efl/src/examples/evas/evas-3d-primitives.c

508 lines
15 KiB
C

#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
#include "evas-3d-primitives.h"
// TODO Use an external library of linear algebra.
inline void
_vec3_subtract(vec3 *out, const vec3 *a, const vec3 *b)
{
out->x = a->x - b->x;
out->y = a->y - b->y;
out->z = a->z - b->z;
}
inline void
_vec3_copy(vec3 *dst, const vec3 *src)
{
dst->x = src->x;
dst->y = src->y;
dst->z = src->z;
}
inline void
_vec3_cross_product(vec3 *out, const vec3 *a, const vec3 *b)
{
vec3 tmp;
tmp.x = a->y * b->z - a->z * b->y;
tmp.y = a->z * b->x - a->x * b->z;
tmp.z = a->x * b->y - a->y * b->x;
_vec3_copy(out, &tmp);
}
inline void
_vec3_normalize(vec3 *out)
{
float size = out->x * out->x + out->y *out->y + out->z * out->z;
size = sqrt(size);
out->x /= size;
out->y /= size;
out->z /= size;
}
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, 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, 1.0, 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, 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, 1.0, 0.0, 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, 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, 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, 0.0, 0.0, -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, -1.0, 0.0, 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, 0.0, 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, 0.0, 0.0, 1.0,
-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 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, 0.0, 0.0, 0.0, 1.0,
/* 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, 0.0, 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, 0.0, 0.0, -1.0,
1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 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, 0.0, 0.0, 0.0, -1.0,
/* 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, 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, 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, 0.0, 0.0, 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, 1.0, 0.0, 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, 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, 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, 0.0, 0.0, -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, -1.0, 0.0, 0.0,
};
const unsigned short cube_indices[] =
{
0, 1, 2, 2, 1, 3,
4, 5, 6, 6, 5, 7,
8, 9, 10, 10, 9, 11,
12, 13, 14, 14, 13, 15,
16, 17, 18, 18, 17, 19,
20, 21, 22, 22, 21, 23
};
const float square_vertices[] =
{
-1.0, 1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
1.0, -1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
};
const unsigned short square_indices[] = {0, 1, 2, 2, 1, 3};
#define ALLOCATE_VERTEX_DATA \
vec3 *vertices = malloc(sizeof(vec3) * vcount); \
vec3 *normals = malloc(sizeof(vec3) * vcount); \
vec2 *tex_coord = malloc(sizeof(vec2) * vcount); \
vec3 *tangents = malloc(sizeof(vec3) * vcount); \
unsigned short *indices = malloc(sizeof(short) * icount);
#define SET_VERTEX_DATA(frame) \
eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount), \
evas_3d_mesh_frame_add(frame), \
evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_POSITION, \
sizeof(vec3), &vertices[0]), \
evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_NORMAL, \
sizeof(vec3), &normals[0]), \
evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_TEXCOORD, \
sizeof(vec2), &tex_coord[0]), \
evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_TANGENT, \
sizeof(vec3), &tangents[0]), \
evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, \
icount, &indices[0])); \
free(vertices); \
free(normals); \
free(tangents); \
free(tex_coord); \
free(indices);
#define SET_VERTEX_DATA_FROM_ARRAY(mesh, frame, v_array, v_count, i_array, i_count) \
eo_do(mesh, \
evas_3d_mesh_vertex_count_set(v_count), \
evas_3d_mesh_frame_add(frame), \
evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_POSITION, \
15 * sizeof(float), &v_array[0]), \
evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_NORMAL, \
15 * sizeof(float), &v_array[3]), \
evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_COLOR, \
15 * sizeof(float), &v_array[6]), \
evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_TEXCOORD, \
15 * sizeof(float), &v_array[10]), \
evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_TANGENT, \
15 * sizeof(float), &v_array[12]), \
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, \
i_count, &i_array[0]), \
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES));
vec3 _get_func_normal(Surface *func, float x, float y)
{
vec3 v00, v01, v10, d1, d2, normal;
v00 = func(x, y);
v01 = func(x, y + 0.01);
v10 = func(x + 0.01, y);
_vec3_subtract(&d1, &v00, &v01);
_vec3_subtract(&d2, &v01, &v10);
_vec3_cross_product(&normal, &d1, &d2);
_vec3_normalize(&normal);
return normal;
}
static float
_random(int x, int y)
{
int k = x + y * 57;
k = (k << 13) ^ k;
return (1.0f - ((k * (k * k * 15731 + 789221) + 1376312589) & 0x7fffffff) /
1073741824.0f);
}
static float
_smooth(float x, float y)
{
float res;
res = (_random(x - 1, y - 1) + _random(x + 1, y - 1) +
_random(x - 1, y + 1) + _random(x + 1, y + 1) ) / 16;
res += (_random(x - 1, y) + _random(x + 1, y) +
_random(x, y - 1) + _random(x, y + 1)) / 8;
res += _random(x, y) / 4;
return res;
}
static float
_interpolate(float a, float b, float x)
{
float ft = x * M_PI;
float f = (1 - cosf(ft)) * 0.5;
return a * (1 - f) + b * f;
}
static float _noise(float x, float y)
{
float ix = (int)(x);
float fx = x - ix;
float iy = (int)(y);
float fy = y - iy;
float v1 = _smooth(ix, iy);
float v2 = _smooth(ix + 1, iy);
float v3 = _smooth(ix, iy + 1);
float v4 = _smooth(ix + 1, iy + 1);
float i1 = _interpolate(v1, v2, fx);
float i2 = _interpolate(v3, v4, fx);
return _interpolate(i1, i2, fy);
}
static vec3
_perlin_terrain(float x,float y)
{
vec3 out;
float persistence = 0.5f;
float frequency = 5;
float amplitude = 1;
int i = 0;
int octaves = 5;
out.x = x;
x += 0.5;
out.y = y;
y += 0.5;
out.z = 0;
for(i = 0;i < octaves; i++)
{
out.z += _noise(x * frequency, y * frequency) * amplitude;
amplitude *= persistence;
frequency *= 2;
}
return out;
}
void
_generate_grid_indices(unsigned short *indices, int count)
{
int i, j;
unsigned short *index = &indices[0];
int vccount = count + 1;
for (j = 0; j < count; j++)
for (i = 0; i < count; 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;
}
}
void
_generate_tape_indices(unsigned short *indices, int count)
{
int i, vccount = count + 1;
unsigned short *index = &indices[0];
for (i = 0; i < count; i++)
{
*index++ = i;
*index++ = i + 1;
*index++ = i + 1 + vccount;
*index++ = i;
*index++ = i + vccount;
*index++ = i + vccount + 1;
}
}
void
evas_3d_add_sphere_frame(Eo *mesh, int frame, int p, vec2 tex_scale)
{
int vcount, icount, vccount, i, j;
icount = p * p * 6;
vccount = p + 1;
vcount = vccount * vccount;
ALLOCATE_VERTEX_DATA
double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
dtheta = M_PI / p;
dfi = 2 * M_PI / p;
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 = sinth * sinfi;
vertices[i + j * vccount].y = costh;
vertices[i + j * vccount].z = sinth * cosfi;
normals[i + j * vccount] = vertices[i + j * vccount];
tangents[i + j * vccount].x = vertices[i + j * vccount].z;
tangents[i + j * vccount].y = vertices[i + j * vccount].y;
tangents[i + j * vccount].z = -vertices[i + j * vccount].x;
tex_coord[i + j * vccount].x = i / (float)(vccount - 1) * tex_scale.x;
tex_coord[i + j *vccount].y = tex_scale.y - j / (float)(vccount - 1) * tex_scale.y;
}
}
_generate_grid_indices(indices, p);
SET_VERTEX_DATA(frame)
}
void
evas_3d_add_func_surface_frame(Eo *mesh, int frame, Surface func, int p, vec2 tex_scale)
{
int vcount, icount, vccount, i, j;
icount = p * p * 6;
vccount = p + 1;
vcount = vccount * vccount;
ALLOCATE_VERTEX_DATA
double v, u, d = 1.0 / p;
for (j = 0; j < vccount; j++)
{
u = j * d - 0.5;
for (i = 0; i < vccount; i++)
{
v = i * d - 0.5;
vertices[i + j * vccount] = func(v, u);
normals[i + j * vccount] = _get_func_normal(func, v, u);
// TODO Add tangent calculation
tangents[i + j * vccount].x = 0;
tangents[i + j * vccount].y = 0;
tangents[i + j * vccount].z = 0;
tex_coord[i + j * vccount].x = i / (float)(vccount - 1) * tex_scale.x;
tex_coord[i + j *vccount].y = tex_scale.y - j / (float)(vccount - 1) * tex_scale.y;
}
}
_generate_grid_indices(indices, p);
SET_VERTEX_DATA(frame)
}
void
evas_3d_add_terrain_frame(Eo *mesh, int frame, int p, vec2 tex_scale)
{
evas_3d_add_func_surface_frame(mesh, frame, _perlin_terrain, p, tex_scale);
}
void
evas_3d_add_torus_frame(Eo *mesh, int frame, float rratio, int p, vec2 tex_scale)
{
int vcount, icount, vccount, i, j;
icount = p * p * 6;
vccount = p + 1;
vcount = vccount * vccount;
ALLOCATE_VERTEX_DATA
double d, sinth, costh, fi, theta, sinfi, cosfi;
d = 2 * M_PI / p;
for (j = 0; j < vccount; j++)
{
theta = j * d;
sinth = sin(theta);
costh = cos(theta);
for (i = 0; i < vccount; i++)
{
fi = i * d;
sinfi = sin(fi);
cosfi = cos(fi);
vertices[i + j * vccount].x = (1 + rratio * cosfi) * costh;
vertices[i + j * vccount].y = (1 + rratio * cosfi) * sinth;
vertices[i + j * vccount].z = rratio * sinfi;
normals[i + j * vccount].x = cosfi * costh;
normals[i + j * vccount].y = cosfi * sinth;
normals[i + j * vccount].z = sinfi;
tangents[i + j * vccount].x = - sinfi * costh;
tangents[i + j * vccount].y = - sinfi * sinth;
tangents[i + j * vccount].z = cosfi;
_vec3_normalize(&normals[i + j * vccount]);
tex_coord[i + j * vccount].x = i / (float)(vccount - 1) * tex_scale.x;
tex_coord[i + j *vccount].y = tex_scale.y - j / (float)(vccount - 1) * tex_scale.y;
}
}
_generate_grid_indices(indices, p);
SET_VERTEX_DATA(frame)
}
void
evas_3d_add_cylinder_frame(Eo *mesh, int frame, int p, vec2 tex_scale)
{
int vcount, icount, vccount, i;
icount = p * 6;
vccount = p + 1;
vcount = 2 * vccount;
ALLOCATE_VERTEX_DATA
double dfi, fi, sinfi, cosfi;
dfi = 2 * M_PI / p;
for (i = 0; i < vccount; i++)
{
fi = i * dfi;
sinfi = sin(fi);
cosfi = cos(fi);
vertices[i + vccount].x = vertices[i].x = sinfi ;
vertices[i].y = -0.5;
vertices[i + vccount].z = vertices[i].z = cosfi;
vertices[i + vccount].y = 0.5;
normals[i + vccount].x = normals[i].x = sinfi;
normals[i + vccount].y = normals[i].y = 0;
normals[i + vccount].z = normals[i].z = cosfi;
tangents[i + vccount].x = tangents[i].x = cosfi;
tangents[i + vccount].y = tangents[i].y = 0;
tangents[i + vccount].z = tangents[i].z = -sinfi;
tex_coord[i].x = i / (float)(vccount - 1) * tex_scale.x;
tex_coord[i].y = 0;
tex_coord[i + vccount].x = i / (float)(vccount - 1) * tex_scale.x;
tex_coord[i + vccount].y = tex_scale.y;
}
_generate_tape_indices(indices, p);
SET_VERTEX_DATA(frame)
}
void
evas_3d_add_cone_frame(Eo *mesh, int frame, int p, vec2 tex_scale)
{
int vcount, icount, vccount, i;
double dfi, fi, sinfi, cosfi;
icount = p * 6;
vccount = p + 1;
vcount = 2 * vccount;
dfi = 2.0 * M_PI / p;
ALLOCATE_VERTEX_DATA
for (i = 0; i < vccount; i++)
{
fi = i * dfi;
sinfi = sin(fi);
cosfi = cos(fi);
vertices[i].x = sinfi;
vertices[i].y = 0;
vertices[i].z = cosfi;
vertices[i + vccount].x = 0;
vertices[i + vccount].y = 1;
vertices[i + vccount].z = 0;
normals[i + vccount].x = normals[i].x = sinfi * 0.71;
normals[i + vccount].y = normals[i].y = 0.71;
normals[i + vccount].z = normals[i].z = cosfi * 0.71;
tangents[i + vccount].x = tangents[i].x = cosfi;
tangents[i + vccount].y = tangents[i].y = 0;
tangents[i + vccount].z = tangents[i].z = -sinfi;
tex_coord[i].x = i / (float)(vccount - 1) * tex_scale.x;
tex_coord[i].y = 0;
tex_coord[i + vccount].x = tex_coord[i].x;
tex_coord[i + vccount].y = tex_scale.y;
}
_generate_tape_indices(indices, p);
SET_VERTEX_DATA(frame)
}
void
evas_3d_add_square_frame(Eo *mesh, int frame)
{
SET_VERTEX_DATA_FROM_ARRAY(mesh, frame, square_vertices, 4, square_indices, 6)
}
void
evas_3d_add_cube_frame(Eo *mesh, int frame)
{
SET_VERTEX_DATA_FROM_ARRAY(mesh, frame, cube_vertices, 24, cube_indices, 36)
}