--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/extras/gles_demo.py Tue Feb 16 10:07:05 2010 +0530
@@ -0,0 +1,183 @@
+#
+# gles_demo.py
+#
+# Copyright (c) 2006-2007 Nokia Corporation
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+#
+
+import appuifw, sys, e32, time
+from glcanvas import *
+from gles import *
+from key_codes import *
+
+class GLESDemo:
+ varray = array(GL_BYTE, 3, [
+ -1,1,1, 1,1,1, 1,-1,1, -1,-1,1,
+ -1,1,-1, 1,1,-1, 1,-1,-1, -1,-1,-1
+ ])
+
+ indices = array(GL_UNSIGNED_BYTE, 3, [
+ 1,0,3, 1,3,2, 2,6,5, 2,5,1, 7,4,5, 7,5,6,
+ 0,4,7, 0,7,3, 5,4,0, 5,0,1, 3,7,6, 3,6,2
+ ])
+
+ colors = array(GL_UNSIGNED_BYTE, 4, [
+ 0,255,0,255, 0,0,255,255, 0,255,0,255, 255,0,0,255,
+ 0,0,255,255, 255,0,0,255, 0,0,255,255, 0,255,0,255
+ ])
+
+ texcoords = array(GL_BYTE, 2, [
+ 0,0, 0,1, 1,0, 1,1, 0,0, 0,1, 1,0, 1,1
+ ] )
+
+ # initialize texture array (just used for passing texture data to glTexImage2D or glTexSubImage2D...)
+ texture = array(GL_UNSIGNED_BYTE, 4, [
+ 255,0,0,255, 255,0,0,255, 0,255,0,255, 0,255,0,255,
+ 255,0,0,255, 255,0,0,255, 0,255,0,255, 0,255,0,255,
+ 0,0,255,255, 0,0,255,255, 0,255,255,255, 0,255,255,255,
+ 0,0,255,255, 0,0,255,255, 0,255,255,255, 0,255,255,255,
+ ] )
+
+ def __init__(self):
+ """Initializes OpenGL ES, sets the vertex and color arrays and pointers,
+and selects the shading mode."""
+ # It's best to set these before creating the GL Canvas
+ self.iFrame=0
+ self.exitflag = False
+
+ self.render=0
+
+ self.old_body=appuifw.app.body
+ try:
+ self.canvas=GLCanvas(redraw_callback=self.redraw)
+ appuifw.app.body=self.canvas
+ except Exception,e:
+ appuifw.note(u"Exception: %s" % (e))
+ self.set_exit()
+ return
+
+ appuifw.app.menu = [
+ (u"Exit", self.set_exit)
+ ]
+
+ self.initgl()
+ self.render=1
+
+ def initgl(self):
+ # Initialize texture stuff
+ self.texhandle = glGenTextures( 1 )
+ glBindTexture(GL_TEXTURE_2D, self.texhandle)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, self.texture)
+ glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)
+
+ # Disable mip mapping
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR )
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR )
+
+ # Initialize array pointers
+ glVertexPointerb(self.varray)
+
+ glColorPointerub(self.colors)
+ glTexCoordPointerb(self.texcoords)
+ glEnableClientState(GL_VERTEX_ARRAY)
+ glEnableClientState(GL_COLOR_ARRAY)
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY)
+
+ # Set up state
+ glEnable(GL_CULL_FACE)
+ glEnable(GL_TEXTURE_2D)
+ glDisable(GL_DEPTH_TEST)
+ glClearColorx(0,0,0,65536)
+ glClear(GL_COLOR_BUFFER_BIT)
+
+ glViewport(0, 0, self.canvas.size[0], self.canvas.size[1])
+ glMatrixMode( GL_PROJECTION )
+ glFrustumf( -1.0, 1.0, -1.0, 1.0, 3.0, 1000.0 )
+ glMatrixMode( GL_MODELVIEW )
+ glLoadIdentity()
+ glTranslatef(0,0,-100.0)
+ glScalef(15,15,15)
+
+ glLoadIdentity()
+ glTranslatef(0,0,-100.0)
+ glScalef(15,15,15)
+
+ def redraw(self,frame=None):
+ """Draws and animates the objects.
+The frame number determines the amount of rotation."""
+ if self.render != 1:
+ return
+ self.iFrame += 1
+
+ glClear(GL_COLOR_BUFFER_BIT)
+
+ glPushMatrix()
+ glTranslatef(-2,-2,-2)
+ glRotatef(self.iFrame/1.1, 5,2,3)
+ glMatrixMode( GL_TEXTURE )
+ glLoadIdentity()
+ glRotatef(self.iFrame/0.7, 0.5, 0.7, 0.2)
+ glScalef(10,10,10)
+ glMatrixMode( GL_MODELVIEW )
+ glDrawElementsub(GL_TRIANGLES, self.indices)
+ glPopMatrix()
+
+ glPushMatrix()
+ glTranslatef(2,3,-3)
+ glRotatef(self.iFrame/1.8, 3,2,3)
+ glMatrixMode( GL_TEXTURE )
+ glLoadIdentity()
+ glRotatef(self.iFrame/0.7, 0.1, 0.2, 0.3)
+ glScalef(10,10,10)
+ glMatrixMode( GL_MODELVIEW )
+ glDrawElementsub(GL_TRIANGLES, self.indices)
+ glPopMatrix()
+
+ glPushMatrix()
+ glRotatef(self.iFrame/1.5, 1,2,3)
+ glMatrixMode( GL_TEXTURE )
+ glLoadIdentity()
+ glRotatef(self.iFrame/0.5, 0.5, 0.3, 0.2)
+ glScalef(10,10,10)
+ glMatrixMode( GL_MODELVIEW )
+ glDrawElementsub(GL_TRIANGLES, self.indices)
+ glPopMatrix()
+
+ def close_canvas(self): # break reference cycles
+ # Uninitializing OpenGL calls should be made before the GLCanvas is deleted
+ glDeleteTextures([self.texhandle])
+ appuifw.app.body=self.old_body
+ self.canvas=None
+
+ appuifw.app.exit_key_handler=None
+
+ def set_exit(self):
+ self.exitflag = True
+ self.render = 0
+
+ def run(self):
+ appuifw.app.exit_key_handler=self.set_exit
+ while not self.exitflag:
+ self.canvas.drawNow()
+ e32.ao_sleep(0.0001)
+ self.close_canvas()
+
+appuifw.app.screen='full'
+try:
+ app=GLESDemo()
+except Exception,e:
+ appuifw.note(u"Cannot start: %s" % (e))
+else:
+ app.run()
+ del app