part)
{
    ezViewer *thisViewer = data;
    char buf[256];

    if (!strcmp(part, "elm.text"))
	snprintf(buf, sizeof(buf), "%s", thisViewer->name);
    else
	snprintf(buf, sizeof(buf), "%s", thisViewer->version);
    return strdup(buf);
}

static Evas_Object *_viewer_content_get(void *data, Evas_Object *obj, const char *part)
{
    ezViewer *thisViewer = data;
    Evas_Object *ic = elm_icon_add(obj);

    if (!strcmp(part, "elm.swallow.icon"))
	elm_icon_standard_set(ic, thisViewer->icon);

    evas_object_size_hint_aspect_set(ic, EVAS_ASPECT_CONTROL_VERTICAL, 1, 1);
    return ic;
}


static void _grid_sel_cb(void *data, Evas_Object *obj, void *event_info)
{
    ezGrid *thisGrid = data;
    char buf[PATH_MAX];

//    sprintf(buf, "dillo -f -g '%dx%d+%d+%d' %s &", w - (w / 5), h - 30, w / 5, y, thisGrid->splashPage);
    sprintf(buf, "uzbl -g '%dx%d+%d+%d' -u %s &", w - (w / 5), h - 30, w / 5, y, thisGrid->splashPage);
    printf("%s   ### genlist obj [%p], item pointer [%p]\n", buf, obj, event_info);
    system(buf);
}

EAPI_MAIN int elm_main(int argc, char **argv)
{
    Evas_Object *bg, *tb, *bt, *menu, *nf, *tab, *gridList, *viewerList;
    Elm_Object_Item *tb_it, *menu_it, *tab_it;
    EPhysics_Body *boundary;
    EPhysics_World *world;
    EPhysics_Body *box_body1, *box_body2;
    Evas_Object *box1, *box2;
    GLData *gld = NULL;
    int i;
    Eina_Bool gotWebKit = elm_need_web();	// Initialise ewebkit if it exists, or return EINA_FALSE if it don't.

/* raster says doing this is a good idea... 
    // if you want efl to handle finding your bin/lib/data dirs for u, you must do this below.
    elm_app_info_set(elm_main, "datadir", "some-data-file");
    elm_app_compile_bin_dir_set(PACKAGE_BIN_DIR);
    elm_app_compile_data_dir_set(PACKAGE_DATA_DIR);
*/

// Raster says these are set via the elementary_config tool, which is hard to find.
    elm_config_finger_size_set(0);
    elm_config_scale_set(1.0);

    // alloc a data struct to hold our relevant gl info in
    if (!(gld = calloc(1, sizeof(GLData)))) return;
    gldata_init(gld);

    // Set the engine to opengl_x11
    if (gld->useEGL)
	elm_config_preferred_engine_set("opengl_x11");
    else
	elm_config_preferred_engine_set("software_x11");
    gld->win = elm_win_util_standard_add("extantz", "GLView");
    // Set preferred engine back to default from config
    elm_config_preferred_engine_set(NULL);

    if (!ephysics_init())
	return 1;

    elm_win_title_set(gld->win, "extantz virtual world manager");
    evas_object_smart_callback_add(gld->win, "delete,request", _on_done, NULL);

    elm_win_screen_size_get(gld->win, &x, &y, &w, &h);
    w = w / 5;
    h = h - 30;

    bg = elm_bg_add(gld->win);
    elm_bg_load_size_set(bg, w, h);
    elm_bg_option_set(bg, ELM_BG_OPTION_CENTER);
    snprintf(buf, sizeof(buf), "%s/images/sky_03.jpg", elm_app_data_dir_get());
    elm_bg_file_set(bg, buf, NULL);
    evas_object_size_hint_weight_set(bg, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
    elm_win_resize_object_add(gld->win, bg);
    evas_object_show(bg);

    gld->bx = elm_box_add(gld->win);
    elm_win_resize_object_add(gld->win, gld->bx);
    evas_object_size_hint_weight_set(gld->bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
    evas_object_size_hint_align_set(gld->bx, EVAS_HINT_FILL, EVAS_HINT_FILL);
    evas_object_show(gld->bx);

    // A tab thingy.
    tb = elm_toolbar_add(gld->win);
    evas_object_size_hint_weight_set(tb, EVAS_HINT_EXPAND, 0.0);
    evas_object_size_hint_align_set(tb, EVAS_HINT_FILL, EVAS_HINT_FILL);
    evas_object_show(tb);

    // Menu.
    evas_object_size_hint_weight_set(tb, EVAS_HINT_EXPAND, 0.0);
    evas_object_size_hint_align_set(tb, EVAS_HINT_FILL, EVAS_HINT_FILL);
    tb_it = elm_toolbar_item_append(tb, NULL, "Menu", NULL, NULL);	elm_toolbar_item_menu_set(tb_it, EINA_TRUE);	menu = elm_toolbar_item_menu_get(tb_it);
    elm_menu_item_add(menu, NULL, NULL, "preferences", NULL, NULL);
    menu_it = elm_menu_item_add(menu, NULL, NULL, "advanced", NULL, NULL);
    elm_menu_item_add(menu, menu_it, NULL, "debug settings", NULL, NULL);
    elm_menu_item_separator_add(menu, NULL);
    menu_it = elm_menu_item_add(menu, NULL, NULL, "help", NULL, NULL);
    elm_menu_item_add(menu, menu_it, NULL, "grid help", NULL, NULL);
    elm_menu_item_separator_add(menu, menu_it);
    elm_menu_item_add(menu, menu_it, NULL, "extantz blogs", NULL, NULL);
    elm_menu_item_add(menu, menu_it, NULL, "extantz forum", NULL, NULL);
    elm_menu_item_separator_add(menu, menu_it);
    elm_menu_item_add(menu, menu_it, NULL, "about extantz", NULL, NULL);
    elm_menu_item_separator_add(menu, menu_it);
    elm_menu_item_add(menu, NULL, NULL, "quit", _on_done, gld->win);
    elm_toolbar_menu_parent_set(tb, gld->win);

    // Grids stuff
    gridList = elm_genlist_add(gld->win);
    grids = eina_hash_stringshared_new(free);

    grid_gic = elm_genlist_item_class_new();
    grid_gic->item_style = "double_label";
    grid_gic->func.text_get = _grid_label_get;
    grid_gic->func.content_get = _grid_content_get;
    grid_gic->func.state_get = NULL;
    grid_gic->func.del = NULL;
    for (i = 0; NULL != gridTest[i][0]; i++)
    {
	ezGrid *thisGrid = calloc(1, sizeof(ezGrid));
	
	if (thisGrid)
	{
	    eina_clist_init(&(thisGrid->accounts));
	    eina_clist_init(&(thisGrid->landmarks));
	    thisGrid->name		= gridTest[i][0];
	    thisGrid->loginURI		= gridTest[i][1];
	    thisGrid->splashPage 	= gridTest[i][2];
	    thisGrid->icon		= "folder";
	    thisGrid->item = elm_genlist_item_append(gridList, grid_gic, thisGrid, NULL, ELM_GENLIST_ITEM_TREE, _grid_sel_cb, thisGrid);
	    eina_hash_add(grids, thisGrid->name, thisGrid);
	}
    }

    account_gic = elm_genlist_item_class_new();
    account_gic->item_style = "default";
    account_gic->func.text_get = _account_label_get;
    account_gic->func.content_get = _account_content_get;
    account_gic->func.state_get = NULL;
    account_gic->func.del = NULL;
    for (i = 0; NULL != accountTest[i][0]; i++)
    {
	ezAccount *thisAccount = calloc(1, sizeof(ezAccount));
	ezGrid *grid = eina_hash_find(grids, accountTest[i][0]);
	
	if (thisAccount && grid)
	{
	    thisAccount->name		= accountTest[i][1];
	    thisAccount->password 	= accountTest[i][2];
	    thisAccount->icon		= "file";
	    elm_genlist_item_append(gridList, account_gic, thisAccount, grid->item, ELM_GENLIST_ITEM_NONE, NULL, NULL);
	    eina_clist_add_tail(&(grid->accounts), &(thisAccount->grid));
	}
    }

    // Viewers stuff
    viewerList = elm_genlist_add(gld->win);
    viewer_gic = elm_genlist_item_class_new();
    viewer_gic->item_style = "double_label";
    viewer_gic->func.text_get = _viewer_label_get;
    viewer_gic->func.content_get = _viewer_content_get;
    viewer_gic->func.state_get = NULL;
    viewer_gic->func.del = NULL;
    for (i = 0; NULL != viewerTest[i][0]; i++)
    {
	ezViewer *thisViewer = calloc(1, sizeof(ezViewer));
	
	if (thisViewer)
	{
	    thisViewer->name		= viewerTest[i][0];
	    thisViewer->version		= viewerTest[i][1];
	    thisViewer->path		= viewerTest[i][2];
	    thisViewer->icon		= "file";
	    thisViewer->item = elm_genlist_item_append(viewerList, viewer_gic, thisViewer, NULL, ELM_GENLIST_ITEM_NONE, NULL, NULL);
	}
    }

    // Toolbar pages
    nf = elm_naviframe_add(gld->win);
    evas_object_size_hint_weight_set(nf, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
    evas_object_size_hint_align_set(nf, EVAS_HINT_FILL, EVAS_HINT_FILL);
    evas_object_show(nf);
    tab = viewerList;				tab_it = elm_naviframe_item_push(nf, NULL, NULL, NULL, tab, NULL);	elm_naviframe_item_title_visible_set(tab_it, EINA_FALSE);	elm_toolbar_item_append(tb, NULL, "Viewers", _promote, tab_it);
    tab = _content_image_new(gld->win, img3);	tab_it = elm_naviframe_item_push(nf, NULL, NULL, NULL, tab, NULL);	elm_naviframe_item_title_visible_set(tab_it, EINA_FALSE);	elm_toolbar_item_append(tb, NULL, "Landmarks", _promote, tab_it);
    tab = gridList;				tab_it = elm_naviframe_item_push(nf, NULL, NULL, NULL, tab, NULL);	elm_naviframe_item_title_visible_set(tab_it, EINA_FALSE);	elm_toolbar_item_append(tb, NULL, "Grids", _promote, tab_it);

    bt = elm_button_add(gld->win);
    elm_object_text_set(bt, "Login");
    evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL);
    evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0);
    evas_object_show(bt);
//    evas_object_smart_callback_add(bt, "clicked", NULL, NULL);

#if USE_PHYSICS
    // ePhysics stuff.
    world = ephysics_world_new();
    ephysics_world_render_geometry_set(world, 0, 0, -50, w, h, 100);

    boundary = ephysics_body_bottom_boundary_add(world);
    ephysics_body_restitution_set(boundary, 1);
    ephysics_body_friction_set(boundary, 0);

    boundary = ephysics_body_top_boundary_add(world);
    ephysics_body_restitution_set(boundary, 1);
    ephysics_body_friction_set(boundary, 0);

    boundary = ephysics_body_left_boundary_add(world);
    ephysics_body_restitution_set(boundary, 1);
    ephysics_body_friction_set(boundary, 0);

    boundary = ephysics_body_right_boundary_add(world);
    ephysics_body_restitution_set(boundary, 1);
    ephysics_body_friction_set(boundary, 0);

    box1 = elm_image_add(gld->win);
    elm_image_file_set(box1, PACKAGE_DATA_DIR "/" EPHYSICS_TEST_THEME ".edj", "blue-cube");
    evas_object_move(box1, w / 2 - 80, h - 200);
    evas_object_resize(box1, 70, 70);
    evas_object_show(box1);

    box_body1 = ephysics_body_box_add(world);
    ephysics_body_evas_object_set(box_body1, box1, EINA_TRUE);
    ephysics_body_restitution_set(box_body1, 0.7);
    ephysics_body_friction_set(box_body1, 0);
    ephysics_body_linear_velocity_set(box_body1, -150, 200, 0);
    ephysics_body_angular_velocity_set(box_body1, 0, 0, 36);
    ephysics_body_sleeping_threshold_set(box_body1, 0.1, 0.1);

    box2 = elm_image_add(gld->win);
    elm_image_file_set(box2, PACKAGE_DATA_DIR "/" EPHYSICS_TEST_THEME ".edj", "purple-cube");
    evas_object_move(box2, w / 2 + 10, h - 200);
    evas_object_resize(box2, 70, 70);
    evas_object_show(box2);

    box_body2 = ephysics_body_box_add(world);
    ephysics_body_evas_object_set(box_body2, box2, EINA_TRUE);
    ephysics_body_restitution_set(box_body2, 0.7);
    ephysics_body_friction_set(box_body2, 0);
    ephysics_body_linear_velocity_set(box_body2, 80, -60, 0);
    ephysics_body_angular_velocity_set(box_body2, 0, 0, 360);
    ephysics_body_sleeping_threshold_set(box_body2, 0.1, 0.1);

    ephysics_world_gravity_set(world, 0, 0, 0);
#endif

    elm_box_pack_end(gld->bx, tb);
    elm_box_pack_end(gld->bx, nf);
    elm_box_pack_end(gld->bx, bt);

    // This does an elm_box_pack_end(), so needs to be after the others.
    init_evas_gl(gld, w, h);

    // Menu should be above everything else.
    // Which apparently wont work.
    evas_object_raise(menu);

    evas_object_move(gld->win, x, y);
    evas_object_resize(gld->win, w, h);
    evas_object_show(gld->win);

    elm_run();

#if USE_PHYSICS
    ephysics_world_del(world);
    ephysics_shutdown();
#endif

    elm_shutdown();

    return 0;
}
ELM_MAIN()