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#include <Elementary.h>
#include <elm_widget_glview.h>
#include <Evas_GL.h>
#include <EPhysics.h>
#ifdef GL_GLES
#include <EGL/egl.h>
#include <EGL/eglext.h>
#else
# include <GL/glext.h>
# include <GL/glx.h>
#endif
#ifdef __cplusplus
extern "C"{
#else
// Irrlicht stuff. It's C++, so we gotta use incomplete types.
typedef struct IrrlichtDevice IrrlichtDevice;
typedef struct IVideoDriver IVideoDriver;
typedef struct ISceneManager ISceneManager;
#endif
#define USE_PHYSICS 1
#define USE_EGL 1
#define USE_IRR 1
typedef enum
{
EZP_NONE,
EZP_AURORA,
EZP_OPENSIM,
EZP_SECOND_LIFE,
EZP_SLEDJHAMR,
EZP_TRITIUM
} ezPlatform;
typedef struct
{
char *name;
char *version; // Version string.
char *path; // OS filesystem path to the viewer install.
char *icon;
uint16_t tag; // The UUID of the texture used in the avatar bake hack.
uint8_t r, g, b; // Colour used for the in world tag.
Elm_Object_Item *item;
} ezViewer;
typedef struct
{
Eina_Clist accounts;
Eina_Clist landmarks;
char *name;
char *loginURI;
char *splashPage;
char *helperURI;
char *website;
char *supportPage;
char *registerPage;
char *passwordPage;
char *icon;
ezPlatform platform;
ezViewer *viewer;
Elm_Object_Item *item;
} ezGrid;
typedef struct
{
Eina_Clist grid;
char *name;
char *password; // Think we need to pass unencrypted passwords to the viewer. B-(
char *icon;
ezViewer *viewer;
} ezAccount;
typedef struct
{
Eina_Clist grid;
char *name;
char *sim;
char *screenshot;
short x, y, z;
} ezLandmark;
typedef struct _Gear Gear;
typedef struct _GLData GLData;
struct _Gear
{
GLfloat *vertices;
GLuint vbo;
int count;
};
// GL related data here.
struct _GLData
{
Evas_Object *win;
Evas_GL_Context *ctx;
Evas_GL_Surface *sfc;
Evas_GL_Config *cfg;
Evas_GL *evasgl;
Evas_GL_API *glapi;
GLuint program;
GLuint vtx_shader;
GLuint fgmt_shader;
int sfc_w, sfc_h;
int useEGL : 1;
int useIrr : 1;
int doneIrr : 1;
Evas_Object *bx, *r1;
Ecore_Animator *animator;
IrrlichtDevice *device; // IrrlichtDevice
IVideoDriver *driver; // IVideoDriver
ISceneManager *smgr; // ISceneManager
// Gear Stuff
GLfloat view_rotx;
GLfloat view_roty;
GLfloat view_rotz;
Gear *gear1;
Gear *gear2;
Gear *gear3;
GLfloat angle;
GLuint proj_location;
GLuint light_location;
GLuint color_location;
GLfloat proj[16];
GLfloat light[3];
};
EAPI int startIrr(GLData *gld);
EAPI void drawIrr_start(GLData *gld);
EAPI void drawIrr_end(GLData *gld);
EAPI void finishIrr(GLData *gld);
#ifdef __cplusplus
}
#endif
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