evas: Evas_3D - add mesh blending mode.

Reviewers: Hermet, raster, cedric

Subscribers: Oleksander, cedric

@feature

Differential Revision: https://phab.enlightenment.org/D1548

Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
This commit is contained in:
Dmytro Dadyka 2014-12-01 07:39:36 +01:00 committed by Cedric BAIL
parent 30a44d9100
commit 6762af0beb
10 changed files with 570 additions and 3 deletions

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@ -248,6 +248,11 @@ evas_3d_obj_SOURCES = evas-3d-obj.c
evas_3d_obj_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
evas_3d_obj_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
EXTRA_PROGRAMS += evas_3d_blending
evas_3d_blending_SOURCES = evas-3d-blending.c
evas_3d_blending_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
evas_3d_blending_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
EXTRA_PROGRAMS += evas_gl
evas_gl_SOURCES = evas-gl.c
evas_gl_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@

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@ -0,0 +1,396 @@
/**
* Example illustrating usage of blending modes. Press "Up" or "Down" key for change source blending factor.
* Press "Left" or "Right" for change destination blending factors.
* For more detailes see https://www.opengl.org/sdk/docs/man2/xhtml/glBlendFunc.xml
*
* @verbatim
* gcc -o evas-3d-blending evas-3d-blending.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm
* @endverbatim
*/
#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
#include <math.h>
#include <Eo.h>
#include <Evas.h>
#include <Ecore.h>
#include <Ecore_Evas.h>
#define WIDTH 1024
#define HEIGHT 1024
static const char *blend_func_names[] =
{
/**< The scale factors for color components is (0, 0, 0, 0)*/
"EVAS_3D_BLEND_ZERO",
/**< The scale factors for color components is (1, 1, 1, 1)*/
"EVAS_3D_BLEND_ONE",
/**< The scale factors for color components is (Rs/kR, Gs/kG, Bs/kB, As/kA)*/
"EVAS_3D_BLEND_SRC_COLOR",
/**< The scale factors for color components is (1, 1, 1, 1) - (Rs/kR, Gs/kG, Bs/kB, As/kA)*/
"EVAS_3D_BLEND_ONE_MINUS_SRC_COLOR",
/**< The scale factors for color components is (Rd/kR, Gd/kG, Bd/kB, Ad/kA)*/
"EVAS_3D_BLEND_DST_COLOR",
/**< The scale factors for color components is (1, 1, 1, 1) - (Rd/kR, Gd/kG, Bd/kB, Ad/kA)*/
"EVAS_3D_BLEND_ONE_MINUS_DST_COLOR",
/**< The scale factors for color components is (As/kA, As/kA, As/kA, As/kA)*/
"EVAS_3D_BLEND_SRC_ALPHA",
/**< The scale factors for color components is (1, 1, 1, 1) - (As/kA, As/kA, As/kA, As/kA)*/
"EVAS_3D_BLEND_ONE_MINUS_SRC_ALPHA",
/**< The scale factors for color components is (Ad/kA, Ad/kA, Ad/kA, Ad/kA)*/
"EVAS_3D_BLEND_DST_ALPHA",
/**< The scale factors for color components is (1, 1, 1, 1) - (Ad/kA, Ad/kA, Ad/kA, Ad/kA)*/
"EVAS_3D_BLEND_ONE_MINUS_DST_ALPHA",
/**< The scale factors for color components is (Rc, Gc, Bc, Ac)*/
"EVAS_3D_BLEND_CONSTANT_COLOR",
/**< The scale factors for color components is (1, 1, 1, 1) - (Rc, Gc, Bc, Ac)*/
"EVAS_3D_BLEND_ONE_MINUS_CONSTANT_COLOR",
/**< The scale factors for color components is (Ac, Ac, Ac, Ac)*/
"EVAS_3D_BLEND_CONSTANT_ALPHA",
/**< The scale factors for color components is (1, 1, 1, 1) - (Ac, Ac, Ac, Ac)*/
"EVAS_3D_BLEND_ONE_MINUS_CONSTANT_ALPHA",
/**< The scale factors for color components is (i, i, i, 1) where i = min(As, kA, Ad)/kA*/
"EVAS_3D_BLEND_SRC_ALPHA_SATURATE",
};
typedef struct _Scene_Data
{
Eo *scene;
Eo *root_node;
Eo *camera_node;
Eo *light_node;
Eo *mesh_node;
Eo *mesh_node1;
Eo *camera;
Eo *light;
Eo *mesh;
Eo *mesh1;
Eo *material;
Eo *material1;
} Scene_Data;
typedef struct _vec3
{
float x;
float y;
float z;
} vec3;
typedef struct _vec4
{
float x;
float y;
float z;
float w;
} vec4;
Ecore_Evas *ecore_evas = NULL;
Evas *evas = NULL;
Eo *background = NULL;
Eo *image = NULL;
int func1 = EVAS_3D_BLEND_SRC_ALPHA;
int func2 = EVAS_3D_BLEND_ONE_MINUS_SRC_ALPHA;
static void
_on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
{
Scene_Data *scene = (Scene_Data *)data;
Evas_Event_Key_Down *ev = event_info;
Eina_Bool frustum;
Evas_Real x, y, z;
if (!strcmp("Up", ev->key))
func1++;
if (!strcmp("Down", ev->key))
func1--;
if (!strcmp("Left", ev->key))
func2++;
if (!strcmp("Right", ev->key))
func2--;
if(func1 < EVAS_3D_BLEND_ZERO)
func1 = EVAS_3D_BLEND_SRC_ALPHA_SATURATE;
if(func1 > EVAS_3D_BLEND_SRC_ALPHA_SATURATE)
func1 = EVAS_3D_BLEND_ZERO;
if(func2 < EVAS_3D_BLEND_ZERO)
func2 = EVAS_3D_BLEND_SRC_ALPHA_SATURATE;
if(func2 > EVAS_3D_BLEND_SRC_ALPHA_SATURATE)
func2 = EVAS_3D_BLEND_ZERO;
eo_do(scene->mesh1, evas_3d_mesh_blending_func_set(func1, func2));
printf("sfactor = %s, dfactor = %s\n", blend_func_names[func1], blend_func_names[func2]);
}
static void
_on_delete(Ecore_Evas *ee EINA_UNUSED)
{
ecore_main_loop_quit();
}
static void
_on_canvas_resize(Ecore_Evas *ee)
{
int w, h;
ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
evas_object_resize(background, w, h);
eo_do(background, evas_obj_size_set(w, h));
eo_do(image, evas_obj_size_set(w, h));
}
static Eina_Bool
_animate_scene(void *data)
{
static float angle = 0.0f;
Scene_Data *scene = (Scene_Data *)data;
angle += 0.02;
eo_do(scene->mesh_node,
evas_3d_node_position_set(3 * sin(angle), 0.0, 3 * cos(angle)));
if (angle > 2 * M_PI) angle = 0;
return EINA_TRUE;
}
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
eo_do(data->camera,
evas_3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
data->camera_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
eo_do(data->camera_node,
evas_3d_node_camera_set(data->camera),
evas_3d_node_position_set(0.0, 0.0, 10.0),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
eo_do(data->root_node, evas_3d_node_member_add(data->camera_node));
}
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
eo_do(data->light,
evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
data->light_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
eo_do(data->light_node,
evas_3d_node_light_set(data->light),
evas_3d_node_position_set(0.0, 0.0, 10.0),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
}
static void
_set_ball(Eo *mesh, int p, Evas_3D_Material *material)
{
int vcount, icount, vccount, i, j;
double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
unsigned short *indices, *index;
icount = p * p * 6;
vccount = p + 1;
vcount = vccount * vccount;
dtheta = M_PI / p;
dfi = 2 * M_PI / p;
vec3 *vertices = malloc(sizeof(vec3) * vcount);
vec3 *normals = malloc(sizeof(vec3) * vcount);
for (j = 0; j < vccount; j++)
{
theta = j * dtheta;
sinth = sin(theta);
costh = cos(theta);
for (i = 0; i < vccount; i++)
{
fi = i * dfi;
sinfi = sin(fi);
cosfi = cos(fi);
vertices[i + j * vccount].x = sinth * cosfi;
vertices[i + j * vccount].y = sinth * sinfi;
vertices[i + j * vccount].z = costh;
normals[i + j * vccount].x = sinth * cosfi;
normals[i + j * vccount].y = sinth * sinfi;
normals[i + j * vccount].z = costh;
}
}
indices = malloc(sizeof(short) * icount);
index = &indices[0];
for(j = 0; j < p; j++)
for(i = 0; i < p; i++)
{
*index++ = (unsigned short)(i + vccount * j);
*index++ = i + vccount * (j + 1);
*index++ = i + 1 + vccount * (j + 1);
*index++ = i + vccount * j;
*index++ = i + 1 + vccount * j;
*index++ = i + vccount * (j + 1) + 1;
}
eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount),
evas_3d_mesh_frame_add(0);
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
sizeof(vec3), &vertices[0]);
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
sizeof(vec3), &normals[0]);
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
icount , &indices[0]);
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG);
evas_3d_mesh_frame_material_set(0, material));
}
static void
_mesh_setup(Scene_Data *data)
{
data->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(data->material,
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 1.0, 0.2, 0.2, 0.2),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 0.0, 0.0, 0.2),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 0.2),
evas_3d_material_shininess_set(100.0));
data->material1 = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(data->material1,
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.0, 0.2, 0.2, 0.2),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.0, 0.0, 1.0, 0.2),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 0.2),
evas_3d_material_shininess_set(100.0));
data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
data->mesh1 = eo_add(EVAS_3D_MESH_CLASS, evas);
_set_ball(data->mesh, 100, data->material);
_set_ball(data->mesh1, 100, data->material1);
data->mesh_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
data->mesh_node1 =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node1));
eo_do(data->mesh_node1, evas_3d_node_mesh_add(data->mesh1));
eo_do(data->mesh1, evas_3d_mesh_blending_enable_set(EINA_TRUE),
evas_3d_mesh_blending_func_set(func1, func2));
eo_do(data->mesh_node1,
evas_3d_node_scale_set(2.5, 2.5, 2.5));
}
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
eo_do(data->scene,
evas_3d_scene_size_set(WIDTH, HEIGHT);
evas_3d_scene_background_color_set(0.5, 0.5, 0.5, 1));
data->root_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
_mesh_setup(data);
eo_do(data->scene,
evas_3d_scene_root_node_set(data->root_node),
evas_3d_scene_camera_node_set(data->camera_node));
}
int
main(void)
{
Scene_Data data;
Ecore_Animator *anim;
Ecore_Evas *ecore_evas = NULL;
if (!ecore_evas_init()) return 0;
setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
ecore_evas = ecore_evas_new(NULL, 0, 0, WIDTH, HEIGHT, NULL);
if (!ecore_evas) return 0;
ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
ecore_evas_show(ecore_evas);
evas = ecore_evas_get(ecore_evas);
_scene_setup(&data);
/* Add a background rectangle objects. */
background = evas_object_rectangle_add(evas);
evas_object_color_set(background, 0, 0, 0, 255);
evas_object_move(background, 0, 0);
evas_object_resize(background, WIDTH, HEIGHT);
evas_object_show(background);
/* Add an image object for 3D scene rendering. */
image = evas_object_image_filled_add(evas);
evas_object_move(image, 0, 0);
evas_object_resize(image, WIDTH, HEIGHT);
evas_object_show(image);
evas_object_focus_set(image, EINA_TRUE);
/* Set the image object as render target for 3D scene. */
eo_do(image, evas_obj_image_scene_set(data.scene));
/* Add animation timer callback. */
ecore_animator_frametime_set(0.008);
anim = ecore_animator_add(_animate_scene, &data);
evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data);
/* Enter main loop. */
ecore_main_loop_begin();
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();
ecore_animator_del(anim);
return 0;
}

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@ -486,6 +486,7 @@ typedef enum _Evas_3D_State
EVAS_3D_STATE_MESH_VERTEX_ASSEMBLY,
EVAS_3D_STATE_MESH_SHADE_MODE,
EVAS_3D_STATE_MESH_FOG,
EVAS_3D_STATE_MESH_BLENDING,
EVAS_3D_STATE_CAMERA_PROJECTION = 1,
@ -606,6 +607,40 @@ typedef enum _Evas_3D_Vertex_Assembly
EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_FAN,
} Evas_3D_Vertex_Assembly;
typedef enum _Evas_3D_Blend_Func
{
/**< The scale factors for color components is (0, 0, 0, 0)*/
EVAS_3D_BLEND_ZERO = 0,
/**< The scale factors for color components is (1, 1, 1, 1)*/
EVAS_3D_BLEND_ONE,
/**< The scale factors for color components is (Rs/kR, Gs/kG, Bs/kB, As/kA)*/
EVAS_3D_BLEND_SRC_COLOR,
/**< The scale factors for color components is (1, 1, 1, 1) - (Rs/kR, Gs/kG, Bs/kB, As/kA)*/
EVAS_3D_BLEND_ONE_MINUS_SRC_COLOR,
/**< The scale factors for color components is (Rd/kR, Gd/kG, Bd/kB, Ad/kA)*/
EVAS_3D_BLEND_DST_COLOR,
/**< The scale factors for color components is (1, 1, 1, 1) - (Rd/kR, Gd/kG, Bd/kB, Ad/kA)*/
EVAS_3D_BLEND_ONE_MINUS_DST_COLOR,
/**< The scale factors for color components is (As/kA, As/kA, As/kA, As/kA)*/
EVAS_3D_BLEND_SRC_ALPHA,
/**< The scale factors for color components is (1, 1, 1, 1) - (As/kA, As/kA, As/kA, As/kA)*/
EVAS_3D_BLEND_ONE_MINUS_SRC_ALPHA,
/**< The scale factors for color components is (Ad/kA, Ad/kA, Ad/kA, Ad/kA)*/
EVAS_3D_BLEND_DST_ALPHA,
/**< The scale factors for color components is (1, 1, 1, 1) - (Ad/kA, Ad/kA, Ad/kA, Ad/kA)*/
EVAS_3D_BLEND_ONE_MINUS_DST_ALPHA,
/**< The scale factors for color components is (Rc, Gc, Bc, Ac)*/
EVAS_3D_BLEND_CONSTANT_COLOR,
/**< The scale factors for color components is (1, 1, 1, 1) - (Rc, Gc, Bc, Ac)*/
EVAS_3D_BLEND_ONE_MINUS_CONSTANT_COLOR,
/**< The scale factors for color components is (Ac, Ac, Ac, Ac)*/
EVAS_3D_BLEND_CONSTANT_ALPHA,
/**< The scale factors for color components is (1, 1, 1, 1) - (Ac, Ac, Ac, Ac)*/
EVAS_3D_BLEND_ONE_MINUS_CONSTANT_ALPHA,
/**< The scale factors for color components is (i, i, i, 1) where i = min(As, kA, Ad)/kA*/
EVAS_3D_BLEND_SRC_ALPHA_SATURATE,
} Evas_3D_Blend_Func;
/**
* Color formats of pixel data
*

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@ -117,6 +117,9 @@ _mesh_init(Evas_3D_Mesh_Data *pd)
pd->assembly = EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES;
pd->nodes = NULL;
pd->blend_sfactor = EVAS_3D_BLEND_ONE;
pd->blend_dfactor = EVAS_3D_BLEND_ZERO;
pd->blending = EINA_FALSE;
}
static inline void
@ -769,6 +772,35 @@ _evas_3d_mesh_fog_enable_get(Eo *obj EINA_UNUSED, Evas_3D_Mesh_Data *pd)
return pd->fog_enabled;
}
EOLIAN static void
_evas_3d_mesh_blending_enable_set(Eo *obj, Evas_3D_Mesh_Data *pd, Eina_Bool blending)
{
pd->blending = blending;
eo_do(obj, evas_3d_object_change(EVAS_3D_STATE_MESH_BLENDING, NULL));
}
EOLIAN static Eina_Bool
_evas_3d_mesh_blending_enable_get(Eo *obj EINA_UNUSED, Evas_3D_Mesh_Data *pd)
{
return pd->blending;
}
EOLIAN static void
_evas_3d_mesh_blending_func_set(Eo *obj, Evas_3D_Mesh_Data *pd, Evas_3D_Blend_Func sfactor, Evas_3D_Blend_Func dfactor)
{
pd->blend_sfactor = sfactor;
pd->blend_dfactor = dfactor;
eo_do(obj, evas_3d_object_change(EVAS_3D_STATE_MESH_BLENDING, NULL));
}
EOLIAN static void
_evas_3d_mesh_blending_func_get(Eo *obj EINA_UNUSED, Evas_3D_Mesh_Data *pd,
Evas_3D_Blend_Func *sfactor, Evas_3D_Blend_Func *dfactor)
{
if (sfactor) *sfactor = pd->blend_sfactor;
if (dfactor) *dfactor = pd->blend_dfactor;
}
EOLIAN static void
_evas_3d_mesh_file_set(Eo *obj, Evas_3D_Mesh_Data *pd, Evas_3D_Mesh_File_Type type, const char *file, const char *key EINA_UNUSED)
{

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@ -330,6 +330,27 @@ class Evas_3D_Mesh (Evas_3D_Object, Evas.Common_Interface)
@out Evas_Real a; /*@ Pointer to receive transparency of fog.*/
}
}
blending_func_set {
/*
Set the blending function for given mesh
@ingroup Evas_3D_Mesh
*/
params {
@in Evas_3D_Blend_Func sfactor; /*@ Specifies how the red, green, blue, and alpha source blending factors are computed.*/
@in Evas_3D_Blend_Func dfactor; /*@ Specifies how the red, green, blue, and alpha destination blending factors are computed.*/
}
}
blending_func_get {
/*
Get blending blending function for given mesh
@see eavs_3d_mesh_blending_func_set()
@ingroup Evas_3D_Mesh
*/
params {
@out Evas_3D_Blend_Func sfactor; /*@ Pointer to receive source blendin factors key.*/
@out Evas_3D_Blend_Func dfactor; /*@ Pointer to receive destination blendin factors key.*/
}
}
fog_enable_set {
/*
Enable or disable fog effect for given mesh.
@ -373,6 +394,29 @@ class Evas_3D_Mesh (Evas_3D_Object, Evas.Common_Interface)
Evas_3D_Shade_Mode mode; /*@ The shade mode.*/
}
}
blending_enable {
set {
/**
* Enable or disable blending for given mesh.
*
* Default blending disabled.
*
* @ingroup Evas_3D_Mesh
*/
}
get {
/**
* Get blending enable status for given mesh.
*
* @see eavs_3d_mesh_blending_enable_set()
*
* @ingroup Evas_3D_Mesh
*/
}
values {
Eina_Bool blending; /*@ The blending state.*/
}
}
frame_material {
set {

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@ -333,6 +333,10 @@ struct _Evas_3D_Mesh
Eina_Hash *nodes;
Eina_Bool shadowed;
Eina_Bool blending :1;
Evas_3D_Blend_Func blend_sfactor;
Evas_3D_Blend_Func blend_dfactor;
Evas_Color fog_color;
Eina_Bool fog_enabled :1;
};

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@ -1103,6 +1103,9 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
if (pdmesh->shadowed)
data->flags |= E3D_SHADER_FLAG_SHADOWED;
data->blending = pdmesh->blending;
data->blend_sfactor = pdmesh->blend_sfactor;
data->blend_dfactor = pdmesh->blend_dfactor;
data->mode = pdmesh->shade_mode;
data->assembly = pdmesh->assembly;
data->vertex_count = pdmesh->vertex_count;

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@ -84,7 +84,10 @@ struct _E3D_Draw_Data
Evas_Real shininess;
GLint smap_sampler;
GLint smap_sampler;
Evas_3D_Blend_Func blend_sfactor;
Evas_3D_Blend_Func blend_dfactor;
Eina_Bool blending : 1;
struct {
Evas_Vec4 position;

View File

@ -41,6 +41,46 @@ _gl_assembly_get(Evas_3D_Vertex_Assembly assembly)
}
}
static inline GLenum
_gl_blend_func_get(Evas_3D_Blend_Func blend_func)
{
switch (blend_func)
{
case EVAS_3D_BLEND_ZERO:
return GL_ZERO;
case EVAS_3D_BLEND_ONE:
return GL_ONE;
case EVAS_3D_BLEND_SRC_COLOR:
return GL_SRC_COLOR;
case EVAS_3D_BLEND_ONE_MINUS_SRC_COLOR:
return GL_ONE_MINUS_SRC_COLOR;
case EVAS_3D_BLEND_DST_COLOR:
return GL_DST_COLOR;
case EVAS_3D_BLEND_ONE_MINUS_DST_COLOR:
return GL_ONE_MINUS_DST_COLOR;
case EVAS_3D_BLEND_SRC_ALPHA:
return GL_SRC_ALPHA;
case EVAS_3D_BLEND_ONE_MINUS_SRC_ALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case EVAS_3D_BLEND_DST_ALPHA:
return GL_DST_ALPHA;
case EVAS_3D_BLEND_ONE_MINUS_DST_ALPHA:
return GL_ONE_MINUS_DST_ALPHA;
case EVAS_3D_BLEND_CONSTANT_COLOR:
return GL_CONSTANT_COLOR;
case EVAS_3D_BLEND_ONE_MINUS_CONSTANT_COLOR:
return GL_ONE_MINUS_CONSTANT_COLOR;
case EVAS_3D_BLEND_CONSTANT_ALPHA:
return GL_CONSTANT_ALPHA;
case EVAS_3D_BLEND_ONE_MINUS_CONSTANT_ALPHA:
return GL_ONE_MINUS_CONSTANT_ALPHA;
case EVAS_3D_BLEND_SRC_ALPHA_SATURATE:
return GL_SRC_ALPHA_SATURATE;
default:
return GL_ZERO;
}
}
static inline void
_renderer_vertex_attrib_array_enable(E3D_Renderer *renderer, int index)
{
@ -271,6 +311,13 @@ e3d_renderer_draw(E3D_Renderer *renderer, E3D_Draw_Data *data)
while (index < E3D_MAX_VERTEX_ATTRIB_COUNT)
_renderer_vertex_attrib_array_disable(renderer, index++);
if (data->blending)
{
glEnable(GL_BLEND);
glBlendFunc(_gl_blend_func_get(data->blend_sfactor), _gl_blend_func_get(data->blend_dfactor));
}
else glDisable(GL_BLEND);
if (data->indices)
{
_renderer_elements_draw(renderer, data->assembly, data->index_count,

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@ -882,7 +882,6 @@ _fragment_shader_string_func_phong_add(E3D_Shader_String *shader,
ADD_LINE("gl_FragColor += color;");
}
ADD_LINE("gl_FragColor.a = 1.0;");
ADD_LINE("}");
}
@ -1055,7 +1054,6 @@ _fragment_shader_string_func_normal_map_add(E3D_Shader_String *shader,
ADD_LINE("gl_FragColor += color;");
}
ADD_LINE("gl_FragColor.a = 1.0;");
ADD_LINE("}");
}