efl/src/lib/evas/Evas_Eo.h

740 lines
19 KiB
C

#ifndef _EVAS_H
# error You shall not include this header directly
#endif
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_FOCUS_IN;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_FOCUS_OUT;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_RENDER_FLUSH_PRE;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_RENDER_FLUSH_POST;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_OBJECT_FOCUS_IN;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_OBJECT_FOCUS_OUT;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_RENDER_PRE;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_RENDER_POST;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_DEVICE_CHANGED;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_AXIS_UPDATE;
// Callbacks events for use with Evas canvases
#define EVAS_CANVAS_EVENT_FOCUS_IN (&(_EVAS_CANVAS_EVENT_FOCUS_IN))
#define EVAS_CANVAS_EVENT_FOCUS_OUT (&(_EVAS_CANVAS_EVENT_FOCUS_OUT))
#define EVAS_CANVAS_EVENT_RENDER_FLUSH_PRE (&(_EVAS_CANVAS_EVENT_RENDER_FLUSH_PRE))
#define EVAS_CANVAS_EVENT_RENDER_FLUSH_POST (&(_EVAS_CANVAS_EVENT_RENDER_FLUSH_POST))
#define EVAS_CANVAS_EVENT_OBJECT_FOCUS_IN (&(_EVAS_CANVAS_EVENT_OBJECT_FOCUS_IN))
#define EVAS_CANVAS_EVENT_OBJECT_FOCUS_OUT (&(_EVAS_CANVAS_EVENT_OBJECT_FOCUS_OUT))
#define EVAS_CANVAS_EVENT_RENDER_PRE (&(_EVAS_CANVAS_EVENT_RENDER_PRE))
#define EVAS_CANVAS_EVENT_RENDER_POST (&(_EVAS_CANVAS_EVENT_RENDER_POST))
#define EVAS_CANVAS_EVENT_DEVICE_CHANGED (&(_EVAS_CANVAS_EVENT_DEVICE_CHANGED))
#define EVAS_CANVAS_EVENT_AXIS_UPDATE (&(_EVAS_CANVAS_EVENT_AXIS_UPDATE))
#include "canvas/evas_signal_interface.eo.h"
#include "canvas/evas_draggable_interface.eo.h"
#include "canvas/evas_clickable_interface.eo.h"
#include "canvas/evas_scrollable_interface.eo.h"
#include "canvas/evas_selectable_interface.eo.h"
#include "canvas/evas_zoomable_interface.eo.h"
// Interface classes links
#define EVAS_SMART_SIGNAL_INTERFACE EVAS_SIGNAL_INTERFACE_INTERFACE
#define EVAS_SMART_CLICKABLE_INTERFACE EVAS_CLICKABLE_INTERFACE_INTERFACE
#define EVAS_SMART_SCROLLABLE_INTERFACE EVAS_SCROLLABLE_INTERFACE_INTERFACE
#define EVAS_SMART_DRAGGABLE_INTERFACE EVAS_DRAGGABLE_INTERFACE_INTERFACE
#define EVAS_SMART_SELECTABLE_INTERFACE EVAS_SELECTABLE_INTERFACE_INTERFACE
#define EVAS_SMART_ZOOMABLE_INTERFACE EVAS_ZOOMABLE_INTERFACE_INTERFACE
#include "canvas/evas_canvas.eo.h"
/**
* @ingroup Evas_Object_Rectangle
*
* @{
*/
#include "canvas/evas_rectangle.eo.h"
/**
* @}
*/
/**
* @ingroup Evas_Object_Text
*
* @{
*/
#include "canvas/evas_text.eo.h"
/**
* @}
*/
/**
* @ingroup Evas_Object_Textblock
*
* @{
*/
#include "canvas/evas_textblock.eo.h"
/**
* @}
*/
/**
* @ingroup Evas_Object_Textgrid
*
* @{
*/
#include "canvas/evas_textgrid.eo.h"
/**
* @}
*/
/**
* @ingroup Evas_Object_Line
*
* @{
*/
#include "canvas/evas_line.eo.h"
/**
* @}
*/
/**
* @ingroup Evas_Object_Polygon
*
* @{
*/
#include "canvas/evas_polygon.eo.h"
/**
* @}
*/
/**
* @ingroup Evas_Smart_Object_Group
*
* @{
*/
#include "canvas/evas_object_smart.eo.h"
/**
* @}
*/
/**
* @ingroup Evas_Smart_Object_Clipped
*
* @{
*/
#include "canvas/evas_smart_clipped.eo.h"
/**
* @}
*/
/**
* @ingroup Evas_Object_Box
*
* @{
*/
#include "canvas/evas_box.eo.h"
/**
* @}
*/
/**
* @ingroup Evas_Object_Table
*
* @{
*/
#include "canvas/evas_table.eo.h"
/**
* @}
*/
/**
* @ingroup Evas_Object_Grid
*
* @{
*/
#include "canvas/evas_grid.eo.h"
/**
* @}
*/
#include "canvas/evas_common_interface.eo.h"
#include "canvas/evas_object.eo.h"
#include "canvas/evas_out.eo.h"
/**
* @defgroup Evas_3D Evas 3D Extensions
*
* Evas extension to support 3D rendering.
*
* @ingroup Evas
*/
/**
* @page evas_3d_main Evas 3D
*
* @since 1.10
*
* @section toc Table of Contents
*
* @li @ref evas_3d_intro
* @li @ref evas_3d_example
*
* @section evas_3d_intro Introduction
*
* Evas 3D is an extension to support 3D scene graph rendering into 2D Evas
* canvas supporting typicall tree-based scene graph manipulation and other 3D
* graphics rendering techniques.
*
* Evas 3D provides 3D objects which are used for describing 3D scene and APIs
* to connect the scene with an evas image object so that the scene is rendered
* on that image object.
*
* Contruction of a 3D scene is process of locating desired cameras, lights and
* meshes in the scene. Typically the scene is structured with some hierarchical
* data structure. Evas 3D support n-ary tree structure for describing the
* scene. Node is used to build the tree representation of the scene. Other
* objects, like camera, light and mesh can be located in the scene by being
* contained in a node.
*
* Like other 3D graphics engine, Evas 3D support standard 3D rendering method
* like flat shading, phong shading and normal map and other features like
* texture mapping, triangle meshes.
*
* Besides all the traditional 3D rendering things, one of the key feature of
* the Evas 3D is that it is able to use existing evas objects as textures
* inside of the 3D scene. "Existing evas objects" means all the EFL widgets
* and applications. By supporting this, it is easy to make 3D version of an
* application without modifying the original source that much.
*
* Also, 3D scene can be located on the canvas naturally stacked with existing
* evas objects. This can make it possible putting 3D things into existing 2D
* application layouts.
*
* @section evas_3d_example Introductory Example
*
* @include evas-3d-cube.c
*/
/**
* @defgroup Evas_3D_Types Types & Enums
* @ingroup Evas_3D
*
* Primitive type definitions and enumations.
*/
/**
* @defgroup Evas_3D_Object Generic 3D Object Descriptions
* @ingroup Evas_3D
*
* Evas 3D object is a generic type of all evas 3D objects like scene, node,
* camera, light, mesh, texture and material. Evas 3D object is basically
* reference counted. Any successful function call on an object which make a
* reference to an another object will increase the reference count. When the
* reference count gets to 0, the object will be actually deleted.
*
* Any modifications are automatically propagated to other objects referencing
* the modified objects. As a result, if the scene object is set to modified
* state, all image objects having the scene as a rendering source are marked
* as dirty, so that rendering will be updated at next frame. But all these
* things are done internally, so feel free to forget about calling some kind
* of update functions.
*/
/**
* @defgroup Evas_3D_Scene Scene Object
* @ingroup Evas_3D
*
* A scene represents a captured image of a scene graph through its viewing
* camera. A scene can be set to an image object to be displayed on the Evas
* canvas by using evas_object_image_scene_set() function.
*/
/**
* @defgroup Evas_3D_Node Node Object
* @ingroup Evas_3D
*
* A node is used for hierarchical construction of a scene graph. Evas 3D
* provides n-ary tree structure for the scene graph construction. A node has
* its position, orientation and scale. Other objects, like camera, light and
* mesh can be contained in a node to be located in a 3D space.
*/
/**
* @defgroup Evas_3D_Camera Camera Object
* @ingroup Evas_3D
*
* A camera object is used for taking a picture of a scene graph. A camera
* object itself is just a set of properties on how the camera should take the
* picture (like focus length and film size of the real world cameras). To be
* able to take a shot of the scene, a camera should be located in the scene, so
* that it has its viewing position and direction. It is done by containing the
* camera on a node. If one wants to locate several cameras having same
* properties, instead of creating multiple cameras, just create one camera and
* multiple nodes containing the camera and locate them at each desired position
* and direction. Just for convinience, use evas_3d_node_position_set() to move
* the camera to desired position and use evas_3d_node_look_at_set() to adjust
* the viewing direction of the camera.
*/
/**
* @defgroup Evas_3D_Light Light Object
* @ingroup Evas_3D
*
* A light object represents a set of properties of a light source. Evas 3D
* provides standard reflection model that of ambient, diffuse and specular
* reflection model. Also, Evas 3D support 3 types of light model, directional,
* point and spot light. Light position and direction is determined by the node
* containing the light.
*/
/**
* @defgroup Evas_3D_Mesh Mesh Object
* @ingroup Evas_3D
*
* A mesh object is a set of information on a visible geometrical object like
* character model, terrain or other structures and entities. Evas 3D support
* key-frame-based mesh animation, so a mesh can have multiple frames and each
* frame has its own material and geometric data. Like other data objects, a
* mesh can be located on a scene by being contained in a node. The mesh is
* transformed from its modeling coordinate space into the node's coordinate
* space. Also, the frame number is saved in the containing node. So, one can
* locate multiple nodes having same mesh object with different animation frame
* and transform. Unlike camera and light object, multiple meshes can be
* contained in a single node.
*/
/**
* @defgroup Evas_3D_Texture Texture Object
* @ingroup Evas_3D
*
* A texture object is an image represents material of surfaces. A texture can
* be set to a slot of Evas_3D_Material by using evas_3d_material_texture_set()
* function. The data of a texture can be loaded from memory, file and other
* Evas_Object.
*/
/**
* @defgroup Evas_3D_Material Material Object
* @ingroup Evas_3D
*
* A material object represents properties of surfaces. Evas 3D defines the
* properties with 5 material attributes, ambient, diffuse, specular emission
* and normal. Each attribute have its color value and texture map. Materials
* are used to determine the color of mesh surfaces.
*/
/**
* @typedef Evas_Real
*
* Floating-point data type
*
* Evas 3D use its own floating-point type. Even though it's a standard IEEE
* 754 floating-point type always use Evas_Real for the type safety. Double
* precision and fixed-point types will be useful but it's not supported yet.
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef double Evas_Real;
/**
* @typedef Evas_3D_Object
*
* 3D Object object handle
*
* @since 1.10
* @ingroup Evas_3D_Object
*/
typedef Eo Evas_3D_Object;
#define _EVAS_3D_OBJECT_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Scene
*
* Scene object handle
*
* @since 1.10
* @ingroup Evas_3D_Scene
*/
typedef Eo Evas_3D_Scene;
#define _EVAS_3D_SCENE_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Node
*
* Node object handle
*
* @since 1.10
* @ingroup Evas_3D_Node
*/
typedef Eo Evas_3D_Node;
#define _EVAS_3D_NODE_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Camera
*
* Camera object handle
*
* @since 1.10
* @ingroup Evas_3D_Camera
*/
typedef Eo Evas_3D_Camera;
#define _EVAS_3D_CAMERA_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Light
*
* Light object handle
*
* @since 1.10
* @ingroup Evas_3D_Light
*/
typedef Eo Evas_3D_Light;
#define _EVAS_3D_LIGHT_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Mesh
*
* Mesh object handle
*
* @since 1.10
* @ingroup Evas_3D_Mesh
*/
typedef Eo Evas_3D_Mesh;
#define _EVAS_3D_MESH_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Texture
*
* Texture object handle
*
* @since 1.10
* @ingroup Evas_3D_Texture
*/
typedef Eo Evas_3D_Texture;
#define _EVAS_3D_TEXTURE_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Material
*
* Material object handle
*
* @since 1.10
* @ingroup Evas_3D_Material
*/
typedef Eo Evas_3D_Material;
#define _EVAS_3D_MATERIAL_EO_CLASS_TYPE
/**
* Type of 3D Object
*
* @since 1.10
* @ingroup Evas_3D_Type
*/
typedef enum _Evas_3D_Object_Type
{
EVAS_3D_OBJECT_TYPE_INVALID = 0,
EVAS_3D_OBJECT_TYPE_SCENE,
EVAS_3D_OBJECT_TYPE_NODE,
EVAS_3D_OBJECT_TYPE_CAMERA,
EVAS_3D_OBJECT_TYPE_LIGHT,
EVAS_3D_OBJECT_TYPE_MODEL,
EVAS_3D_OBJECT_TYPE_MESH,
EVAS_3D_OBJECT_TYPE_TEXTURE,
EVAS_3D_OBJECT_TYPE_MATERIAL,
} Evas_3D_Object_Type;
/**
* State of the Evas 3D
*
* @since 1.10
* @ingroup Evas_3D_Type
*/
typedef enum _Evas_3D_State
{
EVAS_3D_STATE_MAX = 16,
EVAS_3D_STATE_ANY = 0,
EVAS_3D_STATE_SCENE_ROOT_NODE = 1,
EVAS_3D_STATE_SCENE_CAMERA_NODE,
EVAS_3D_STATE_SCENE_BACKGROUND_COLOR,
EVAS_3D_STATE_SCENE_SIZE,
EVAS_3D_STATE_SCENE_SHADOWS_ENABLED,
EVAS_3D_STATE_TEXTURE_DATA = 1,
EVAS_3D_STATE_TEXTURE_WRAP,
EVAS_3D_STATE_TEXTURE_FILTER,
EVAS_3D_STATE_MATERIAL_ID = 1,
EVAS_3D_STATE_MATERIAL_COLOR,
EVAS_3D_STATE_MATERIAL_TEXTURE,
EVAS_3D_STATE_MESH_VERTEX_COUNT = 1,
EVAS_3D_STATE_MESH_FRAME,
EVAS_3D_STATE_MESH_MATERIAL,
EVAS_3D_STATE_MESH_TRANSFORM,
EVAS_3D_STATE_MESH_VERTEX_DATA,
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,
EVAS_3D_STATE_LIGHT_AMBIENT = 1,
EVAS_3D_STATE_LIGHT_DIFFUSE,
EVAS_3D_STATE_LIGHT_SPECULAR,
EVAS_3D_STATE_LIGHT_SPOT_DIR,
EVAS_3D_STATE_LIGHT_SPOT_EXP,
EVAS_3D_STATE_LIGHT_SPOT_CUTOFF,
EVAS_3D_STATE_LIGHT_ATTENUATION,
EVAS_3D_STATE_LIGHT_PROJECTION,
EVAS_3D_STATE_NODE_TRANSFORM = 1,
EVAS_3D_STATE_NODE_MESH_GEOMETRY,
EVAS_3D_STATE_NODE_MESH_MATERIAL,
EVAS_3D_STATE_NODE_MESH_FRAME,
EVAS_3D_STATE_NODE_MESH_SHADE_MODE,
EVAS_3D_STATE_NODE_MESH_MATERIAL_ID,
EVAS_3D_STATE_NODE_LIGHT,
EVAS_3D_STATE_NODE_CAMERA,
EVAS_3D_STATE_NODE_PARENT,
EVAS_3D_STATE_NODE_MEMBER,
} Evas_3D_State;
/**
* Transform space
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Space
{
EVAS_3D_SPACE_LOCAL = 0, /**< Local coordinate space */
EVAS_3D_SPACE_PARENT, /**< Parent coordinate space */
EVAS_3D_SPACE_WORLD, /**< World coordinate space */
} Evas_3D_Space;
/**
* Types of a node
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Node_Type
{
EVAS_3D_NODE_TYPE_NODE = 0, /**< Node with no items */
EVAS_3D_NODE_TYPE_CAMERA, /**< Node which can contain camera object */
EVAS_3D_NODE_TYPE_LIGHT, /**< Node which can contain light object */
EVAS_3D_NODE_TYPE_MESH, /**< Node which can contain mesh objects */
} Evas_3D_Node_Type;
/**
* Vertex attribute IDs
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Vertex_Attrib
{
EVAS_3D_VERTEX_POSITION = 0, /**< Vertex position */
EVAS_3D_VERTEX_NORMAL, /**< Vertex normal */
EVAS_3D_VERTEX_TANGENT, /**< Vertex tangent (for normal mapping) */
EVAS_3D_VERTEX_COLOR, /**< Vertex color */
EVAS_3D_VERTEX_TEXCOORD, /**< Vertex texture coordinate */
} Evas_3D_Vertex_Attrib;
/**
* Index formats
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Index_Format
{
EVAS_3D_INDEX_FORMAT_NONE = 0, /**< Indexing is not used */
EVAS_3D_INDEX_FORMAT_UNSIGNED_BYTE, /**< Index is of type unsigned byte */
EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT /**< Index is of type unsigned short */
} Evas_3D_Index_Format;
/**
* Vertex assembly modes
*
* Vertex assembly represents how the vertices are organized into geometric
* primitives.
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Vertex_Assembly
{
/**< A vertex is rendered as a point */
EVAS_3D_VERTEX_ASSEMBLY_POINTS = 0,
/**< Two vertices are organized as a line */
EVAS_3D_VERTEX_ASSEMBLY_LINES,
/**< Vertices are organized as a connected line path */
EVAS_3D_VERTEX_ASSEMBLY_LINE_STRIP,
/**< Vertices are organized as a closed line path */
EVAS_3D_VERTEX_ASSEMBLY_LINE_LOOP,
/**< Three vertices are organized as a triangle */
EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES,
/**< Vertices are organized as connected triangles */
EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_STRIP,
/**< Vertices are organized as a triangle fan */
EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_FAN,
} Evas_3D_Vertex_Assembly;
/**
* Color formats of pixel data
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Color_Format
{
/**< Color contains full components, red, green, blue and alpha */
EVAS_3D_COLOR_FORMAT_RGBA = 0,
/**< Color contains only red, green and blue components */
EVAS_3D_COLOR_FORMAT_RGB,
/**< Color contains only alpha component */
EVAS_3D_COLOR_FORMAT_ALPHA
} Evas_3D_Color_Format;
/**
* Pixel formats
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Pixel_Format
{
/**< 8-bit pixel with single component */
EVAS_3D_PIXEL_FORMAT_8 = 0,
/**< 16-bit pixel with three components (5-6-5 bit) */
EVAS_3D_PIXEL_FORMAT_565,
/**< 24-bit pixel with three 8-bit components */
EVAS_3D_PIXEL_FORMAT_888,
/**< 32-bit pixel with four 8-bit components */
EVAS_3D_PIXEL_FORMAT_8888,
/**< 16-bit pixel with four 4-bit components */
EVAS_3D_PIXEL_FORMAT_4444,
/**< 16-bit pixel with four components (5-5-5-1 bit) */
EVAS_3D_PIXEL_FORMAT_5551
} Evas_3D_Pixel_Format;
/**
* Wrap modes
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Wrap_Mode
{
/**< Values will be clamped to be in range [min, max] */
EVAS_3D_WRAP_MODE_CLAMP = 0,
/**< Values will be repeated */
EVAS_3D_WRAP_MODE_REPEAT,
/**< Values will be repeated in a reflected manner */
EVAS_3D_WRAP_MODE_REFLECT
} Evas_3D_Wrap_Mode;
/**
* Mesh Primitive
*
* @since 1.12
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Mesh_Primitive
{
EVAS_3D_MESH_PRIMITIVE_NONE = 0,
EVAS_3D_MESH_PRIMITIVE_CUBE = 1,
EVAS_3D_MESH_PRIMITIVE_SPHERE = 2
} Evas_3D_Mesh_Primitive;
/**
* Texture filters
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Texture_Filter
{
/**< Samples nearest texel */
EVAS_3D_TEXTURE_FILTER_NEAREST = 0,
/**< Lineary interpolate nearby texels */
EVAS_3D_TEXTURE_FILTER_LINEAR,
/**< Nearest sampling mipmap */
EVAS_3D_TEXTURE_FILTER_NEAREST_MIPMAP_NEAREST,
/**< Nearest sampling mipmap and interpolate */
EVAS_3D_TEXTURE_FILTER_LINEAR_MIPMAP_NEAREST,
/**< Linear sampling in nearest mipmap */
EVAS_3D_TEXTURE_FILTER_NEAREST_MIPMAP_LINEAR,
/**< Linear sampling in mipmap and interpolate */
EVAS_3D_TEXTURE_FILTER_LINEAR_MIPMAP_LINEAR
} Evas_3D_Texture_Filter;
/**
* Shade modes
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Shade_Mode
{
/**< Shaded using vertex color attribute */
EVAS_3D_SHADE_MODE_VERTEX_COLOR = 0,
/**< Shaded using material diffuse term */
EVAS_3D_SHADE_MODE_DIFFUSE,
/**< Per-vertex flat lighting */
EVAS_3D_SHADE_MODE_FLAT,
/**< Per-pixel phong shading */
EVAS_3D_SHADE_MODE_PHONG,
/**< Per-pixel normal map shading */
EVAS_3D_SHADE_MODE_NORMAL_MAP,
/**< fragment color is defined by its z-coord*/
EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER,
} Evas_3D_Shade_Mode;
/**
* Material attributes
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Material_Attrib
{
EVAS_3D_MATERIAL_AMBIENT = 0, /**< Ambient term */
EVAS_3D_MATERIAL_DIFFUSE, /**< Diffuse term */
EVAS_3D_MATERIAL_SPECULAR, /**< Specular term */
EVAS_3D_MATERIAL_EMISSION, /**< Emission term */
EVAS_3D_MATERIAL_NORMAL, /**< Normal map term */
} Evas_3D_Material_Attrib;
#include "canvas/evas_image.eo.h"
#include "canvas/evas_3d_camera.eo.h"
#include "canvas/evas_3d_texture.eo.h"
#include "canvas/evas_3d_material.eo.h"
#include "canvas/evas_3d_light.eo.h"
#include "canvas/evas_3d_mesh.eo.h"
#include "canvas/evas_3d_node.eo.h"
#include "canvas/evas_3d_scene.eo.h"
#include "canvas/evas_3d_object.eo.h"