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>
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@ -248,6 +248,11 @@ evas_3d_obj_SOURCES = evas-3d-obj.c
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evas_3d_obj_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
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evas_3d_obj_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
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EXTRA_PROGRAMS += evas_3d_blending
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evas_3d_blending_SOURCES = evas-3d-blending.c
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evas_3d_blending_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
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evas_3d_blending_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
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EXTRA_PROGRAMS += evas_gl
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evas_gl_SOURCES = evas-gl.c
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evas_gl_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
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@ -0,0 +1,396 @@
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/**
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* Example illustrating usage of blending modes. Press "Up" or "Down" key for change source blending factor.
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* Press "Left" or "Right" for change destination blending factors.
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* For more detailes see https://www.opengl.org/sdk/docs/man2/xhtml/glBlendFunc.xml
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*
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* @verbatim
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* gcc -o evas-3d-blending evas-3d-blending.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm
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* @endverbatim
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*/
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#define EFL_EO_API_SUPPORT
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#define EFL_BETA_API_SUPPORT
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#include <math.h>
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#include <Eo.h>
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#include <Evas.h>
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#include <Ecore.h>
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#include <Ecore_Evas.h>
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#define WIDTH 1024
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#define HEIGHT 1024
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static const char *blend_func_names[] =
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{
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/**< The scale factors for color components is (0, 0, 0, 0)*/
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"EVAS_3D_BLEND_ZERO",
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/**< The scale factors for color components is (1, 1, 1, 1)*/
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"EVAS_3D_BLEND_ONE",
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/**< The scale factors for color components is (Rs/kR, Gs/kG, Bs/kB, As/kA)*/
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"EVAS_3D_BLEND_SRC_COLOR",
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/**< The scale factors for color components is (1, 1, 1, 1) - (Rs/kR, Gs/kG, Bs/kB, As/kA)*/
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"EVAS_3D_BLEND_ONE_MINUS_SRC_COLOR",
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/**< The scale factors for color components is (Rd/kR, Gd/kG, Bd/kB, Ad/kA)*/
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"EVAS_3D_BLEND_DST_COLOR",
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/**< The scale factors for color components is (1, 1, 1, 1) - (Rd/kR, Gd/kG, Bd/kB, Ad/kA)*/
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"EVAS_3D_BLEND_ONE_MINUS_DST_COLOR",
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/**< The scale factors for color components is (As/kA, As/kA, As/kA, As/kA)*/
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"EVAS_3D_BLEND_SRC_ALPHA",
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/**< The scale factors for color components is (1, 1, 1, 1) - (As/kA, As/kA, As/kA, As/kA)*/
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"EVAS_3D_BLEND_ONE_MINUS_SRC_ALPHA",
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/**< The scale factors for color components is (Ad/kA, Ad/kA, Ad/kA, Ad/kA)*/
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"EVAS_3D_BLEND_DST_ALPHA",
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/**< The scale factors for color components is (1, 1, 1, 1) - (Ad/kA, Ad/kA, Ad/kA, Ad/kA)*/
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"EVAS_3D_BLEND_ONE_MINUS_DST_ALPHA",
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/**< The scale factors for color components is (Rc, Gc, Bc, Ac)*/
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"EVAS_3D_BLEND_CONSTANT_COLOR",
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/**< The scale factors for color components is (1, 1, 1, 1) - (Rc, Gc, Bc, Ac)*/
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"EVAS_3D_BLEND_ONE_MINUS_CONSTANT_COLOR",
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/**< The scale factors for color components is (Ac, Ac, Ac, Ac)*/
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"EVAS_3D_BLEND_CONSTANT_ALPHA",
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/**< The scale factors for color components is (1, 1, 1, 1) - (Ac, Ac, Ac, Ac)*/
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"EVAS_3D_BLEND_ONE_MINUS_CONSTANT_ALPHA",
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/**< The scale factors for color components is (i, i, i, 1) where i = min(As, kA, Ad)/kA*/
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"EVAS_3D_BLEND_SRC_ALPHA_SATURATE",
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};
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typedef struct _Scene_Data
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{
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Eo *scene;
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Eo *root_node;
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Eo *camera_node;
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Eo *light_node;
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Eo *mesh_node;
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Eo *mesh_node1;
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Eo *camera;
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Eo *light;
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Eo *mesh;
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Eo *mesh1;
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Eo *material;
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Eo *material1;
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} Scene_Data;
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typedef struct _vec3
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{
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float x;
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float y;
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float z;
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} vec3;
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typedef struct _vec4
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{
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float x;
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float y;
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float z;
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float w;
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} vec4;
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Ecore_Evas *ecore_evas = NULL;
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Evas *evas = NULL;
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Eo *background = NULL;
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Eo *image = NULL;
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int func1 = EVAS_3D_BLEND_SRC_ALPHA;
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int func2 = EVAS_3D_BLEND_ONE_MINUS_SRC_ALPHA;
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static void
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_on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
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{
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Scene_Data *scene = (Scene_Data *)data;
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Evas_Event_Key_Down *ev = event_info;
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Eina_Bool frustum;
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Evas_Real x, y, z;
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if (!strcmp("Up", ev->key))
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func1++;
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if (!strcmp("Down", ev->key))
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func1--;
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if (!strcmp("Left", ev->key))
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func2++;
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if (!strcmp("Right", ev->key))
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func2--;
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if(func1 < EVAS_3D_BLEND_ZERO)
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func1 = EVAS_3D_BLEND_SRC_ALPHA_SATURATE;
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if(func1 > EVAS_3D_BLEND_SRC_ALPHA_SATURATE)
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func1 = EVAS_3D_BLEND_ZERO;
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if(func2 < EVAS_3D_BLEND_ZERO)
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func2 = EVAS_3D_BLEND_SRC_ALPHA_SATURATE;
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if(func2 > EVAS_3D_BLEND_SRC_ALPHA_SATURATE)
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func2 = EVAS_3D_BLEND_ZERO;
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eo_do(scene->mesh1, evas_3d_mesh_blending_func_set(func1, func2));
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printf("sfactor = %s, dfactor = %s\n", blend_func_names[func1], blend_func_names[func2]);
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}
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static void
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_on_delete(Ecore_Evas *ee EINA_UNUSED)
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{
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ecore_main_loop_quit();
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}
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static void
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_on_canvas_resize(Ecore_Evas *ee)
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{
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int w, h;
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ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
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evas_object_resize(background, w, h);
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eo_do(background, evas_obj_size_set(w, h));
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eo_do(image, evas_obj_size_set(w, h));
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}
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static Eina_Bool
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_animate_scene(void *data)
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{
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static float angle = 0.0f;
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Scene_Data *scene = (Scene_Data *)data;
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angle += 0.02;
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eo_do(scene->mesh_node,
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evas_3d_node_position_set(3 * sin(angle), 0.0, 3 * cos(angle)));
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if (angle > 2 * M_PI) angle = 0;
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return EINA_TRUE;
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}
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static void
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_camera_setup(Scene_Data *data)
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{
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data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
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eo_do(data->camera,
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evas_3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
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data->camera_node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
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eo_do(data->camera_node,
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evas_3d_node_camera_set(data->camera),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
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eo_do(data->root_node, evas_3d_node_member_add(data->camera_node));
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}
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static void
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_light_setup(Scene_Data *data)
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{
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data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
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eo_do(data->light,
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evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
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evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
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data->light_node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
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eo_do(data->light_node,
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evas_3d_node_light_set(data->light),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
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eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
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}
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static void
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_set_ball(Eo *mesh, int p, Evas_3D_Material *material)
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{
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int vcount, icount, vccount, i, j;
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double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
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unsigned short *indices, *index;
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icount = p * p * 6;
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vccount = p + 1;
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vcount = vccount * vccount;
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dtheta = M_PI / p;
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dfi = 2 * M_PI / p;
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vec3 *vertices = malloc(sizeof(vec3) * vcount);
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vec3 *normals = malloc(sizeof(vec3) * vcount);
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for (j = 0; j < vccount; j++)
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{
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theta = j * dtheta;
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sinth = sin(theta);
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costh = cos(theta);
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for (i = 0; i < vccount; i++)
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{
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fi = i * dfi;
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sinfi = sin(fi);
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cosfi = cos(fi);
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vertices[i + j * vccount].x = sinth * cosfi;
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vertices[i + j * vccount].y = sinth * sinfi;
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vertices[i + j * vccount].z = costh;
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normals[i + j * vccount].x = sinth * cosfi;
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normals[i + j * vccount].y = sinth * sinfi;
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normals[i + j * vccount].z = costh;
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}
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}
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indices = malloc(sizeof(short) * icount);
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index = &indices[0];
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for(j = 0; j < p; j++)
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for(i = 0; i < p; i++)
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{
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*index++ = (unsigned short)(i + vccount * j);
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*index++ = i + vccount * (j + 1);
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*index++ = i + 1 + vccount * (j + 1);
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*index++ = i + vccount * j;
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*index++ = i + 1 + vccount * j;
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*index++ = i + vccount * (j + 1) + 1;
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}
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eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount),
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evas_3d_mesh_frame_add(0);
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
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sizeof(vec3), &vertices[0]);
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
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sizeof(vec3), &normals[0]);
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evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
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icount , &indices[0]);
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG);
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evas_3d_mesh_frame_material_set(0, material));
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}
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static void
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_mesh_setup(Scene_Data *data)
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{
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data->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(data->material,
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 1.0, 0.2, 0.2, 0.2),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 0.0, 0.0, 0.2),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 0.2),
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evas_3d_material_shininess_set(100.0));
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data->material1 = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(data->material1,
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.0, 0.2, 0.2, 0.2),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.0, 0.0, 1.0, 0.2),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 0.2),
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evas_3d_material_shininess_set(100.0));
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data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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data->mesh1 = eo_add(EVAS_3D_MESH_CLASS, evas);
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_set_ball(data->mesh, 100, data->material);
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_set_ball(data->mesh1, 100, data->material1);
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data->mesh_node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
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eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
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data->mesh_node1 =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node1));
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eo_do(data->mesh_node1, evas_3d_node_mesh_add(data->mesh1));
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eo_do(data->mesh1, evas_3d_mesh_blending_enable_set(EINA_TRUE),
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evas_3d_mesh_blending_func_set(func1, func2));
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eo_do(data->mesh_node1,
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evas_3d_node_scale_set(2.5, 2.5, 2.5));
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}
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static void
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_scene_setup(Scene_Data *data)
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{
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data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
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eo_do(data->scene,
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evas_3d_scene_size_set(WIDTH, HEIGHT);
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evas_3d_scene_background_color_set(0.5, 0.5, 0.5, 1));
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data->root_node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
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_camera_setup(data);
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_light_setup(data);
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_mesh_setup(data);
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eo_do(data->scene,
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evas_3d_scene_root_node_set(data->root_node),
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evas_3d_scene_camera_node_set(data->camera_node));
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}
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int
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main(void)
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{
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Scene_Data data;
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Ecore_Animator *anim;
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Ecore_Evas *ecore_evas = NULL;
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if (!ecore_evas_init()) return 0;
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setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
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ecore_evas = ecore_evas_new(NULL, 0, 0, WIDTH, HEIGHT, NULL);
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if (!ecore_evas) return 0;
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ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
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ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
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ecore_evas_show(ecore_evas);
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evas = ecore_evas_get(ecore_evas);
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_scene_setup(&data);
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/* Add a background rectangle objects. */
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background = evas_object_rectangle_add(evas);
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evas_object_color_set(background, 0, 0, 0, 255);
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evas_object_move(background, 0, 0);
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evas_object_resize(background, WIDTH, HEIGHT);
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evas_object_show(background);
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/* Add an image object for 3D scene rendering. */
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image = evas_object_image_filled_add(evas);
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evas_object_move(image, 0, 0);
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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;
|
||||
}
|
|
@ -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
|
||||
*
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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;
|
||||
};
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -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("}");
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue