evas: Evas_3D - add fog effect. add two API function for enable and disable fog effect for given mesh.

Reviewers: Hermet, raster, cedric

CC: cedric

Differential Revision: https://phab.enlightenment.org/D936

Signed-off-by: Cedric BAIL <c.bail@partner.samsung.com>
This commit is contained in:
Dmytro Dadyka 2014-07-07 19:26:44 +02:00 committed by Cedric BAIL
parent f803ba27b7
commit 8e496570a7
10 changed files with 429 additions and 1 deletions

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@ -243,6 +243,7 @@ evas-aspect-hints.c \
evas-box.c \
evas-buffer-simple.c \
evas-events.c \
evas-3d-fog.c \
evas-hints.c \
evas-images.c \
evas-images2.c \

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@ -9,6 +9,7 @@ EXAMPLES= evas-aspect-hints \
evas-box \
evas-buffer-simple \
evas-events \
evas-3d-fog.c \
evas-hints \
evas-images \
evas-images2 \

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@ -0,0 +1,319 @@
/**
* Example illustrating usage of fog effect.
*
* @verbatim
* gcc -o evas-3d-fog evas-3d-fog.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
#define FOG_COLOR 0.5, 0.5, 0.5
#define FOG_FACTOR 0.2
static double pi = 3.14159265359;
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;
} 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;
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 += 0.5;
eo_do(scene->mesh_node,
evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0));
if (angle > 360.0) angle -= 360.0f;
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_custom(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_custom(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, double r, double x, double y, double z, 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 = pi / p;
dfi = 2 * 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 = r * sinth * cosfi + x;
vertices[i + j * vccount].y = r * sinth * sinfi + y;
vertices[i + j * vccount].z = r * costh + z;
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_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
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, 0.2, 0.2, 0.2, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
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, 1, 4, 0, 0, 100, data->material);
_set_ball(data->mesh1, 2, 0, 0, 0, 100, data->material);
data->mesh_node =
eo_add_custom(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_custom(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->mesh, evas_3d_mesh_fog_enable_set(EINA_TRUE), evas_3d_mesh_fog_color_set(FOG_COLOR, FOG_FACTOR));
eo_do(data->mesh1, evas_3d_mesh_fog_enable_set(EINA_TRUE), evas_3d_mesh_fog_color_set(FOG_COLOR, FOG_FACTOR));
}
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(FOG_COLOR, 1));
data->root_node =
eo_add_custom(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)
{
//Unless Evas 3D supports Software renderer, we set gl backened forcely.
setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
Scene_Data data;
Ecore_Animator *anim;
if (!ecore_evas_init()) return 0;
ecore_evas = ecore_evas_new("opengl_x11", 10, 10, 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 = eo_add(EVAS_RECTANGLE_CLASS, evas);
eo_unref(background);
eo_do(background,
evas_obj_color_set(0, 0, 0, 255),
evas_obj_size_set(WIDTH, HEIGHT),
evas_obj_visibility_set(EINA_TRUE));
/* Add an image object for 3D scene rendering. */
image = evas_object_image_filled_add(evas);
eo_do(image,
evas_obj_size_set(WIDTH, HEIGHT),
evas_obj_visibility_set(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);
/* 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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@ -466,6 +466,7 @@ typedef enum _Evas_3D_State
EVAS_3D_STATE_MESH_INDEX_DATA,
EVAS_3D_STATE_MESH_VERTEX_ASSEMBLY,
EVAS_3D_STATE_MESH_SHADE_MODE,
EVAS_3D_STATE_MESH_FOG,
EVAS_3D_STATE_CAMERA_PROJECTION = 1,

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@ -742,6 +742,36 @@ _evas_3d_mesh_vertex_assembly_get(Eo *obj EINA_UNUSED, Evas_3D_Mesh_Data *pd)
return pd->assembly;
}
EOLIAN static void
_evas_3d_mesh_fog_color_set(Eo *obj, Evas_3D_Mesh_Data *pd, Evas_Real r, Evas_Real g, Evas_Real b, Evas_Real a)
{
evas_color_set(&pd->fog_color, r, g, b, a);
eo_do(obj, evas_3d_object_change(EVAS_3D_STATE_MESH_FOG, NULL));
}
EOLIAN static void
_evas_3d_mesh_fog_color_get(Eo *obj EINA_UNUSED, Evas_3D_Mesh_Data *pd,
Evas_Real *r, Evas_Real *g, Evas_Real *b, Evas_Real *a)
{
if (r) *r = pd->fog_color.r;
if (g) *g = pd->fog_color.g;
if (b) *b = pd->fog_color.b;
if (a) *a = pd->fog_color.a;
}
EOLIAN static void
_evas_3d_mesh_fog_enable_set(Eo *obj, Evas_3D_Mesh_Data *pd, Eina_Bool enabled)
{
pd->fog_enabled = enabled;
eo_do(obj, evas_3d_object_change(EVAS_3D_STATE_MESH_FOG, NULL));
}
EOLIAN static Eina_Bool
_evas_3d_mesh_fog_enable_get(Eo *obj, Evas_3D_Mesh_Data *pd)
{
return pd->fog_enabled;
}
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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@ -310,6 +310,48 @@ class Evas_3D_Mesh (Evas_3D_Object, Evas.Common_Interface)
return int;
}
fog_color_set {
/*
Set the fog color and density for the given mesh.
@ingroup Evas_3D_Mesh
*/
params {
@in Evas_Real r; /*@ The red component of the fog color.*/
@in Evas_Real g; /*@ The green component of the fog color.*/
@in Evas_Real b; /*@ The blue component of the fog color.*/
@in Evas_Real a; /*@ The transparency of fog.*/
}
}
fog_color_get {
/*
Set the fog color and density for the given mesh.
@ingroup Evas_3D_Mesh
*/
params {
@out Evas_Real r; /*@ Pointer to receive red component of the fog color.*/
@out Evas_Real g; /*@ Pointer to receive green component of the fog color.*/
@out Evas_Real b; /*@ Pointer to receive blue component of the fog color.*/
@out Evas_Real a; /*@ Pointer to receive transparency of fog.*/
}
}
fog_enable_set {
/*
Enable or disable fog effect for given mesh.
@ingroup Evas_3D_Mesh
*/
params {
@in Eina_Bool enabled; /*@ The red component of the fog color.*/
}
}
fog_enable_get {
/*
Get fog effect status for the given mesh.
@ingroup Evas_3D_Mesh
*/
return Eina_Bool;
params {
}
}
}
properties {
shade_mode {

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@ -246,7 +246,10 @@ struct _Evas_3D_Mesh
Evas_3D_Vertex_Assembly assembly;
Eina_Hash *nodes;
Eina_Hash *nodes;
Evas_Color fog_color;
Eina_Bool fog_enabled :1;
};
struct _Evas_3D_Texture

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@ -1084,6 +1084,11 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
if (pdmesh->frames == NULL)
return EINA_FALSE;
if (pdmesh->fog_enabled)
{
data->flags |= E3D_SHADER_FLAG_FOG_ENABLED;
data->fog_color = pdmesh->fog_color;
}
data->mode = pdmesh->shade_mode;
data->assembly = pdmesh->assembly;
data->vertex_count = pdmesh->vertex_count;

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@ -35,6 +35,7 @@ typedef unsigned long E3D_Shader_Flag;
#define E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND (1 << 26)
#define E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND (1 << 27)
#define E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND (1 << 28)
#define E3D_SHADER_FLAG_FOG_ENABLED (1 << 29)
static inline Eina_Bool
_flags_need_tex_coord(E3D_Shader_Flag flags)
@ -90,6 +91,7 @@ struct _E3D_Draw_Data
Evas_Color diffuse;
Evas_Color specular;
} light;
Evas_Color fog_color;
};
struct _E3D_Texture

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@ -44,6 +44,8 @@ typedef enum _E3D_Uniform
E3D_UNIFORM_MATERIAL_SPECULAR,
E3D_UNIFORM_MATERIAL_EMISSION,
E3D_UNIFORM_MATERIAL_SHININESS,
E3D_UNIFORM_FOG_FACTOR,
E3D_UNIFORM_FOG_COLOR,
E3D_UNIFORM_COUNT,
} E3D_Uniform;
@ -497,6 +499,12 @@ _fragment_shader_string_variable_add(E3D_Shader_String *shader,
if (_flags_need_tex_coord(flags))
ADD_LINE("varying vec2 vTexCoord;");
if (flags & E3D_SHADER_FLAG_FOG_ENABLED)
{
ADD_LINE("uniform float uFogFactor;");
ADD_LINE("uniform vec4 uFogColor;");
}
/* Materials. */
if (flags & E3D_SHADER_FLAG_DIFFUSE)
{
@ -1067,6 +1075,14 @@ _fragment_shader_string_get(E3D_Shader_String *shader,
ADD_LINE("fragmentNormalMap();");
}
if (flags & E3D_SHADER_FLAG_FOG_ENABLED)
{
ADD_LINE("float z = gl_FragCoord.z / gl_FragCoord.w;");
ADD_LINE("float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44 );");
ADD_LINE("fogFactor = clamp(fogFactor, 0.0, 1.0);");
ADD_LINE("gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor );");
}
ADD_LINE("}");
}
@ -1234,6 +1250,8 @@ static const char *uniform_names[] =
"uMaterialSpecular",
"uMaterialEmission",
"uMaterialShininess",
"uFogFactor",
"uFogColor"
};
static inline void
@ -1394,6 +1412,12 @@ _uniform_upload(E3D_Uniform u, GLint loc, const E3D_Draw_Data *data)
case E3D_UNIFORM_MATERIAL_SHININESS:
glUniform1f(loc, data->shininess);
break;
case E3D_UNIFORM_FOG_FACTOR:
glUniform1f(loc, data->fog_color.a);
break;
case E3D_UNIFORM_FOG_COLOR:
glUniform4f(loc, data->fog_color.r, data->fog_color.g, data->fog_color.b, 1);
break;
default:
ERR("Invalid uniform ID.");
break;