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#define USE_EO 0
#define USE_PHYSICS 1
#define USE_EGL 1 // If using Evas_GL, though it might be via Elm.
#define USE_ELM_GL 1
#define USE_IRR 1
#define USE_DEMO 1
#define DO_GEARS 0
#include "SledjHamr.h"
#include <elm_widget_glview.h>
#include <Evas_GL.h>
#include <EPhysics.h>
#include "extantzCamera.h"
#ifdef GL_GLES
#include <EGL/egl.h>
#include <EGL/eglext.h>
#else
# include <GL/glext.h>
# include <GL/glx.h>
#endif
#ifdef __cplusplus
/*
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
you want to use a class of the engine, you have to write irr:: before the name
of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
To get rid of the irr:: in front of the name of every class, we tell the
compiler that we use that namespace from now on, and we will not have to write
irr:: anymore.
*/
using namespace irr;
/*
There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
read a detailed description of them in the documentation by clicking on the top
menu item 'Namespace List' or by using this link:
http://irrlicht.sourceforge.net/docu/namespaces.html
Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
example simple. Hence, we tell the compiler again that we do not want always to
write their names.
*/
using namespace core;
using namespace scene;
using namespace video;
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;
typedef struct ICameraSceneNode ICameraSceneNode;
#endif
#define CRI(...) EINA_LOG_DOM_CRIT(_log_domain, _VA_ARGS__)
#define ERR(...) EINA_LOG_DOM_ERR(_log_domain, __VA_ARGS__)
#define WRN(...) EINA_LOG_DOM_WARN(_log_domain, __VA_ARGS__)
#define INF(...) EINA_LOG_DOM_INFO(_log_domain, __VA_ARGS__)
#define DBG(...) EINA_LOG_DOM_DBG(_log_domain, __VA_ARGS__)
extern int _log_domain;
typedef struct _Gear Gear;
typedef struct _GLData GLData;
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;
GLData *gld; // Just a temporary evil hack to pass gld to _grid_sel_cb().
} 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;
struct _Gear
{
GLfloat *vertices;
GLuint vbo;
int count;
};
// GL related data here.
struct _GLData
{
Evas_Object *win, *winwin;
Ecore_Evas *ee;
Evas *canvas;
Evas_Native_Surface ns;
Evas_GL_Context *ctx;
Evas_GL_Surface *sfc;
Evas_GL_Config *cfg;
Evas_GL *evasGl; // The Evas way.
Evas_Object *elmGl; // The Elm way.
Evas_GL_API *glApi;
GLuint program;
GLuint vtx_shader;
GLuint fgmt_shader;
int scr_w, scr_h; // The size of the screen.
int win_w, win_h; // The size of the window.
int win_x, win_y; // The position of the window.
int sfc_w, sfc_h; // This is what Irrlicht is using, size of the GL image surface / glview.
int img_w, img_h; // Size of the viewport. DON'T reuse sfc_* here. Despite the fach that sfc_* is only used in the init when Irricht is disabled? WTF?
int useEGL : 1;
int useIrr : 1;
int doneIrr : 1;
int gearsInited : 1;
int resized : 1;
Evas_Object *bx, *r1;
Ecore_Animator *animator;
IrrlichtDevice *device;
IVideoDriver *driver;
ISceneManager *smgr;
ICameraSceneNode *camera;
cameraMove *move;
// 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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