[seed] Update style and imports on the OpenGL example
- From: Robert Carr <racarr src gnome org>
- To: svn-commits-list gnome org
- Subject: [seed] Update style and imports on the OpenGL example
- Date: Tue, 28 Apr 2009 17:27:31 -0400 (EDT)
commit a73eb070cbd601a4f212ad5bc7bd90f7a1f823e6
Author: Robert Carr <racarr svn gnome org>
Date: Tue Apr 28 17:27:25 2009 -0400
Update style and imports on the OpenGL example
---
examples/opengl/glut-teapot.js | 41 ++--
examples/opengl/seed-gears.js | 396 ++++++++++++++++++-------------------
examples/opengl/triangle-actor.js | 34 ++--
libseed/seed-importer.c | 6 +-
4 files changed, 233 insertions(+), 244 deletions(-)
diff --git a/examples/opengl/glut-teapot.js b/examples/opengl/glut-teapot.js
index edfe5e0..ecb736d 100755
--- a/examples/opengl/glut-teapot.js
+++ b/examples/opengl/glut-teapot.js
@@ -1,6 +1,6 @@
#!/usr/bin/env seed
-Seed.import_namespace("GL");
-Seed.import_namespace("GLUT");
+GL = imports.gi.GL;
+GLUT = imports.gi.GLUT;
var mat_specular = [1.0,1.0,1.0,1.0];
@@ -17,25 +17,24 @@ GLUT.InitWindowSize(640, 480);
GLUT.CreateWindow("Oh dear god");
-GLUT.DisplayFunc(function()
- {
- with (GL)
- {
- Clear(DEPTH_BUFFER_BIT | COLOR_BUFFER_BIT);
- PushMatrix();
- Begin(TRIANGLES);
- Color3f(1,0,0);
- Vertex3f(-1,-1,0);
- Color3f(0,1,0);
- Vertex3f(1,-1,0);
- Color3f(0,0,1);
- Vertex3f(0,1,0);
- End();
- PopMatrix();
- }
- GLUT.SolidTeapot(0.5);
- GLUT.SwapBuffers();
- });
+GLUT.DisplayFunc(
+ function(){
+ with (GL){
+ Clear(DEPTH_BUFFER_BIT | COLOR_BUFFER_BIT);
+ PushMatrix();
+ Begin(TRIANGLES);
+ Color3f(1,0,0);
+ Vertex3f(-1,-1,0);
+ Color3f(0,1,0);
+ Vertex3f(1,-1,0);
+ Color3f(0,0,1);
+ Vertex3f(0,1,0);
+ End();
+ PopMatrix();
+ }
+ GLUT.SolidTeapot(0.5);
+ GLUT.SwapBuffers();
+ });
GL.ClearColor(0.0,0.0,0.0,0.0);
diff --git a/examples/opengl/seed-gears.js b/examples/opengl/seed-gears.js
index ee4eb8a..c224121 100755
--- a/examples/opengl/seed-gears.js
+++ b/examples/opengl/seed-gears.js
@@ -1,122 +1,121 @@
#!/usr/bin/env seed
-Seed.import_namespace("GL");
-Seed.import_namespace("GLUT");
-
-function gear(inner_radius, outer_radius, width, teeth, tooth_depth)
-{
- var i, angle;
- var r0 = inner_radius;
- var r1 = outer_radius - tooth_depth / 2.0;
- var r2 = outer_radius + tooth_depth / 2.0;
-
- var da = 2.0 * Math.PI / teeth/ 4.0;
-
- GL.ShadeModel(GL.FLAT);
- GL.Normal3f(0.0, 0.0, 1.0);
-
- GL.Begin(GL.QUAD_STRIP);
-
- for (i = 0; i <= teeth; i++)
- {
- angle = i * 2.0 * Math.PI / teeth;
- GL.Vertex3f(r0 * Math.cos(angle), r0 * Math.sin(angle), width * 0.5);
- GL.Vertex3f(r1 * Math.cos(angle), r1 * Math.sin(angle), width * 0.5);
- GL.Vertex3f(r0 * Math.cos(angle), r0 * Math.sin(angle), width * 0.5);
- GL.Vertex3f(r1 * Math.cos(angle + 3 * da),
- r1 * Math.sin(angle + 3 * da), width * 0.5);
- }
-
- GL.Begin(GL.QUADS);
- da = 2.0 * Math.PI / teeth / 4.0;
- for (i = 0; i < teeth; i++)
- {
- angle = (i) * 2.0 * Math.PI / teeth;
-
- GL.Vertex3f(r2 * Math.cos(angle + 2 * da),
- r2 * Math.sin(angle + 2 * da), width * 0.5);
- GL.Vertex3f(r1 * Math.cos(angle + 3 * da),
- r1 * Math.sin(angle + 3 * da), width * 0.5);
-
- GL.Vertex3f(r2 * Math.cos(angle + da),
- r2 * Math.sin(angle + da), width * 0.5);
- GL.Vertex3f(r1 * Math.cos(angle), r1 * Math.sin(angle), width * 0.5);
- }
+GL = imports.gi.GL;
+GLUT = imports.gi.GLUT;
+
+function gear(inner_radius, outer_radius, width, teeth, tooth_depth){
+ var i, angle;
+ var r0 = inner_radius;
+ var r1 = outer_radius - tooth_depth / 2.0;
+ var r2 = outer_radius + tooth_depth / 2.0;
+
+ var da = 2.0 * Math.PI / teeth/ 4.0;
+
+ GL.ShadeModel(GL.FLAT);
+ GL.Normal3f(0.0, 0.0, 1.0);
+
+ GL.Begin(GL.QUAD_STRIP);
+
+ for (i = 0; i <= teeth; i++)
+ {
+ angle = i * 2.0 * Math.PI / teeth;
+ GL.Vertex3f(r0 * Math.cos(angle), r0 * Math.sin(angle), width * 0.5);
+ GL.Vertex3f(r1 * Math.cos(angle), r1 * Math.sin(angle), width * 0.5);
+ GL.Vertex3f(r0 * Math.cos(angle), r0 * Math.sin(angle), width * 0.5);
+ GL.Vertex3f(r1 * Math.cos(angle + 3 * da),
+ r1 * Math.sin(angle + 3 * da), width * 0.5);
+ }
+
+ GL.Begin(GL.QUADS);
+ da = 2.0 * Math.PI / teeth / 4.0;
+ for (i = 0; i < teeth; i++)
+ {
+ angle = (i) * 2.0 * Math.PI / teeth;
+
+ GL.Vertex3f(r2 * Math.cos(angle + 2 * da),
+ r2 * Math.sin(angle + 2 * da), width * 0.5);
+ GL.Vertex3f(r1 * Math.cos(angle + 3 * da),
+ r1 * Math.sin(angle + 3 * da), width * 0.5);
+
+ GL.Vertex3f(r2 * Math.cos(angle + da),
+ r2 * Math.sin(angle + da), width * 0.5);
+ GL.Vertex3f(r1 * Math.cos(angle), r1 * Math.sin(angle), width * 0.5);
+ }
GL.End();
-
- GL.Normal3f(0.0, 0.0, -1.0);
-
-
- /* draw back face */
- GL.Begin(GL.QUAD_STRIP);
- for (i = 0; i <= teeth; i++)
- {
- angle = i * 2.0 * Math.PI / teeth;
- GL.Vertex3f(r1 * Math.cos(angle), r1 * Math.sin(angle), -width * 0.5);
- GL.Vertex3f(r0 * Math.cos(angle), r0 * Math.sin(angle), -width * 0.5);
- GL.Vertex3f(r1 * Math.cos(angle + 3 * da), r1 * Math.sin(angle + 3 * da), -width * 0.5);
- GL.Vertex3f(r0 * Math.cos(angle), r0 * Math.sin(angle), -width * 0.5);
- }
- GL.End();
-
- /* draw back sides of teeth */
- GL.Begin(GL.QUADS);
- da = 2.0 * Math.PI / teeth / 4.0;
- for (i = 0; i < teeth; i++)
- {
- angle = i * 2.0 * Math.PI / teeth;
-
- GL.Vertex3f(r1 * Math.cos(angle + 3 * da), r1 * Math.sin(angle + 3 * da), -width * 0.5);
- GL.Vertex3f(r2 * Math.cos(angle + 2 * da), r2 * Math.sin(angle + 2 * da), -width * 0.5);
- GL.Vertex3f(r2 * Math.cos(angle + da), r2 * Math.sin(angle + da), -width * 0.5);
- GL.Vertex3f(r1 * Math.cos(angle), r1 * Math.sin(angle), -width * 0.5);
- }
- GL.End();
-
- /* draw outward faces of teeth */
- GL.Begin(GL.QUAD_STRIP);
- for (i = 0; i < teeth; i++)
- {
- angle = i * 2.0 * Math.PI / teeth;
-
- GL.Vertex3f(r1 * Math.cos(angle), r1 * Math.sin(angle), width * 0.5);
- GL.Vertex3f(r1 * Math.cos(angle), r1 * Math.sin(angle), -width * 0.5);
- u = r2 * Math.cos(angle + da) - r1 * Math.cos(angle);
- v = r2 * Math.sin(angle + da) - r1 * Math.sin(angle);
- len = Math.sqrt(u * u + v * v);
- u /= len;
- v /= len;
- GL.Normal3f(v, -u, 0.0);
- GL.Vertex3f(r2 * Math.cos(angle + da), r2 * Math.sin(angle + da), width * 0.5);
- GL.Vertex3f(r2 * Math.cos(angle + da), r2 * Math.sin(angle + da), -width * 0.5);
- GL.Normal3f(Math.cos(angle), Math.sin(angle), 0.0);
- GL.Vertex3f(r2 * Math.cos(angle + 2 * da), r2 * Math.sin(angle + 2 * da), width * 0.5);
- GL.Vertex3f(r2 * Math.cos(angle + 2 * da), r2 * Math.sin(angle + 2 * da), -width * 0.5);
- u = r1 * Math.cos(angle + 3 * da) - r2 * Math.cos(angle + 2 * da);
- v = r1 * Math.sin(angle + 3 * da) - r2 * Math.sin(angle + 2 * da);
- GL.Normal3f(v, -u, 0.0);
- GL.Vertex3f(r1 * Math.cos(angle + 3 * da), r1 * Math.sin(angle + 3 * da), width * 0.5);
- GL.Vertex3f(r1 * Math.cos(angle + 3 * da), r1 * Math.sin(angle + 3 * da), -width * 0.5);
- GL.Normal3f(Math.cos(angle), Math.sin(angle), 0.0);
- }
-
- GL.Vertex3f(r1 * Math.cos(0), r1 * Math.sin(0), width * 0.5);
- GL.Vertex3f(r1 * Math.cos(0), r1 * Math.sin(0), -width * 0.5);
-
- GL.End();
-
- GL.ShadeModel(GL.SMOOTH);
-
- /* draw inside radius cylinder */
- GL.Begin(GL.QUAD_STRIP);
- for (i = 0; i <= teeth; i++)
- {
- angle = i * 2.0 * Math.PI / teeth;
- GL.Normal3f(-Math.cos(angle), -Math.sin(angle), 0.0);
- GL.Vertex3f(r0 * Math.cos(angle), r0 * Math.sin(angle), -width * 0.5);
- GL.Vertex3f(r0 * Math.cos(angle), r0 * Math.sin(angle), width * 0.5);
- }
- GL.End();
+
+ GL.Normal3f(0.0, 0.0, -1.0);
+
+
+ /* draw back face */
+ GL.Begin(GL.QUAD_STRIP);
+ for (i = 0; i <= teeth; i++)
+ {
+ angle = i * 2.0 * Math.PI / teeth;
+ GL.Vertex3f(r1 * Math.cos(angle), r1 * Math.sin(angle), -width * 0.5);
+ GL.Vertex3f(r0 * Math.cos(angle), r0 * Math.sin(angle), -width * 0.5);
+ GL.Vertex3f(r1 * Math.cos(angle + 3 * da), r1 * Math.sin(angle + 3 * da), -width * 0.5);
+ GL.Vertex3f(r0 * Math.cos(angle), r0 * Math.sin(angle), -width * 0.5);
+ }
+ GL.End();
+
+ /* draw back sides of teeth */
+ GL.Begin(GL.QUADS);
+ da = 2.0 * Math.PI / teeth / 4.0;
+ for (i = 0; i < teeth; i++)
+ {
+ angle = i * 2.0 * Math.PI / teeth;
+
+ GL.Vertex3f(r1 * Math.cos(angle + 3 * da), r1 * Math.sin(angle + 3 * da), -width * 0.5);
+ GL.Vertex3f(r2 * Math.cos(angle + 2 * da), r2 * Math.sin(angle + 2 * da), -width * 0.5);
+ GL.Vertex3f(r2 * Math.cos(angle + da), r2 * Math.sin(angle + da), -width * 0.5);
+ GL.Vertex3f(r1 * Math.cos(angle), r1 * Math.sin(angle), -width * 0.5);
+ }
+ GL.End();
+
+ /* draw outward faces of teeth */
+ GL.Begin(GL.QUAD_STRIP);
+ for (i = 0; i < teeth; i++)
+ {
+ angle = i * 2.0 * Math.PI / teeth;
+
+ GL.Vertex3f(r1 * Math.cos(angle), r1 * Math.sin(angle), width * 0.5);
+ GL.Vertex3f(r1 * Math.cos(angle), r1 * Math.sin(angle), -width * 0.5);
+ u = r2 * Math.cos(angle + da) - r1 * Math.cos(angle);
+ v = r2 * Math.sin(angle + da) - r1 * Math.sin(angle);
+ len = Math.sqrt(u * u + v * v);
+ u /= len;
+ v /= len;
+ GL.Normal3f(v, -u, 0.0);
+ GL.Vertex3f(r2 * Math.cos(angle + da), r2 * Math.sin(angle + da), width * 0.5);
+ GL.Vertex3f(r2 * Math.cos(angle + da), r2 * Math.sin(angle + da), -width * 0.5);
+ GL.Normal3f(Math.cos(angle), Math.sin(angle), 0.0);
+ GL.Vertex3f(r2 * Math.cos(angle + 2 * da), r2 * Math.sin(angle + 2 * da), width * 0.5);
+ GL.Vertex3f(r2 * Math.cos(angle + 2 * da), r2 * Math.sin(angle + 2 * da), -width * 0.5);
+ u = r1 * Math.cos(angle + 3 * da) - r2 * Math.cos(angle + 2 * da);
+ v = r1 * Math.sin(angle + 3 * da) - r2 * Math.sin(angle + 2 * da);
+ GL.Normal3f(v, -u, 0.0);
+ GL.Vertex3f(r1 * Math.cos(angle + 3 * da), r1 * Math.sin(angle + 3 * da), width * 0.5);
+ GL.Vertex3f(r1 * Math.cos(angle + 3 * da), r1 * Math.sin(angle + 3 * da), -width * 0.5);
+ GL.Normal3f(Math.cos(angle), Math.sin(angle), 0.0);
+ }
+
+ GL.Vertex3f(r1 * Math.cos(0), r1 * Math.sin(0), width * 0.5);
+ GL.Vertex3f(r1 * Math.cos(0), r1 * Math.sin(0), -width * 0.5);
+
+ GL.End();
+
+ GL.ShadeModel(GL.SMOOTH);
+
+ /* draw inside radius cylinder */
+ GL.Begin(GL.QUAD_STRIP);
+ for (i = 0; i <= teeth; i++)
+ {
+ angle = i * 2.0 * Math.PI / teeth;
+ GL.Normal3f(-Math.cos(angle), -Math.sin(angle), 0.0);
+ GL.Vertex3f(r0 * Math.cos(angle), r0 * Math.sin(angle), -width * 0.5);
+ GL.Vertex3f(r0 * Math.cos(angle), r0 * Math.sin(angle), width * 0.5);
+ }
+ GL.End();
}
@@ -128,99 +127,92 @@ var langle = 0.0;
var count = 1;
-function draw()
-{
- with(GL)
- {
- Clear(COLOR_BUFFER_BIT | DEPTH_BUFFER_BIT);
-
- PushMatrix();
- Rotatef(view_rotx, 1.0, 0.0, 0.0);
- Rotatef(view_roty, 0.0, 1.0, 0.0);
- Rotatef(view_rotz, 0.0, 0.0, 1.0);
-
- PushMatrix();
- Translatef(-3.0, -2.0, 0.0);
- Rotatef(langle, 0.0, 0.0, 1.0);
- CallList(gear1);
- PopMatrix();
-
- PushMatrix();
- Translatef(3.1, -2.0, 0.0);
- Rotatef(-2.0 * langle - 9.0, 0.0, 0.0, 1.0);
- CallList(gear2);
- PopMatrix();
-
- PushMatrix();
- Translatef(-3.1, 4.2, 0.0);
- Rotatef(-2.0 * langle - 25.0, 0.0, 0.0, 1.0);
- CallList(gear3);
- PopMatrix();
-
-
- PopMatrix();
-
- GLUT.SwapBuffers();
- }
+function draw(){
+ with(GL){
+ Clear(COLOR_BUFFER_BIT | DEPTH_BUFFER_BIT);
+
+ PushMatrix();
+ Rotatef(view_rotx, 1.0, 0.0, 0.0);
+ Rotatef(view_roty, 0.0, 1.0, 0.0);
+ Rotatef(view_rotz, 0.0, 0.0, 1.0);
+
+ PushMatrix();
+ Translatef(-3.0, -2.0, 0.0);
+ Rotatef(langle, 0.0, 0.0, 1.0);
+ CallList(gear1);
+ PopMatrix();
+
+ PushMatrix();
+ Translatef(3.1, -2.0, 0.0);
+ Rotatef(-2.0 * langle - 9.0, 0.0, 0.0, 1.0);
+ CallList(gear2);
+ PopMatrix();
+
+ PushMatrix();
+ Translatef(-3.1, 4.2, 0.0);
+ Rotatef(-2.0 * langle - 25.0, 0.0, 0.0, 1.0);
+ CallList(gear3);
+ PopMatrix();
+
+
+ PopMatrix();
+
+ GLUT.SwapBuffers();
+ }
}
-function idle()
-{
- langle += 0.1;
- GLUT.PostRedisplay();
+function idle(){
+ langle += 0.1;
+ GLUT.PostRedisplay();
}
-function reshape(width, height)
-{
- var h = height/width;
-
- with(GL)
- {
- Viewport(0, 0, width, height);
- MatrixMode(PROJECTION);
- LoadIdentity();
- Frustum(-1.0, 1.0, -h, h, 5.0, 60.0);
- MatrixMode(MODELVIEW);
- LoadIdentity();
- Translatef(0.0, 0.0, -40.0);
- }
+function reshape(width, height){
+ var h = height/width;
+
+ with(GL){
+ Viewport(0, 0, width, height);
+ MatrixMode(PROJECTION);
+ LoadIdentity();
+ Frustum(-1.0, 1.0, -h, h, 5.0, 60.0);
+ MatrixMode(MODELVIEW);
+ LoadIdentity();
+ Translatef(0.0, 0.0, -40.0);
+ }
}
-function init()
-{
- pos = [5.0, 5.0, 10.0, 0.0];
- red = [0.8, 0.1, 0.0, 1.0];
- green = [0.0, 0.8, 0.2, 1.0];
- blue = [0.2, 0.2, 1.0, 1.0];
+function init(){
+ pos = [5.0, 5.0, 10.0, 0.0];
+ red = [0.8, 0.1, 0.0, 1.0];
+ green = [0.0, 0.8, 0.2, 1.0];
+ blue = [0.2, 0.2, 1.0, 1.0];
+
+ with (GL){
+ Lightfv(LIGHT0, POSITION, pos);
+ Enable(CULL_FACE);
+ Enable(LIGHTING);
+ Enable(LIGHT0);
+ Enable(DEPTH_TEST);
+
+ gear1 = GenLists(1);
+ NewList(gear1, COMPILE);
+ Materialfv(FRONT, AMBIENT_AND_DIFFUSE, red);
+ gear(1.0, 4.0, 1.0, 20, 0.7);
+ EndList();
+
+ gear2 = GenLists(1);
+ NewList(gear2, COMPILE);
+ Materialfv(FRONT, AMBIENT_AND_DIFFUSE, green);
+ gear(0.5, 2.0, 2.0, 10, 0.7);
+ EndList();
+
+ gear3 = GenLists(1);
+ NewList(gear3, COMPILE);
+ Materialfv(FRONT, AMBIENT_AND_DIFFUSE, blue);
+ gear(1.3, 2.0, 0.5, 10, 0.7);
+ EndList();
- with (GL)
- {
- Lightfv(LIGHT0, POSITION, pos);
- Enable(CULL_FACE);
- Enable(LIGHTING);
- Enable(LIGHT0);
- Enable(DEPTH_TEST);
-
- gear1 = GenLists(1);
- NewList(gear1, COMPILE);
- Materialfv(FRONT, AMBIENT_AND_DIFFUSE, red);
- gear(1.0, 4.0, 1.0, 20, 0.7);
- EndList();
-
- gear2 = GenLists(1);
- NewList(gear2, COMPILE);
- Materialfv(FRONT, AMBIENT_AND_DIFFUSE, green);
- gear(0.5, 2.0, 2.0, 10, 0.7);
- EndList();
-
- gear3 = GenLists(1);
- NewList(gear3, COMPILE);
- Materialfv(FRONT, AMBIENT_AND_DIFFUSE, blue);
- gear(1.3, 2.0, 0.5, 10, 0.7);
- EndList();
-
- Enable(NORMALIZE);
- }
+ Enable(NORMALIZE);
+ }
}
GLUT.Init(null, null);
diff --git a/examples/opengl/triangle-actor.js b/examples/opengl/triangle-actor.js
index 4522ff9..33acb6f 100755
--- a/examples/opengl/triangle-actor.js
+++ b/examples/opengl/triangle-actor.js
@@ -1,7 +1,7 @@
#!/usr/bin/env seed
-Seed.import_namespace("Clutter");
-Seed.import_namespace("GL");
+Clutter = imports.gi.Clutter;
+GL = imports.gi.GL;
Clutter.init(null, null);
@@ -13,22 +13,20 @@ b.y = 250;
s.add_actor(b);
-function triangle_actor ()
-{
- with(GL)
- {
- PushMatrix();
- Scalef(200,200,1);
- Begin(TRIANGLES);
- Color3f(1,0,0);
- Vertex3f(-1,-1,0);
- Color3f(0,1,0);
- Vertex3f(1,-1,0);
- Color3f(0,0,1);
- Vertex3f(0,1,0);
- End();
- PopMatrix();
- }
+function triangle_actor (){
+ with(GL){
+ PushMatrix();
+ Scalef(200,200,1);
+ Begin(TRIANGLES);
+ Color3f(1,0,0);
+ Vertex3f(-1,-1,0);
+ Color3f(0,1,0);
+ Vertex3f(1,-1,0);
+ Color3f(0,0,1);
+ Vertex3f(0,1,0);
+ End();
+ PopMatrix();
+ }
}
b.signal["paint"].connect(triangle_actor);
diff --git a/libseed/seed-importer.c b/libseed/seed-importer.c
index 07f2e0c..c5221cf 100644
--- a/libseed/seed-importer.c
+++ b/libseed/seed-importer.c
@@ -736,9 +736,9 @@ seed_importer_get_property (JSContextRef ctx,
static JSValueRef
seed_importer_dir_get_property (JSContextRef ctx,
- JSObjectRef object,
- JSStringRef property_name,
- JSValueRef *exception)
+ JSObjectRef object,
+ JSStringRef property_name,
+ JSValueRef *exception)
{
GError *e = NULL;
GDir *dir;
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