/** * This example shows how to work frustum culling. * Use 'w'/'s' key to move far frustum plane from/to the camera. * Use 't'/'g' key to move near frustum plane from/to the camera. * Use '1'/'2' key to set camera to the first/second position. * Use '3'/'4'/'5' key to set bounding sphere/aabb/central point mode. * Use 'i', 'k', 'j', 'l', 'u' and 'o' keys to move mesh node in 3D. * Use 'z', 'x', 'c', 'Z', 'X' and 'C' keys to change scaling constants of mesh. * See in terminal output value distance to far plane of frustum and value of visibility of node * @see evas_3d_camera_node_visible_get. * * @verbatim * gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm * @endverbatim */ #ifdef HAVE_CONFIG_H #include "config.h" #else #define PACKAGE_EXAMPLES_DIR "." #define EFL_EO_API_SUPPORT #define EFL_BETA_API_SUPPORT #endif #include #include #include #include #include #include "evas-common.h" #define WIDTH 800 #define HEIGHT 600 static const char *image_eagle_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/eagle.png"; static const char *eagle_path = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/eagle.md2"; typedef struct _Scene_Data { Eo *root_node; Eo *camera_node; Eo *light_node; Eo *mesh_node_model; Eo *mesh_node; Eo *scene; Eo *camera; Eo *light; Eo *mesh_model; Eo *mesh; Eo *material_model; Eo *material; Eo *texture_model; } Scene_Data; Evas *evas; Evas_Object *background,*image; Evas_Real obj_x = 0.0, obj_y = 0.0, obj_z = 0.0, obj_sc_x = 1.0, obj_sc_y = 1.0, obj_sc_z = 1.0; Evas_Real fleft = -5, fright = 5, fbottom = -5, fup = 5, fnear = 20, ffar = 1000; Evas_Real radius = 0; Evas_3D_Frustum_Mode key = EVAS_3D_FRUSTUM_MODE_AABB; typedef struct _vec3 { float x; float y; float z; } vec3; static void _set_ball(Eo *mesh, double r, double x, double y, double z, int p); static void _mesh_aabb(Eo *mesh_b, Eo *mesh_node); static void _show_help() { fprintf(stdout, "Press 'w'/'s' key to move far frustum plane from/to the camera\n"); fprintf(stdout, "Press 't'/'g' key to move near frustum plane from/to the camera\n"); fprintf(stdout, "Press '1'/'2' key to set camera to the first/second position\n"); fprintf(stdout, "Press '3'/'4'/'5' key to set bounding sphere/aabb/central point mode\n"); fprintf(stdout, "Press 'i', 'k', 'j', 'l', 'u' and 'o' keys to move mesh node in 3D\n"); fprintf(stdout, "Press 'z', 'x', 'c', 'Z', 'X' and 'C' keys to change scaling constants of mesh\n"); } 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); evas_object_move(image, 0, 0); } static Eina_Bool _redraw_bounding_object(void *data) { Evas_Real x, y, z; Scene_Data *scene = (Scene_Data *)data; eo_do(scene->mesh_node_model, evas_3d_node_bounding_sphere_get(&x, &y, &z, &radius)); if (key == EVAS_3D_FRUSTUM_MODE_BSPHERE) _set_ball(scene->mesh, radius, x, y, z, 100); else if (key == EVAS_3D_FRUSTUM_MODE_AABB) _mesh_aabb(scene->mesh, scene->mesh_node_model); else if (key == EVAS_3D_FRUSTUM_MODE_CENTRAL_POINT) _set_ball(scene->mesh, 1, x, y, z, 1); return ECORE_CALLBACK_RENEW; } static void _on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info) { Scene_Data *scene = (Scene_Data *)data; Evas_Event_Key_Down *ev = event_info; Eina_Bool frustum; if (!strcmp("w", ev->key)) { ffar += 20; eo_do(scene->camera, evas_3d_camera_projection_frustum_set(fleft, fright, fbottom, fup, fnear, ffar)); } else if(!strcmp("s", ev->key)) { ffar -= 20; eo_do(scene->camera, evas_3d_camera_projection_frustum_set(fleft, fright, fbottom, fup, fnear, ffar)); } else if(!strcmp("t", ev->key)) { fnear += 2; eo_do(scene->camera, evas_3d_camera_projection_frustum_set(fleft, fright, fbottom, fup, fnear, ffar)); } else if(!strcmp("g", ev->key)) { fnear -= 2; eo_do(scene->camera, evas_3d_camera_projection_frustum_set(fleft, fright, fbottom, fup, fnear, ffar)); } else if(!strcmp("i", ev->key)) { obj_y++; eo_do(scene->mesh_node_model, evas_3d_node_position_set(obj_x, obj_y, obj_z)); } else if(!strcmp("k", ev->key)) { obj_y--; eo_do(scene->mesh_node_model, evas_3d_node_position_set(obj_x, obj_y, obj_z)); } else if(!strcmp("o", ev->key)) { obj_z++; eo_do(scene->mesh_node_model, evas_3d_node_position_set(obj_x, obj_y, obj_z)); } else if(!strcmp("u", ev->key)) { obj_z--; eo_do(scene->mesh_node_model, evas_3d_node_position_set(obj_x, obj_y, obj_z)); } else if(!strcmp("l", ev->key)) { obj_x++; eo_do(scene->mesh_node_model, evas_3d_node_position_set(obj_x, obj_y, obj_z)); } else if(!strcmp("j", ev->key)) { obj_x--; eo_do(scene->mesh_node_model, evas_3d_node_position_set(obj_x, obj_y, obj_z)); } else if(!strcmp("z", ev->key)) { obj_sc_y+=0.02; eo_do(scene->mesh_node_model, evas_3d_node_scale_set(obj_sc_x, obj_sc_y, obj_sc_z)); } else if(!strcmp("Z", ev->key)) { obj_sc_y-=0.02; eo_do(scene->mesh_node_model, evas_3d_node_scale_set(obj_sc_x, obj_sc_y, obj_sc_z)); } else if(!strcmp("x", ev->key)) { obj_sc_z+=0.02; eo_do(scene->mesh_node_model, evas_3d_node_scale_set(obj_sc_x, obj_sc_y, obj_sc_z)); } else if(!strcmp("X", ev->key)) { obj_sc_z-=0.02; eo_do(scene->mesh_node_model, evas_3d_node_scale_set(obj_sc_x, obj_sc_y, obj_sc_z)); } else if(!strcmp("c", ev->key)) { obj_sc_x+=0.02; eo_do(scene->mesh_node_model, evas_3d_node_scale_set(obj_sc_x, obj_sc_y, obj_sc_z)); } else if(!strcmp("C", ev->key)) { obj_sc_x-=0.02; eo_do(scene->mesh_node_model, evas_3d_node_scale_set(obj_sc_x, obj_sc_y, obj_sc_z)); } else if(!strcmp("Return", ev->key)) { eo_do(scene->camera, evas_3d_camera_projection_frustum_set(fleft, fright, fbottom, fup, fnear, ffar)); } else if (!strcmp("1", ev->key)) { eo_do(scene->camera_node, evas_3d_node_position_set(0.0, 0.0, 300.0), 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)); fprintf(stdout, "Changed position and view of camera\n"); } else if (!strcmp("2", ev->key)) { eo_do(scene->camera_node, evas_3d_node_position_set(300.0, 300.0, 300.0); 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)); fprintf(stdout, "Changed position and view of camera\n"); } else if (!strcmp("3", ev->key)) { key = EVAS_3D_FRUSTUM_MODE_BSPHERE; } else if (!strcmp("4", ev->key)) { key = EVAS_3D_FRUSTUM_MODE_AABB; } else if (!strcmp("5", ev->key)) { key = EVAS_3D_FRUSTUM_MODE_CENTRAL_POINT; } else { _show_help(); } _redraw_bounding_object(data); eo_do(scene->camera, frustum = evas_3d_camera_node_visible_get(scene->camera_node, scene->mesh_node_model, key)); fprintf(stdout, "far - %f frustum - %d radius - %f\n", ffar, frustum, radius); } static void _camera_setup(Scene_Data *data) { data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas); data->camera_node = eo_add(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, 300.0); 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->camera, evas_3d_camera_projection_frustum_set(fleft, fright, fbottom, fup, fnear, ffar)); 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(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, 200.0), evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0)); eo_do(data->root_node, evas_3d_node_member_add(data->light_node)); } static void _mesh_aabb(Eo *mesh_b, Eo *mesh_node) { Evas_Real x0, y0, z0, x1, y1, z1; eo_do(mesh_node, evas_3d_node_bounding_box_get(&x0, &y0, &z0, &x1, &y1, &z1)); float vertices[] = { x0, y0, z1, x0, y1, z1, x1, y1, z1, x1, y0, z1, x0, y0, z0, x1, y0, z0, x0, y1, z0, x1, y1, z0, x0, y0, z0, x0, y1, z0, x0, y0, z1, x0, y1, z1, x1, y0, z0, x1, y1, z0, x1, y1, z1, x1, y0, z1, x0, y1, z0, x1, y1, z0, x0, y1, z1, x1, y1, z1, x0, y0, z0, x1, y0, z0, x1, y0, z1, x0, y0, z1 }; unsigned short indices[] = { 0, 1, 2, 3, 1, 2, 0, 3, 4, 5, 5, 7, 7, 6, 6, 4, 8, 9, 9, 11, 11, 10, 10, 8, 12, 13, 13, 14, 14, 15, 15, 12, 16, 17, 17, 19, 19, 18, 18, 16, 20, 21, 21, 22, 22, 23, 23, 20 }; float *cube_vertices = (float *) malloc(1 * sizeof(vertices)); unsigned short *cube_indices = (unsigned short *) malloc(1 * sizeof(indices)); memcpy(cube_vertices, vertices, sizeof(vertices)); memcpy(cube_indices, indices, sizeof(indices)); eo_do(mesh_b, evas_3d_mesh_vertex_count_set(24)); eo_do(mesh_b, evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION, 3 * sizeof(float), &cube_vertices[ 0]), evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, 48, &cube_indices[0])); free(cube_vertices); free(cube_indices); } static void _set_ball(Eo *mesh, double r, double x, double y, double z, int p) { 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 = M_PI / p; dfi = 2 * M_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_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION, sizeof(vec3), &vertices[0]), evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL, sizeof(vec3), &normals[0]), evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, icount , &indices[0])); free(vertices); free(normals); free(indices); } 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); eo_do(data->mesh, evas_3d_mesh_frame_add(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)); data->mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH), evas_3d_node_position_set(obj_x, obj_y, obj_z), evas_3d_node_scale_set(obj_sc_x, obj_sc_y, obj_sc_z)); 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)); } static void _mesh_setup_model(Scene_Data *data) { data->mesh_model = eo_add(EVAS_3D_MESH_CLASS, evas); data->material_model = eo_add(EVAS_3D_MATERIAL_CLASS, evas); data->texture_model = eo_add(EVAS_3D_TEXTURE_CLASS, evas); eo_do(data->texture_model, evas_3d_texture_file_set(image_eagle_path, 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(data->material_model, evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE), 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_texture_set( EVAS_3D_MATERIAL_DIFFUSE, data->texture_model), evas_3d_material_shininess_set(100.0)); eo_do(data->mesh_model, efl_file_set(eagle_path, NULL), evas_3d_mesh_frame_material_set(0, data->material_model), evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE)); } static void _scene_setup(Scene_Data *data) { data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas); data->root_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE)); _light_setup(data); _mesh_setup_model(data); _camera_setup(data); data->mesh_node_model = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH)); eo_do(data->mesh_node_model, evas_3d_node_position_set(obj_x, obj_y, obj_z), evas_3d_node_scale_set(obj_sc_x, obj_sc_y, obj_sc_z)); eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node_model)); eo_do(data->mesh_node_model, evas_3d_node_mesh_add(data->mesh_model)); _mesh_setup(data); eo_do(data->scene, evas_3d_scene_size_set( WIDTH, HEIGHT), evas_3d_scene_background_color_set(0.5, 0.5, 0.5, 0.0), evas_3d_scene_root_node_set(data->root_node); evas_3d_scene_camera_node_set(data->camera_node)); } int main(void) { Scene_Data data; Ecore_Evas *ecore_evas = NULL; if (!ecore_evas_init()) return 0; setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1); ecore_evas = ecore_evas_new("opengl_x11", 0, 0, 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); background = evas_object_rectangle_add(evas); evas_object_color_set(background, 0, 0, 0, 255); evas_object_move(background, 0, 0); evas_object_resize(background, WIDTH, HEIGHT); evas_object_show(background); image = evas_object_image_filled_add(evas); evas_object_move(image, 0, 0); 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)); _redraw_bounding_object(&data); _show_help(); evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data); ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }