examples: add new example for Evas_3D.

Summary: This example need for demonstration work of the propagate events.

Reviewers: Hermet, cedric, raster

CC: cedric

Differential Revision: https://phab.enlightenment.org/D890

Signed-off-by: Cedric BAIL <c.bail@partner.samsung.com>
This commit is contained in:
se.osadchy 2014-06-06 19:11:15 +02:00 committed by Cedric BAIL
parent 3ca3377dfb
commit f3ed65d225
4 changed files with 768 additions and 0 deletions

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@ -202,6 +202,11 @@ evas_3d_frustum_SOURCES = evas-3d-frustum.c
evas_3d_frustum_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
evas_3d_frustum_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
EXTRA_PROGRAMS += evas_3d_moon_space
evas_3d_moon_space_SOURCES = evas-3d-moon-space.c
evas_3d_moon_space_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
evas_3d_moon_space_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
EXTRA_PROGRAMS += evas_3d_aabb
evas_3d_aabb_SOURCES = evas-3d-aabb.c
evas_3d_aabb_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@

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/*
* This example illustrates the work of different callbacks of events from mouse
* and keyboard.
*
* Next tests are available:
* 1. All animations of scene will stop on mouse click on the background.
* 2. Clicking of any object on scene causes stop of its movement, but if click on
* the moon while it is in front of a planet will stop them both.
* 3. Camera position can be changed by pressing 'down' or 'up' key. Position of
* the camera changes in the respective direction.
* 4. The 'n' key pressing returns camera to its default position.
* 5. One of four types of vertex assembly of planet could be chosen by clicking on
* a number from 1 to 4 on keyboard.
* Compile with:
* gcc -o evas-3d-moon-space evas-3d-moon-space.c -g `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm
*/
#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
#include <Ecore_Evas.h>
#include <Ecore.h>
#include <Evas.h>
#include <stdio.h>
#include <math.h>
#include <Eo.h>
#define WIDTH 1024
#define HEIGHT 1024
typedef struct _Scene_Data
{
Eo *texture_diffuse_moon;
Eo *texture_diffuse_planet;
Eo *root_node;
Eo *camera_node;
Eo *light_node;
Eo *mesh_node_cube;
Eo *mesh_node_planet;
Eo *mesh_node_moon;
Eo *scene;
Eo *camera;
Eo *light;
Eo *mesh_cube;
Eo *mesh_planet;
Eo *mesh_moon;
Eo *material_planet;
Eo *material_moon;
Eo *material_cube;
} Scene_Data;
Evas_3D_Vertex_Assembly assembly = EVAS_3D_VERTEX_ASSEMBLY_LINES;
Ecore_Evas *ecore_evas = NULL;
Evas *evas = NULL;
Eo *background = NULL;
Eo *image = NULL;
float d_angle_planet = 0.1;
float d_angle_moon = 0.4;
float d_angle_cube = 0.5;
float camera_position = 15.0;
int d_i = 1;
static const float cube_vertices[] =
{
/* Front */
-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
/* Back */
1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
/* Left */
-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
/* Right */
1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
/* Top */
-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
/* Bottom */
1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
};
static const unsigned short cube_indices[] =
{
/* Front */
0, 1, 2, 2, 1, 3,
/* Back */
4, 5, 6, 6, 5, 7,
/* Left */
8, 9, 10, 10, 9, 11,
/* Right */
12, 13, 14, 14, 13, 15,
/* Top */
16, 17, 18, 18, 17, 19,
/* Bottom */
20, 21, 22, 22, 21, 23
};
typedef struct _vec4
{
float x;
float y;
float z;
float w;
} vec4;
typedef struct _vec3
{
float x;
float y;
float z;
} vec3;
typedef struct _vec2
{
float x;
float y;
} vec2;
typedef struct _vertex
{
vec3 position;
vec3 normal;
vec3 tangent;
vec4 color;
vec3 texcoord;
} vertex;
static int vertex_count = 0;
static vertex *vertices = NULL;
static int index_count = 0;
static unsigned short *indices = NULL;
static inline vec3
_normalize(const vec3 *v)
{
double l;
vec3 vec;
l = sqrt((v->x * v->x) + (v->y * v->y) + (v->z * v->z));
if (l != 0)
{
vec.x = v->x / l;
vec.y = v->y / l;
vec.z = v->z / l;
}
return vec;
}
static void
_sphere_fini()
{
free(vertices);
free(indices);
}
static void
_sphere_init(int precision)
{
int i, j;
unsigned short *index;
vertex_count = (precision + 1) * (precision + 1);
index_count = precision * precision * 6;
/* Allocate buffer. */
vertices = malloc(sizeof(vertex) * vertex_count);
indices = malloc(sizeof(unsigned short) * index_count);
/* Calculate vertices position of the sphere mesh by using
splitting of sphere by latitude and longitude. */
for (i = 0; i <= precision; i++)
{
double lati, y, r;
lati = (M_PI * (double)i) / (double)precision;
y = cos(lati);
r = fabs(sin(lati));
for (j = 0; j <= precision; j++)
{
double longi;
vertex *v;
longi = (M_PI * 2.0 * j) / precision;
v = &vertices[(i * (precision + 1)) + j];
if ((j == 0) || (j == precision)) v->position.x = 0.0;
else v->position.x = r * sin(longi);
v->position.y = y;
if ((j == 0) || (j == precision)) v->position.z = r;
else v->position.z = r * cos(longi);
v->normal = v->position;
if (v->position.x > 0.0)
{
v->tangent.x = -v->normal.y;
v->tangent.y = v->normal.x;
v->tangent.z = v->normal.z;
}
else
{
v->tangent.x = v->normal.y;
v->tangent.y = -v->normal.x;
v->tangent.z = v->normal.z;
}
v->color.x = v->position.x;
v->color.y = v->position.y;
v->color.z = v->position.z;
v->color.w = 1.0;
if (j == precision) v->texcoord.x = 1.0;
else if (j == 0) v->texcoord.x = 0.0;
else v->texcoord.x = (double)j / (double)precision;
if (i == precision) v->texcoord.y = 1.0;
else if (i == 0) v->texcoord.y = 0.0;
else v->texcoord.y = 1.0 - ((double)i / (double)precision);
}
}
index = &indices[0];
/* Calculate and fill in the buffer of indices,
prepare stage for gl triangulation. */
for (i = 0; i < precision; i++)
{
for (j = 0; j < precision; j++)
{
*index++ = (i * (precision + 1)) + j;
*index++ = (i * (precision + 1)) + j + 1;
*index++ = ((i + 1) * (precision + 1)) + j;
*index++ = ((i + 1) * (precision + 1)) + j;
*index++ = (i * (precision + 1)) + j + 1;
*index++ = ((i + 1) * (precision + 1)) + j + 1;
}
}
/* Triangulation of sphere mesh in appliance with buffer of indices. */
for (i = 0; i < index_count; i += 3)
{
vec3 e1, e2;
float du1, du2, dv1, dv2, f;
vec3 tangent;
vertex *v0 = &vertices[indices[i + 0]];
vertex *v1 = &vertices[indices[i + 1]];
vertex *v2 = &vertices[indices[i + 2]];
e1.x = v1->position.x - v0->position.x;
e1.y = v1->position.y - v0->position.y;
e1.z = v1->position.z - v0->position.z;
e2.x = v2->position.x - v0->position.x;
e2.y = v2->position.y - v0->position.y;
e2.z = v2->position.z - v0->position.z;
du1 = v1->texcoord.x - v0->texcoord.x;
dv1 = v1->texcoord.y - v0->texcoord.y;
du2 = v2->texcoord.x - v0->texcoord.x;
dv2 = v2->texcoord.y - v0->texcoord.y;
f = 1.0 / ((du1 * dv2) - (du2 * dv1));
tangent.x = f * ((dv2 * e1.x) - (dv1 * e2.x));
tangent.y = f * ((dv2 * e1.y) - (dv1 * e2.y));
tangent.z = f * ((dv2 * e1.z) - (dv1 * e2.z));
v0->tangent = tangent;
}
/* Coupling between vertices by calculation of tangent parametr correct value. */
for (i = 0; i <= precision; i++)
{
for (j = 0; j <= precision; j++)
{
if (j == precision)
{
vertex *v;
v = &vertices[(i * (precision + 1)) + j];
v->tangent = vertices[i * (precision + 1)].tangent;
}
}
}
}
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);
evas_object_resize(image, w, h);
}
static void
_key_down(void *data,
Evas *e EINA_UNUSED,
Evas_Object *eo EINA_UNUSED,
void *event_info)
{
Evas_Event_Key_Down *ev = event_info;
if (!strcmp(ev->key, "Up"))
{
if (camera_position < 99.0)
camera_position += 0.5;
}
else if (!strcmp(ev->key, "Down"))
{
if (camera_position > 5.0)
camera_position -= 0.5;
}
else if (!strcmp(ev->key, "n"))
camera_position = 15.0;
else if (!strcmp(ev->key, "1"))
{
assembly = EVAS_3D_VERTEX_ASSEMBLY_LINES;
printf("Vertex assembly = EVAS_3D_VERTEX_ASSEMBLY_LINES\n");
}
else if (!strcmp(ev->key, "2"))
{
assembly = EVAS_3D_VERTEX_ASSEMBLY_LINE_STRIP;
printf("Vertex assembly = EVAS_3D_VERTEX_ASSEMBLY_LINE_STRIP\n");
}
else if (!strcmp(ev->key, "3"))
{
assembly = EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES;
printf("Vertex assembly = EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES\n");
}
else if (!strcmp(ev->key, "4"))
{
assembly = EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_FAN;
printf("Vertex assembly = EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_FAN\n");
}
}
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(30.0, 1.0, 1.0, 100.0));
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, 15.0),
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
_mesh_setup(Scene_Data *data)
{
_sphere_init(100);
data->mesh_planet = eo_add(EVAS_3D_MESH_CLASS, evas);
data->mesh_cube = eo_add(EVAS_3D_MESH_CLASS, evas);
data->mesh_moon = eo_add(EVAS_3D_MESH_CLASS, evas);
data->material_planet = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
data->material_cube = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
data->material_moon = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
data->texture_diffuse_planet = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
data->texture_diffuse_moon = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
data->mesh_node_planet = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
data->mesh_node_cube = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
data->mesh_node_moon = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
/* Setup material for cube. */
eo_do(data->material_cube,
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(70.0));
/* Setup material and texture for planet. */
eo_do(data->texture_diffuse_planet,
evas_3d_texture_file_set("EarthDiffuse.png", NULL),
evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR));
eo_do(data->material_planet,
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture_diffuse_planet),
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, 0.01, 0.01, 0.01, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(50.0));
/* Setup material and texture for moon. */
eo_do(data->texture_diffuse_moon,
evas_3d_texture_file_set("moon.png", NULL),
evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR));
eo_do(data->material_moon,
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture_diffuse_moon),
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, 0.01, 0.01, 0.01, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(50.0));
/* Setup mesh for moon. */
eo_do(data->mesh_moon,
evas_3d_mesh_vertex_count_set(vertex_count),
evas_3d_mesh_frame_add(0),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
sizeof(vertex), &vertices[0].position),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
sizeof(vertex), &vertices[0].normal),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TANGENT,
sizeof(vertex), &vertices[0].tangent),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
sizeof(vertex), &vertices[0].color),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
sizeof(vertex), &vertices[0].texcoord),
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]),
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE),
evas_3d_mesh_frame_material_set(0, data->material_moon));
eo_do(data->root_node,
evas_3d_node_member_add(data->mesh_node_moon));
eo_do(data->mesh_node_moon,
evas_3d_node_mesh_add(data->mesh_moon));
eo_do(data->mesh_node_moon, evas_3d_node_scale_set(0.2, 0.2, 0.2));
/* Setup mesh for cube. */
eo_do(data->mesh_cube,
evas_3d_mesh_vertex_count_set(24),
evas_3d_mesh_frame_add(0),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
12 * sizeof(float), &cube_vertices[ 0]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
12 * sizeof(float), &cube_vertices[ 3]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
12 * sizeof(float), &cube_vertices[ 6]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
12 * sizeof(float), &cube_vertices[10]),
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
36, &cube_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, data->material_cube));
eo_do(data->root_node,
evas_3d_node_member_add(data->mesh_node_cube));
eo_do(data->mesh_node_cube,
evas_3d_node_mesh_add(data->mesh_cube));
eo_do(data->mesh_node_cube,
evas_3d_node_scale_set(0.55, 0.55, 0.55));
/* Setup mesh for planet. */
eo_do(data->mesh_planet,
evas_3d_mesh_vertex_count_set(vertex_count),
evas_3d_mesh_frame_add(0),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
sizeof(vertex), &vertices[0].position),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
sizeof(vertex), &vertices[0].normal),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TANGENT,
sizeof(vertex), &vertices[0].tangent),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
sizeof(vertex), &vertices[0].color),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
sizeof(vertex), &vertices[0].texcoord),
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]),
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_LINES),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE),
evas_3d_mesh_frame_material_set(0, data->material_planet));
eo_do(data->root_node,
evas_3d_node_member_add(data->mesh_node_planet));
eo_do(data->mesh_node_planet,
evas_3d_node_mesh_add(data->mesh_planet));
}
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
/* Add the root node for the scene. */
data->root_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
eo_do(data->scene,
evas_3d_scene_size_set(WIDTH, HEIGHT),
evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
_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));
}
static void
_stop_scene(void *data,
Evas *e EINA_UNUSED,
Evas_Object *eo EINA_UNUSED,
void *event_info)
{
Evas_Event_Mouse_Down *ev = event_info;
Evas_3D_Node *n;
Evas_3D_Mesh *m;
Evas_Real s, t, x, y, z;
Scene_Data *d = (Scene_Data *)data;
Evas_3D_Node *pick;
const Eina_List *nodes = NULL;
Eina_List *picked_nodes = NULL;
int root_count = 0, picked_count = 0;
eo_do(d->scene,
evas_3d_scene_pick(ev->canvas.x, ev->canvas.y, &n, &m, &s, &t));
if (d->mesh_cube == m)
d_angle_cube = 0;
else if (d->mesh_moon == m)
{
d_angle_moon = 0;
d_i = 0;
}
else if (d->mesh_planet == m)
d_angle_planet = 0;
else
{
d_angle_planet = 0;
d_angle_cube = 0;
d_angle_moon = 0;
d_i = 0;
}
pick = eo_do(d->scene,
evas_3d_scene_exist(ev->canvas.x, ev->canvas.y, d->mesh_node_planet));
if (pick) d_angle_planet = 0;
nodes = eo_do(d->root_node, evas_3d_node_member_list_get());
picked_nodes = eo_do(d->scene, evas_3d_scene_pick_member_list_get(ev->canvas.x, ev->canvas.y));
root_count = eina_list_count(nodes);
picked_count = eina_list_count(picked_nodes);
printf("Count of members in the root node = %d, count of the picked members = %d\n", root_count, picked_count);
}
static void
_play_scene(void *data EINA_UNUSED,
Evas *e EINA_UNUSED,
Evas_Object *eo EINA_UNUSED,
void *event_info)
{
d_angle_planet = 0.1;
d_angle_cube = 0.5;
d_angle_moon = 0.4;
d_i = 1;
}
static Eina_Bool
_animate_planet(void *data)
{
static float angle = 0.0f;
Scene_Data *scene = (Scene_Data *)data;
angle += d_angle_planet;
eo_do(scene->mesh_node_planet,
evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0));
eo_do(scene->mesh_planet,
evas_3d_mesh_vertex_assembly_set(assembly));
/* Rotate */
if (angle > 360.0) angle -= 360.0f;
return EINA_TRUE;
}
static Eina_Bool
_animate_moon(void *data)
{
static float angle = 0.0f;
static float longi = 0.0f;
static int i = 0;
Scene_Data *scene = (Scene_Data *)data;
i += d_i;
longi = (2 * M_PI * i)/2000;
angle += d_angle_moon;
eo_do(scene->mesh_node_moon,
evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0),
evas_3d_node_position_set(2.0 * sin(longi), 0.7 * sin(longi), 2.0 * cos(longi)));
/* Rotate */
if (angle > 360.0) angle -= 360.0f;
return EINA_TRUE;
}
static Eina_Bool
_animate_cube(void *data)
{
static float angle = 0.0f;
Scene_Data *scene = (Scene_Data *)data;
angle += d_angle_cube;
eo_do(scene->mesh_node_cube,
evas_3d_node_orientation_angle_axis_set(angle, 1.0, 0.0, 1.0));
/* Rotate */
if (angle > 360.0) angle -= 360.0f;
return EINA_TRUE;
}
static Eina_Bool
_animate_camera(void *data)
{
Scene_Data *scene = (Scene_Data *)data;
eo_do(scene->camera_node,
evas_3d_node_position_set(0.0, 0.0, camera_position));
return EINA_TRUE;
}
int
main(void)
{
Scene_Data data;
//Unless Evas 3D supports Software renderer, we set gl backened forcely.
setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
if (!ecore_evas_init()) return 0;
ecore_evas = ecore_evas_new(NULL, 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 evas objects. */
background = evas_object_image_filled_add(evas);
evas_object_image_file_set(background, "bg_space.jpg", NULL),
evas_object_resize(background, WIDTH, HEIGHT),
evas_object_show(background);
image = evas_object_image_filled_add(evas);
evas_object_resize(image, WIDTH, HEIGHT),
evas_object_show(image),
evas_object_focus_set(image, EINA_TRUE);
eo_do(image,
evas_obj_image_scene_set(data.scene));
evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _stop_scene, &data);
evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_UP, _play_scene, &data);
evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _key_down, &data);
ecore_timer_add(0.016, _animate_cube, &data);
ecore_timer_add(0.016, _animate_camera, &data);
ecore_timer_add(0.01, _animate_planet, &data);
ecore_timer_add(0.01, _animate_moon, &data);
ecore_main_loop_begin();
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();
_sphere_fini();
return 0;
}

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