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:
parent
3ca3377dfb
commit
f3ed65d225
|
@ -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@
|
||||
|
|
Binary file not shown.
After Width: | Height: | Size: 758 KiB |
|
@ -0,0 +1,763 @@
|
|||
/*
|
||||
* 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;
|
||||
}
|
Binary file not shown.
After Width: | Height: | Size: 177 KiB |
Loading…
Reference in New Issue