/** * Simple Evas example illustrating import/export of .obj format. * * Read mesh from "man_mesh.obj". * After that cheange some properties of material. * After that save material to "saved_man.mtl" * and geometry to "saved_man.obj". * * @verbatim * gcc -o evas-3d-obj evas-3d-obj.c `pkg-config --libs --cflags evas ecore ecore-evas` * @endverbatim */ #define EFL_EO_API_SUPPORT #define EFL_BETA_API_SUPPORT #include #include #include #include #define WIDTH 400 #define HEIGHT 400 Ecore_Evas *ecore_evas = NULL; Evas *evas = NULL; Eo *background = NULL; Eo *image = NULL; Eo *scene = NULL; Eo *root_node = NULL; Eo *camera_node = NULL; Eo *light_node = NULL; Eo *camera = NULL; Eo *mesh_node = NULL; Eo *mesh = NULL; Eo *material = NULL; Eo *texture = NULL; Eo *light = NULL; static float angle = 0; static Eina_Bool _animate_scene(void *data) { angle += 0.5; eo_do((Evas_3D_Node *)data, evas_3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0)); /* Rotate */ if (angle > 360.0) angle -= 360.0f; return EINA_TRUE; } 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); eo_do(background, evas_obj_size_set(w, h)); eo_do(image, evas_obj_size_set(w, h)); } int main(void) { //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); /* Add a scene object .*/ scene = eo_add(EVAS_3D_SCENE_CLASS, evas); /* Add the root node for the scene. */ root_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE)); /* Add the camera. */ camera = eo_add(EVAS_3D_CAMERA_CLASS, evas); eo_do(camera, evas_3d_camera_projection_perspective_set(60.0, 1.0, 1.0, 500.0)); camera_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA)); eo_do(camera_node, evas_3d_node_camera_set(camera)); eo_do(root_node, evas_3d_node_member_add(camera_node)); eo_do(camera_node, evas_3d_node_position_set(100.0, 0.0, 20.0), evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0)); /* Add the light. */ light = eo_add(EVAS_3D_LIGHT_CLASS, evas); eo_do(light, evas_3d_light_ambient_set(1.0, 1.0, 1.0, 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), evas_3d_light_directional_set(EINA_TRUE)); light_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT)); eo_do(light_node, evas_3d_node_light_set(light), evas_3d_node_position_set(1000.0, 0.0, 1000.0), 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(root_node, evas_3d_node_member_add(light_node)); /* Add the mesh. */ mesh = eo_add(EVAS_3D_MESH_CLASS, evas); material = eo_add(EVAS_3D_MATERIAL_CLASS, evas); eo_do(mesh, evas_3d_mesh_file_set("man_mesh.obj", NULL), evas_3d_mesh_frame_material_set(0, material), evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG)); texture = eo_add(EVAS_3D_TEXTURE_CLASS, evas); eo_do(texture, evas_3d_texture_file_set("indian_DIFF3.png", NULL), evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST, EVAS_3D_TEXTURE_FILTER_NEAREST), evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT, EVAS_3D_WRAP_MODE_REPEAT)); eo_do(material, evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, texture), 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_enable_set(EVAS_3D_MATERIAL_NORMAL, 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)); eo_do(mesh, evas_3d_mesh_save("saved_man.obj", NULL)); mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH)); eo_do(root_node, evas_3d_node_member_add(mesh_node)); eo_do(mesh_node, evas_3d_node_mesh_add(mesh)); /* Set up scene. */ eo_do(scene, evas_3d_scene_root_node_set(root_node), evas_3d_scene_camera_node_set(camera_node), evas_3d_scene_size_set(WIDTH, HEIGHT)); /* Add a background rectangle objects. */ background = eo_add(EVAS_RECTANGLE_CLASS, evas); 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(scene)); ecore_timer_add(0.01, _animate_scene, mesh_node); /* Enter main loop. */ ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }