src/extras/gles_demo.py
changeset 0 ca70ae20a155
--- /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