examples/unsorted/evas/evas-3d-blending.c

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/**
* Example illustrating usage of blending modes. Press "Up" or "Down" key for change source blending factor.
* Press "Left" or "Right" for change destination blending factors.
* For more detailes see https://www.opengl.org/sdk/docs/man2/xhtml/glBlendFunc.xml
*
* @verbatim
* gcc -o evas-3d-blending evas-3d-blending.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm
* @endverbatim
*/
#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
#include <math.h>
#include <Eo.h>
#include <Evas.h>
#include <Ecore.h>
#include <Ecore_Evas.h>
#define WIDTH 1024
#define HEIGHT 1024
static const char *blend_func_names[] =
{
/**< The scale factors for color components is (0, 0, 0, 0)*/
"EVAS_3D_BLEND_ZERO",
/**< The scale factors for color components is (1, 1, 1, 1)*/
"EVAS_3D_BLEND_ONE",
/**< The scale factors for color components is (Rs/kR, Gs/kG, Bs/kB, As/kA)*/
"EVAS_3D_BLEND_SRC_COLOR",
/**< The scale factors for color components is (1, 1, 1, 1) - (Rs/kR, Gs/kG, Bs/kB, As/kA)*/
"EVAS_3D_BLEND_ONE_MINUS_SRC_COLOR",
/**< The scale factors for color components is (Rd/kR, Gd/kG, Bd/kB, Ad/kA)*/
"EVAS_3D_BLEND_DST_COLOR",
/**< The scale factors for color components is (1, 1, 1, 1) - (Rd/kR, Gd/kG, Bd/kB, Ad/kA)*/
"EVAS_3D_BLEND_ONE_MINUS_DST_COLOR",
/**< The scale factors for color components is (As/kA, As/kA, As/kA, As/kA)*/
"EVAS_3D_BLEND_SRC_ALPHA",
/**< The scale factors for color components is (1, 1, 1, 1) - (As/kA, As/kA, As/kA, As/kA)*/
"EVAS_3D_BLEND_ONE_MINUS_SRC_ALPHA",
/**< The scale factors for color components is (Ad/kA, Ad/kA, Ad/kA, Ad/kA)*/
"EVAS_3D_BLEND_DST_ALPHA",
/**< The scale factors for color components is (1, 1, 1, 1) - (Ad/kA, Ad/kA, Ad/kA, Ad/kA)*/
"EVAS_3D_BLEND_ONE_MINUS_DST_ALPHA",
/**< The scale factors for color components is (Rc, Gc, Bc, Ac)*/
"EVAS_3D_BLEND_CONSTANT_COLOR",
/**< The scale factors for color components is (1, 1, 1, 1) - (Rc, Gc, Bc, Ac)*/
"EVAS_3D_BLEND_ONE_MINUS_CONSTANT_COLOR",
/**< The scale factors for color components is (Ac, Ac, Ac, Ac)*/
"EVAS_3D_BLEND_CONSTANT_ALPHA",
/**< The scale factors for color components is (1, 1, 1, 1) - (Ac, Ac, Ac, Ac)*/
"EVAS_3D_BLEND_ONE_MINUS_CONSTANT_ALPHA",
/**< The scale factors for color components is (i, i, i, 1) where i = min(As, kA, Ad)/kA*/
"EVAS_3D_BLEND_SRC_ALPHA_SATURATE",
};
typedef struct _Scene_Data
{
Eo *scene;
Eo *root_node;
Eo *camera_node;
Eo *light_node;
Eo *mesh_node;
Eo *mesh_node1;
Eo *camera;
Eo *light;
Eo *mesh;
Eo *mesh1;
Eo *material;
Eo *material1;
} Scene_Data;
typedef struct _vec3
{
float x;
float y;
float z;
} vec3;
typedef struct _vec4
{
float x;
float y;
float z;
float w;
} vec4;
Evas *evas = NULL;
Eo *background = NULL;
Eo *image = NULL;
int func1 = EVAS_3D_BLEND_SRC_ALPHA;
int func2 = EVAS_3D_BLEND_ONE_MINUS_SRC_ALPHA;
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;
if (!strcmp("Up", ev->key))
func1++;
if (!strcmp("Down", ev->key))
func1--;
if (!strcmp("Left", ev->key))
func2++;
if (!strcmp("Right", ev->key))
func2--;
if(func1 < EVAS_3D_BLEND_ZERO)
func1 = EVAS_3D_BLEND_SRC_ALPHA_SATURATE;
if(func1 > EVAS_3D_BLEND_SRC_ALPHA_SATURATE)
func1 = EVAS_3D_BLEND_ZERO;
if(func2 < EVAS_3D_BLEND_ZERO)
func2 = EVAS_3D_BLEND_SRC_ALPHA_SATURATE;
if(func2 > EVAS_3D_BLEND_SRC_ALPHA_SATURATE)
func2 = EVAS_3D_BLEND_ZERO;
eo_do(scene->mesh1, evas_3d_mesh_blending_func_set(func1, func2));
printf("sfactor = %s, dfactor = %s\n", blend_func_names[func1], blend_func_names[func2]);
}
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);
eo_do(background, efl_gfx_size_set(w, h));
eo_do(image, efl_gfx_size_set(w, h));
}
static Eina_Bool
_animate_scene(void *data)
{
static float angle = 0.0f;
Scene_Data *scene = (Scene_Data *)data;
angle += 0.02;
eo_do(scene->mesh_node,
evas_3d_node_position_set(3 * sin(angle), 0.0, 3 * cos(angle)));
if (angle > 2 * M_PI) angle = 0;
return EINA_TRUE;
}
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(60.0, 1.0, 2.0, 50.0));
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, 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->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, 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
_set_ball(Eo *mesh, int p, Evas_3D_Material *material)
{
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 = sinth * cosfi;
vertices[i + j * vccount].y = sinth * sinfi;
vertices[i + j * vccount].z = costh;
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_add(0);
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
sizeof(vec3), &vertices[0]);
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
sizeof(vec3), &normals[0]);
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
icount , &indices[0]);
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG);
evas_3d_mesh_frame_material_set(0, material));
}
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, 1.0, 0.2, 0.2, 0.2),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 0.0, 0.0, 0.2),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 0.2),
evas_3d_material_shininess_set(100.0));
data->material1 = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(data->material1,
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, 0.0, 0.2, 0.2, 0.2),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.0, 0.0, 1.0, 0.2),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 0.2),
evas_3d_material_shininess_set(100.0));
data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
data->mesh1 = eo_add(EVAS_3D_MESH_CLASS, evas);
_set_ball(data->mesh, 100, data->material);
_set_ball(data->mesh1, 100, data->material1);
data->mesh_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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));
data->mesh_node1 =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node1));
eo_do(data->mesh_node1, evas_3d_node_mesh_add(data->mesh1));
eo_do(data->mesh1, evas_3d_mesh_blending_enable_set(EINA_TRUE),
evas_3d_mesh_blending_func_set(func1, func2));
eo_do(data->mesh_node1,
evas_3d_node_scale_set(2.5, 2.5, 2.5));
}
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
eo_do(data->scene,
evas_3d_scene_size_set(WIDTH, HEIGHT);
evas_3d_scene_background_color_set(0.5, 0.5, 0.5, 1));
data->root_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
_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));
}
int
main(void)
{
Scene_Data data;
Ecore_Animator *anim;
Ecore_Evas *ecore_evas = NULL;
if (!ecore_evas_init()) return 0;
setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
ecore_evas = ecore_evas_new(NULL, 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);
/* Add a background rectangle objects. */
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);
/* Add an image object for 3D scene rendering. */
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);
/* Set the image object as render target for 3D scene. */
eo_do(image, evas_obj_image_scene_set(data.scene));
/* Add animation timer callback. */
ecore_animator_frametime_set(0.008);
anim = ecore_animator_add(_animate_scene, &data);
evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data);
/* Enter main loop. */
ecore_main_loop_begin();
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();
ecore_animator_del(anim);
return 0;
}