Eo: Finish the renaming of Eo to the EFL.

This renames all the rest of the API to the EFL namespace except for
Eo_Event that will follow soon.

Obviously breaks both API and ABI.
This commit is contained in:
Tom Hacohen 2016-08-15 14:44:41 +01:00
parent 8d31721145
commit 25588b5ae3
46 changed files with 445 additions and 445 deletions

View File

@ -56,9 +56,9 @@ main(int argc, const char *argv[])
ecore_app_args_set(argc, argv);
out = eo_add(ECORE_AUDIO_OBJ_OUT_PULSE_CLASS, NULL);
out = efl_add(ECORE_AUDIO_OBJ_OUT_PULSE_CLASS, NULL);
in = eo_add(ECORE_AUDIO_OBJ_IN_CLASS, NULL);
in = efl_add(ECORE_AUDIO_OBJ_IN_CLASS, NULL);
if (!in)
{
printf("error when creating ecore audio source.\n");

View File

@ -252,7 +252,7 @@ main(int argc, const char *argv[])
{
if (!strncmp(argv[i], "tone:", 5))
{
in = eo_add(ECORE_AUDIO_OBJ_IN_TONE_CLASS, NULL);
in = efl_add(ECORE_AUDIO_OBJ_IN_TONE_CLASS, NULL);
if (!in)
{
printf("error when creating ecore audio source.\n");
@ -276,7 +276,7 @@ main(int argc, const char *argv[])
}
else
{
in = eo_add(ECORE_AUDIO_OBJ_IN_SNDFILE_CLASS, NULL);
in = efl_add(ECORE_AUDIO_OBJ_IN_SNDFILE_CLASS, NULL);
if (!in)
{
printf("error when creating ecore audio source.\n");
@ -307,7 +307,7 @@ main(int argc, const char *argv[])
printf("Start: %s (%0.2fs)\n", name, length);
out = eo_add(ECORE_AUDIO_OBJ_OUT_PULSE_CLASS, NULL);
out = efl_add(ECORE_AUDIO_OBJ_OUT_PULSE_CLASS, NULL);
ret = ecore_audio_obj_out_input_attach(out, in);
if (!ret)
printf("Could not attach input %s\n", name);

View File

@ -49,7 +49,7 @@ main(int argc, char *argv[])
ecore_audio_init();
in = eo_add(ECORE_AUDIO_OBJ_IN_SNDFILE_CLASS, NULL);
in = efl_add(ECORE_AUDIO_OBJ_IN_SNDFILE_CLASS, NULL);
ecore_audio_obj_name_set(in, basename(argv[1]));
ret = ecore_audio_obj_source_set(in, argv[1]);
if (!ret) {
@ -60,7 +60,7 @@ main(int argc, char *argv[])
efl_event_callback_add(in, ECORE_AUDIO_EV_IN_STOPPED, _play_finished, NULL);
out = eo_add(ECORE_AUDIO_OBJ_OUT_SNDFILE_CLASS, NULL);
out = efl_add(ECORE_AUDIO_OBJ_OUT_SNDFILE_CLASS, NULL);
ret = ecore_audio_obj_source_set(out, argv[2]);
if (!ret) {
printf("Could not set %s as output\n", argv[2]);

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@ -110,7 +110,7 @@ main(void)
ctxt.enterer = ecore_idle_enterer_add(_enterer_cb, &ctxt);
ctxt.exiter = ecore_idle_exiter_add(_exiter_cb, &ctxt);
ctxt.idler = ecore_idler_add(_idler_cb, &ctxt);
// ctxt.idler = eo_add(ECORE_IDLER_CLASS, NULL, ecore_idler_constructor(eo_self, _idler_cb, &ctxt));
// ctxt.idler = efl_add(ECORE_IDLER_CLASS, NULL, ecore_idler_constructor(efl_self, _idler_cb, &ctxt));
ctxt.handler = ecore_event_handler_add(_event_type,
_event_handler_cb,
&ctxt);

View File

@ -48,9 +48,9 @@ main(void)
poller2 = ecore_poller_add(ECORE_POLLER_CORE, 8, _poller_print_cb, str2);
poller3 = ecore_poller_add(ECORE_POLLER_CORE, 30, _poller_quit_cb, str3);
// poller1 = eo_add(ECORE_POLLER_CLASS, NULL, // ecore_poller_constructor(eo_self, ECORE_POLLER_CORE, 4, _poller_print_cb, str1));
// poller2 = eo_add(ECORE_POLLER_CLASS, NULL, // ecore_poller_constructor(eo_self, ECORE_POLLER_CORE, 8, _poller_print_cb, str2));
// poller3 = eo_add(ECORE_POLLER_CLASS, NULL, // ecore_poller_constructor(eo_self, ECORE_POLLER_CORE, 20, _poller_quit_cb, str3));
// poller1 = efl_add(ECORE_POLLER_CLASS, NULL, // ecore_poller_constructor(efl_self, ECORE_POLLER_CORE, 4, _poller_print_cb, str1));
// poller2 = efl_add(ECORE_POLLER_CLASS, NULL, // ecore_poller_constructor(efl_self, ECORE_POLLER_CORE, 8, _poller_print_cb, str2));
// poller3 = efl_add(ECORE_POLLER_CLASS, NULL, // ecore_poller_constructor(efl_self, ECORE_POLLER_CORE, 20, _poller_quit_cb, str3));
ecore_main_loop_begin();
@ -61,9 +61,9 @@ main(void)
// ecore_poller_interval_set(poller2, 16, NULL);
ecore_main_loop_begin();
// eo_unref(poller1);
// eo_unref(poller2);
// eo_unref(poller3);
// efl_unref(poller1);
// efl_unref(poller2);
// efl_unref(poller3);
ecore_poller_del(poller1);
ecore_poller_del(poller2);
ecore_poller_del(poller3);

View File

@ -15,7 +15,7 @@ void done_cb(void *data, void *value EINA_UNUSED)
Efl_Io_Manager *job = data;
printf("%s done listing files.\n", __FUNCTION__);
ecore_main_loop_quit();
eo_unref(job);
efl_unref(job);
}
void error_cb(void *data, Eina_Error error)
@ -25,7 +25,7 @@ void error_cb(void *data, Eina_Error error)
printf("%s error: %s\n", __FUNCTION__, msg);
ecore_main_loop_quit();
eo_unref(job);
efl_unref(job);
}
void filter_cb(void *data EINA_UNUSED, const Eo_Event *event)
@ -51,7 +51,7 @@ void list_files(void *data)
Eina_Promise *promise;
const char *path = data;
Efl_Io_Manager *job = eo_add(EFL_IO_MANAGER_CLASS, NULL);
Efl_Io_Manager *job = efl_add(EFL_IO_MANAGER_CLASS, NULL);
efl_event_callback_add(job, EFL_IO_MANAGER_EVENT_FILTER_NAME, (Efl_Event_Cb)&filter_cb, NULL);
promise = efl_io_manager_file_ls(job, path);
eina_promise_progress_cb_add(promise, (Eina_Promise_Progress_Cb)&progress_cb, NULL, NULL);

View File

@ -51,10 +51,10 @@ void done_open_cb(void *data, void* value)
void open_file(const char *path)
{
Efl_Io_Manager *job = eo_add(EFL_IO_MANAGER_CLASS, NULL);
Efl_Io_Manager *job = efl_add(EFL_IO_MANAGER_CLASS, NULL);
eina_promise_then(efl_io_manager_file_open(job, path, EINA_FALSE), &done_open_cb, &error_cb, job);
eo_unref(job);
efl_unref(job);
}
int main(int argc, char const *argv[])

View File

@ -17,7 +17,7 @@ void error_cb(void *data, Eina_Error error)
EINA_LOG_ERR("error: %s", msg);
Efl_Io_Manager *job = data;
eo_unref(job);
efl_unref(job);
ecore_main_loop_quit();
}
@ -31,7 +31,7 @@ void done_closing_cb(void *data, void* value EINA_UNUSED)
printf("%s closed file.\n", __FUNCTION__);
Efl_Io_Manager *job = data;
eo_unref(job);
efl_unref(job);
ecore_main_loop_quit();
}
@ -74,7 +74,7 @@ void open_file(const char *path, const char *path2)
Eina_Promise *promise;
Eina_Promise *tasks[3] = {NULL, NULL, NULL};
Efl_Io_Manager *job = eo_add(EFL_IO_MANAGER_CLASS, NULL);
Efl_Io_Manager *job = efl_add(EFL_IO_MANAGER_CLASS, NULL);
tasks[0] = efl_io_manager_file_open(job, path, EINA_FALSE);
tasks[1] = efl_io_manager_file_open(job, path2, EINA_FALSE);
promise = eina_promise_all(eina_carray_iterator_new((void**)&tasks[0]));

View File

@ -27,7 +27,7 @@ void
monitor_stuff(void *data)
{
const char *path = data;
Eio_Sentry *sentry = eo_add(EIO_SENTRY_CLASS, NULL);
Eio_Sentry *sentry = efl_add(EIO_SENTRY_CLASS, NULL);
efl_event_callback_add(sentry, EIO_SENTRY_EVENT_FILE_CREATED, (Efl_Event_Cb)&sentry_cb, NULL);
printf("Starting monitoring path %s\n", path);

View File

@ -134,7 +134,7 @@ main(int argc, char **argv EINA_UNUSED)
if (argc > 1) bus = argv[1];
if (argc > 2) path = argv[2];
root = eo_add_ref(ELDBUS_MODEL_OBJECT_CLASS, NULL, eldbus_model_object_constructor(eo_self, ELDBUS_CONNECTION_TYPE_SESSION, NULL, EINA_FALSE, bus, path));
root = efl_add_ref(ELDBUS_MODEL_OBJECT_CLASS, NULL, eldbus_model_object_constructor(efl_self, ELDBUS_CONNECTION_TYPE_SESSION, NULL, EINA_FALSE, bus, path));
Eina_Promise *promises[] = { NULL, NULL, NULL};
promises[0] = efl_model_children_slice_get(root, 0, 0);
@ -145,6 +145,6 @@ main(int argc, char **argv EINA_UNUSED)
ecore_main_loop_begin();
eo_unref(root);
efl_unref(root);
eldbus_shutdown();
}

View File

@ -462,7 +462,7 @@ zoom_factor_set(double new_zoom_factor)
evas_object_resize(map, src_size, src_size);
/* Apply updated texture source. */
texture_diffuse = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
texture_diffuse = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_source_set(texture_diffuse, map);
evas_canvas3d_texture_source_visible_set(texture_diffuse, EINA_FALSE);
@ -845,7 +845,7 @@ skybox_setup(void)
Evas_Object *skybox_image;
char buf[PATH_MAX];
skybox_mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
skybox_mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_vertex_count_set(skybox_mesh, 24);
evas_canvas3d_mesh_frame_add(skybox_mesh, 0);
evas_canvas3d_mesh_frame_vertex_data_set(skybox_mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, 12 * sizeof(float), &skybox_vertices[0]);
@ -863,10 +863,10 @@ skybox_setup(void)
evas_object_show(skybox_image);
/* Set skybox texture material. */
skybox_material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
skybox_material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_mesh_frame_material_set(skybox_mesh, 0, skybox_material);
skybox_texture_diffuse = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
skybox_texture_diffuse = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_source_set(skybox_texture_diffuse, skybox_image);
evas_canvas3d_texture_source_visible_set(skybox_texture_diffuse, EINA_FALSE);
@ -880,7 +880,7 @@ skybox_setup(void)
evas_canvas3d_material_color_set(skybox_material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 0.1, 0.1, 0.1, 1.0);
evas_canvas3d_material_shininess_set(skybox_material, 50.0);
skybox_mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
skybox_mesh_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(root_node, skybox_mesh_node);
evas_canvas3d_node_mesh_add(skybox_mesh_node, skybox_mesh);
evas_canvas3d_mesh_shader_mode_set(skybox_mesh, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
@ -921,7 +921,7 @@ static void
camera_setup(void)
{
/* Add the camera. */
camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(camera, 60.0, 1.0, 1.0, 100.0);
/* Set camera position. */
@ -939,7 +939,7 @@ camera_setup(void)
camera_right_vec.y = 0.0;
camera_right_vec.z = 0.0;
camera_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(camera_node, camera);
evas_canvas3d_node_position_set(camera_node, camera_pos.x, camera_pos.y, camera_pos.z);
evas_canvas3d_node_look_at_set(camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, camera_up_vec.x, camera_up_vec.y, camera_up_vec.z);
@ -949,12 +949,12 @@ camera_setup(void)
static void
light_setup(void)
{
light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(light, 0.2, 0.2, 0.2, 1.0);
light_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(light_node, light);
evas_canvas3d_node_position_set(light_node, 0.0, 0.0, MAX_CAMERA_DISTANCE);
evas_canvas3d_node_look_at_set(light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -967,7 +967,7 @@ mesh_setup(void)
/* Create a sphere mesh. */
sphere_init(50);
mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_vertex_count_set(mesh, vertex_count);
evas_canvas3d_mesh_frame_add(mesh, 0);
evas_canvas3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, sizeof(vertex), &vertices[0].position);
@ -978,14 +978,14 @@ mesh_setup(void)
evas_canvas3d_mesh_index_data_set(mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
texture_diffuse = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
texture_diffuse = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_source_set(texture_diffuse, map);
evas_canvas3d_texture_source_visible_set(texture_diffuse, EINA_FALSE);
texture_normal = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
texture_normal = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_source_set(texture_normal, normal_map);
evas_canvas3d_texture_source_visible_set(texture_normal, EINA_FALSE);
@ -1000,7 +1000,7 @@ mesh_setup(void)
evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 0.1, 0.1, 0.1, 1.0);
evas_canvas3d_material_shininess_set(material, 50.0);
mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
mesh_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(root_node, mesh_node);
evas_canvas3d_node_mesh_add(mesh_node, mesh);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
@ -1155,7 +1155,7 @@ elm_main(int argc, char **argv)
evas_object_show(bg);
/* Add an image which shows a scene. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
evas_object_resize(image, WIDTH, HEIGHT);
evas_object_show(image);
@ -1165,10 +1165,10 @@ elm_main(int argc, char **argv)
evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_WHEEL, mouse_wheel_cb, NULL);
/* Add a scene object. */
scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
/* Add a root node for the scene. */
root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
skybox_setup();
texture_source_setup();

View File

@ -158,12 +158,12 @@ _animate_scene(void *data)
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 20.0, 1.0, 2.0, 50.0);
data->camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 15.0);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, -1.0, 0.0);
@ -173,13 +173,13 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 10.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -189,8 +189,8 @@ static void
_mesh_setup(Scene_Data *data)
{
/* Setup material and texture as widget button. */
data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_source_set(data->texture, btn);
evas_canvas3d_texture_source_visible_set(data->texture, EINA_FALSE);
@ -205,7 +205,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_shininess_set(data->material, 100.0);
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_vertex_count_set(data->mesh, 24);
evas_canvas3d_mesh_frame_add(data->mesh, 0);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, 12 * sizeof(float), &cube_vertices[ 0]);
@ -219,7 +219,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_color_pick_enable_set(data->mesh, EINA_TRUE);
data->mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh);
}
@ -227,12 +227,12 @@ _mesh_setup(Scene_Data *data)
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);
data->root_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
@ -256,7 +256,7 @@ elm_main(int argc, char **argv)
evas = evas_object_evas_get(win);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -119,12 +119,12 @@ _animate_scene(void *data)
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 60.0, 1.0, 2.0, 50.0);
data->camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 10.0);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -134,13 +134,13 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 10.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -150,7 +150,7 @@ static void
_mesh_setup(Scene_Data *data)
{
/* Setup material. */
data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -161,7 +161,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_shininess_set(data->material, 100.0);
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_vertex_count_set(data->mesh, 24);
evas_canvas3d_mesh_frame_add(data->mesh, 0);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, 12 * sizeof(float), &cube_vertices[ 0]);
@ -174,7 +174,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh);
}
@ -182,12 +182,12 @@ _mesh_setup(Scene_Data *data)
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(data->scene, WIDTH - d_w, HEIGHT - d_h);
evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);
data->root_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
@ -247,7 +247,7 @@ elm_main(int argc, char **argv)
_scene_setup(&data);
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_visible_set(image, EINA_TRUE);
/* Set the image object as render target for 3D scene. */

View File

@ -32,10 +32,10 @@ static void
_cleanup_cb(void *data, Evas *e EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
Efl_Model_Test_Filemvc_Data *priv = (Efl_Model_Test_Filemvc_Data *)data;
eo_unref(priv->fileview);
eo_unref(priv->treeview);
eo_unref(priv->formview);
eo_unref(priv->treemodel);
efl_unref(priv->fileview);
efl_unref(priv->treeview);
efl_unref(priv->formview);
efl_unref(priv->treemodel);
}
static Eina_Bool
@ -65,7 +65,7 @@ _promise_then(void *data, void *value)
Eo *model;
eina_value_get(value, &path);
model = eo_add(EIO_MODEL_CLASS, NULL, eio_model_path_set(eo_self, path));
model = efl_add(EIO_MODEL_CLASS, NULL, eio_model_path_set(efl_self, path));
elm_view_list_model_set(priv->fileview, model);
}
@ -144,12 +144,12 @@ elm_main(int argc, char **argv)
else dirname = EFL_MODEL_TEST_FILENAME_PATH;
//treemodel
priv.treemodel = eo_add(EIO_MODEL_CLASS, NULL, eio_model_path_set(eo_self, dirname));
priv.treemodel = efl_add(EIO_MODEL_CLASS, NULL, eio_model_path_set(efl_self, dirname));
eio_model_children_filter_set(priv.treemodel, _filter_cb, NULL);
//treeview
genlist = elm_genlist_add(win);
priv.treeview = eo_add(ELM_VIEW_LIST_CLASS, NULL, elm_view_list_genlist_set(eo_self, genlist, ELM_GENLIST_ITEM_TREE, NULL));
priv.treeview = efl_add(ELM_VIEW_LIST_CLASS, NULL, elm_view_list_genlist_set(efl_self, genlist, ELM_GENLIST_ITEM_TREE, NULL));
elm_view_list_property_connect(priv.treeview, "filename", "elm.text");
elm_view_list_property_connect(priv.treeview, "icon", "elm.swallow.icon");
elm_view_list_model_set(priv.treeview, priv.treemodel);
@ -164,7 +164,7 @@ elm_main(int argc, char **argv)
//listview
genlist = elm_genlist_add(win);
priv.fileview = eo_add(ELM_VIEW_LIST_CLASS, NULL, elm_view_list_genlist_set(eo_self, genlist, ELM_GENLIST_ITEM_NONE, "double_label"));
priv.fileview = efl_add(ELM_VIEW_LIST_CLASS, NULL, elm_view_list_genlist_set(efl_self, genlist, ELM_GENLIST_ITEM_NONE, "double_label"));
elm_view_list_property_connect(priv.fileview, "filename", "elm.text");
elm_view_list_property_connect(priv.fileview, "mime_type", "elm.text.sub");
@ -178,7 +178,7 @@ elm_main(int argc, char **argv)
bxr = elm_box_add(win);
_widget_init(bxr);
elm_object_part_content_set(vpanes, "right", bxr);
priv.formview = eo_add(ELM_VIEW_FORM_CLASS, NULL);
priv.formview = efl_add(ELM_VIEW_FORM_CLASS, NULL);
/*Label widget */
elm_view_form_widget_add(priv.formview, "filename", _label_init(win, bxr, "File Name"));

View File

@ -27,8 +27,8 @@ static void
_cleanup_cb(void *data, Evas *e EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
Efl_Model_Test_Fileview_Data *priv = (Efl_Model_Test_Fileview_Data *)data;
eo_unref(priv->fileview);
eo_unref(priv->filemodel);
efl_unref(priv->fileview);
efl_unref(priv->filemodel);
}
EAPI_MAIN int
@ -54,8 +54,8 @@ elm_main(int argc, char **argv)
evas_object_size_hint_weight_set(genlist, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
evas_object_show(genlist);
priv.filemodel = eo_add(EIO_MODEL_CLASS, NULL, eio_model_path_set(eo_self, dirname));
priv.fileview = eo_add(ELM_VIEW_LIST_CLASS, NULL, elm_view_list_genlist_set(eo_self, genlist, ELM_GENLIST_ITEM_TREE, "double_label"));
priv.filemodel = efl_add(EIO_MODEL_CLASS, NULL, eio_model_path_set(efl_self, dirname));
priv.fileview = efl_add(ELM_VIEW_LIST_CLASS, NULL, elm_view_list_genlist_set(efl_self, genlist, ELM_GENLIST_ITEM_TREE, "double_label"));
elm_view_list_model_set(priv.fileview, priv.filemodel);
evas_object_event_callback_add(win, EVAS_CALLBACK_DEL, _cleanup_cb, &priv);

View File

@ -248,7 +248,7 @@ void _init_bounding()
20, 21, 22, 22, 21, 23
};
globalGraphical.material_box = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, globalGraphical.evas);
globalGraphical.material_box = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, globalGraphical.evas);
evas_canvas3d_material_enable_set(globalGraphical.material_box, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(globalGraphical.material_box, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -259,7 +259,7 @@ void _init_bounding()
evas_canvas3d_material_shininess_set(globalGraphical.material_box, 100.0);
/* Setup mesh. */
globalGraphical.mesh_box = eo_add(EVAS_CANVAS3D_MESH_CLASS, globalGraphical.evas);
globalGraphical.mesh_box = efl_add(EVAS_CANVAS3D_MESH_CLASS, globalGraphical.evas);
evas_canvas3d_mesh_vertex_count_set(globalGraphical.mesh_box, 24);
evas_canvas3d_mesh_frame_add(globalGraphical.mesh_box, 0);
evas_canvas3d_mesh_frame_vertex_data_copy_set(globalGraphical.mesh_box, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, 12 * sizeof(float), &cube_vertices[ 0]);
@ -272,7 +272,7 @@ void _init_bounding()
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh_box, 0, globalGraphical.material_box);
globalGraphical.mesh_nodebox =
eo_add(EVAS_CANVAS3D_NODE_CLASS, globalGraphical.evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH), evas_canvas3d_node_position_set(eo_self, 0, -30.0, 0.0));
efl_add(EVAS_CANVAS3D_NODE_CLASS, globalGraphical.evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH), evas_canvas3d_node_position_set(efl_self, 0, -30.0, 0.0));
evas_canvas3d_node_member_add(globalGraphical.root_node, globalGraphical.mesh_nodebox);
evas_canvas3d_node_mesh_add(globalGraphical.mesh_nodebox, globalGraphical.mesh_box);
}
@ -307,7 +307,7 @@ _change_scene_setup()
_sphere_init(globalGraphical.precision);
for (i = 0; i < quantity; i++)
{
globalGraphical.mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, globalGraphical.evas);
globalGraphical.mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, globalGraphical.evas);
if (!globalGraphical.model_path)
{
evas_canvas3d_mesh_vertex_count_set(globalGraphical.mesh, globalGraphical.vertex_count);
@ -359,7 +359,7 @@ _change_scene_setup()
for (i = 0; i < quantity; i++)
{
globalGraphical.mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, globalGraphical.evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH), evas_canvas3d_node_position_set(eo_self, globalGraphical.places[i].position.x * 20, globalGraphical.places[i].position.y * 20, globalGraphical.places[i].position.z * 20));
efl_add(EVAS_CANVAS3D_NODE_CLASS, globalGraphical.evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH), evas_canvas3d_node_position_set(efl_self, globalGraphical.places[i].position.x * 20, globalGraphical.places[i].position.y * 20, globalGraphical.places[i].position.z * 20));
if (globalGraphical.model_path)
evas_canvas3d_node_scale_set(globalGraphical.mesh_node, 0.2, 0.2, 0.2);
evas_canvas3d_node_member_add(globalGraphical.root_node, globalGraphical.mesh_node);
@ -394,23 +394,23 @@ _init_scene(Evas_Object *img)
/*Allocate memory - eina_mempool*/
/* Add a scene object .*/
globalGraphical.scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, globalGraphical.evas);
globalGraphical.scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, globalGraphical.evas);
/* Add the root node for the scene. */
globalGraphical.root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, globalGraphical.evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
globalGraphical.root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, globalGraphical.evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
/* Add the camera. */
globalGraphical.camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, globalGraphical.evas);
globalGraphical.camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, globalGraphical.evas);
evas_canvas3d_camera_projection_perspective_set(globalGraphical.camera, globalGraphical.angle, 1.0, 2.0, 1000.0);
globalGraphical.camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, globalGraphical.evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, globalGraphical.evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(globalGraphical.camera_node, globalGraphical.camera);
evas_canvas3d_node_position_set(globalGraphical.camera_node, 0.0, 0.0, 25.0);
evas_canvas3d_node_look_at_set(globalGraphical.camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
evas_canvas3d_node_member_add(globalGraphical.root_node, globalGraphical.camera_node);
globalGraphical.light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, globalGraphical.evas);
globalGraphical.light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, globalGraphical.evas);
evas_canvas3d_light_ambient_set(globalGraphical.light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_diffuse_set(globalGraphical.light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(globalGraphical.light, 1.0, 1.0, 1.0, 1.0);
@ -418,15 +418,15 @@ _init_scene(Evas_Object *img)
evas_canvas3d_light_spot_cutoff_set(globalGraphical.light, globalGraphical.angle / 15);
globalGraphical.light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, globalGraphical.evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, globalGraphical.evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(globalGraphical.light_node, globalGraphical.light);
evas_canvas3d_node_position_set(globalGraphical.light_node, 0.0, 100.0, 1.0);
evas_canvas3d_node_look_at_set(globalGraphical.light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
evas_canvas3d_node_member_add(globalGraphical.root_node, globalGraphical.light_node);
globalGraphical.material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, globalGraphical.evas);
globalGraphical.texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, globalGraphical.evas);
globalGraphical.material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, globalGraphical.evas);
globalGraphical.texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, globalGraphical.evas);
evas_canvas3d_texture_file_set(globalGraphical.texture, "target_texture.png", NULL);
evas_canvas3d_texture_filter_set(globalGraphical.texture, EVAS_CANVAS3D_TEXTURE_FILTER_LINEAR, EVAS_CANVAS3D_TEXTURE_FILTER_LINEAR);
evas_canvas3d_texture_wrap_set(globalGraphical.texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
@ -444,7 +444,7 @@ _init_scene(Evas_Object *img)
for (i = 0; i < quantity; i++)
{
globalGraphical.mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, globalGraphical.evas);
globalGraphical.mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, globalGraphical.evas);
if (!globalGraphical.model_path)
{
evas_canvas3d_mesh_vertex_count_set(globalGraphical.mesh, globalGraphical.vertex_count);
@ -474,7 +474,7 @@ _init_scene(Evas_Object *img)
for (i = 0; i < quantity; i++)
{
globalGraphical.mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, globalGraphical.evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH), evas_canvas3d_node_position_set(eo_self, globalGraphical.places[i].position.x * 20, globalGraphical.places[i].position.y * 20, globalGraphical.places[i].position.z * 20));
efl_add(EVAS_CANVAS3D_NODE_CLASS, globalGraphical.evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH), evas_canvas3d_node_position_set(efl_self, globalGraphical.places[i].position.x * 20, globalGraphical.places[i].position.y * 20, globalGraphical.places[i].position.z * 20));
if (globalGraphical.model_path)
evas_canvas3d_node_scale_set(globalGraphical.mesh_node, 0.2, 0.2, 0.2);
evas_canvas3d_node_member_add(globalGraphical.root_node, globalGraphical.mesh_node);

View File

@ -622,7 +622,7 @@ EAPI_MAIN
evas_object_show(startexitbox);
evas = evas_object_evas_get(win);
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
btnstart = elm_button_add(win);
elm_object_text_set(btnstart, "Apply");

View File

@ -434,10 +434,10 @@ _quit_game(void *data EINA_UNUSED, Evas_Object *btn EINA_UNUSED, void *ev EINA_U
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 50.0, 1.0, 1.0, 1000.0);
data->camera_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
data->camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 40, 70);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -458,14 +458,14 @@ _animate_camera(void *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_projection_perspective_set(data->light, 100.0, 1.0, 1.0, 1000.0);
data->light_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
data->light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 0.1, 25.0, 0.1);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -476,8 +476,8 @@ _light_setup(Scene_Data *data)
static void
_mesh_cube_setup(Scene_Data *data)
{
data->mesh_cube = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->material_cube = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->mesh_cube = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->material_cube = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material_cube, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_cube, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_cube, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
@ -505,9 +505,9 @@ _create_bondar(Scene_Data *data, Evas_Real scale_x, Evas_Real scale_y, Evas_Real
Eo *node = NULL;
Eo *material = NULL;
mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -555,7 +555,7 @@ _create_cubes(Scene_Data *data, Evas_Real r, int count)
Eo *node = NULL;
alpha = d_alpha * i * M_PI / 180;
node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(node, data->mesh_cube);
evas_canvas3d_node_position_set(node, r * sin(alpha), 2.0 + (r / 4 * sin(alpha)), r * cos(alpha));
@ -572,9 +572,9 @@ _mesh_ball_setup(Scene_Data *data)
{
_sphere_init(100);
data->mesh_ball = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->material_ball = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->mesh_node_ball = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
data->mesh_ball = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->material_ball = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->mesh_node_ball = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
/* Setup material for ball. */
evas_canvas3d_material_enable_set(data->material_ball, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
@ -608,10 +608,10 @@ _scene_setup(Scene_Data *data, Evas_Real r, int count)
{
Eina_List *l = NULL;
Eo *item = NULL;
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
/* Add the root node for the scene. */
data->root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
data->root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_shadows_enable_set(data->scene, EINA_TRUE);
@ -813,7 +813,7 @@ elm_main(int argc, char **argv)
_scene_setup(&data, 10.0, 10);
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_visible_set(image, EINA_TRUE);
efl_canvas_scene3d_set(image, data.scene);

View File

@ -155,7 +155,7 @@ _canvas_resize_cb(Ecore_Evas *ee)
evas_object_resize(em, w - 20, h - 20);
}
EO_CALLBACKS_ARRAY_DEFINE(emotion_object_example_callbacks,
EFL_CALLBACKS_ARRAY_DEFINE(emotion_object_example_callbacks,
{ EMOTION_OBJECT_EVENT_FRAME_DECODE, _frame_decode_cb },
{ EMOTION_OBJECT_EVENT_LENGTH_CHANGE, _length_change_cb },
{ EMOTION_OBJECT_EVENT_POSITION_UPDATE, _position_update_cb },

View File

@ -152,7 +152,7 @@ _progress_change_cb(void *data EINA_UNUSED, const Eo_Event *ev)
emotion_object_progress_info_get(ev->object));
}
EO_CALLBACKS_ARRAY_DEFINE(emotion_object_example_callbacks,
EFL_CALLBACKS_ARRAY_DEFINE(emotion_object_example_callbacks,
{ EMOTION_OBJECT_EVENT_FRAME_DECODE, _frame_decode_cb },
{ EMOTION_OBJECT_EVENT_LENGTH_CHANGE, _length_change_cb },
{ EMOTION_OBJECT_EVENT_POSITION_UPDATE, _position_update_cb },

View File

@ -84,7 +84,7 @@ _frame_resize_cb(void *data EINA_UNUSED, const Eo_Event *ev)
_display_info(ev->object);
}
EO_CALLBACKS_ARRAY_DEFINE(emotion_object_example_callbacks,
EFL_CALLBACKS_ARRAY_DEFINE(emotion_object_example_callbacks,
{ EMOTION_OBJECT_EVENT_PLAYBACK_STARTED, _playback_started_cb },
{ EMOTION_OBJECT_EVENT_PLAYBACK_FINISHED, _playback_finished_cb },
{ EMOTION_OBJECT_EVENT_OPEN_DONE, _open_done_cb },

View File

@ -35,7 +35,7 @@ _ns_colourable_efl_object_constructor(Eo *obj, Colourable_Data *self EINA_UNUSED
= eina_log_domain_register("colourable", EINA_COLOR_BLUE);
}
DBG("_ns_colourable_constructor(%p, %p)\n", obj, MY_CLASS);
return efl_constructor(eo_super(obj, MY_CLASS));
return efl_constructor(efl_super(obj, MY_CLASS));
}
void
@ -47,7 +47,7 @@ _ns_colourable_efl_object_destructor(Eo *obj, Colourable_Data *self EINA_UNUSED)
_ns_colourable_impl_logdomain = 0;
}
DBG("_ns_colourable_destructor()\n");
efl_destructor(eo_super(obj, MY_CLASS));
efl_destructor(efl_super(obj, MY_CLASS));
}
void

View File

@ -142,40 +142,40 @@ main(void)
evas = ecore_evas_get(ecore_evas);
scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(camera, 60.0, 1.0, 1.0, 500.0);
camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(camera_node, camera);
evas_canvas3d_node_member_add(root_node, camera_node);
evas_canvas3d_node_position_set(camera_node, 100.0, 50.0, 20.0);
evas_canvas3d_node_look_at_set(camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 20.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0);
light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_diffuse_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_directional_set(light, EINA_TRUE);
light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(light_node, light);
evas_canvas3d_node_position_set(light_node, 1000.0, 0.0, 1000.0);
evas_canvas3d_node_look_at_set(light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
evas_canvas3d_node_member_add(root_node, light_node);
mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
efl_file_set(mesh, model_path, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(texture, image_path, NULL);
evas_canvas3d_texture_filter_set(texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
@ -189,16 +189,16 @@ main(void)
evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(material, 50.0);
mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
mesh_box_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
mesh_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
mesh_box_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
material_box = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
material_box = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(material_box, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
cube = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
cube = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(cube, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
mesh_box = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
mesh_box = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(mesh_box, 0, cube);
evas_canvas3d_mesh_vertex_assembly_set(mesh_box, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
evas_canvas3d_mesh_shader_mode_set(mesh_box, EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR);
@ -215,12 +215,12 @@ main(void)
evas_canvas3d_scene_camera_node_set(scene, camera_node);
evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT);
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);
evas_object_focus_set(image, EINA_TRUE);

View File

@ -148,12 +148,12 @@ _animate_scene(void *data)
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 60.0, 1.0, 2.0, 50.0);
data->camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 10.0);
@ -165,13 +165,13 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 10.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -189,7 +189,7 @@ _set_ball(Eo *mesh, Eo *sphere, Evas_Canvas3D_Material *material)
static void
_mesh_setup(Scene_Data *data)
{
data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -199,7 +199,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 0.2);
evas_canvas3d_material_shininess_set(data->material, 100.0);
data->material1 = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material1 = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material1, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material1, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -209,24 +209,24 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_color_set(data->material1, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 0.2);
evas_canvas3d_material_shininess_set(data->material1, 100.0);
data->sphere = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
data->sphere = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->sphere, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE);
evas_canvas3d_primitive_precision_set(data->sphere, 50);
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh1 = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh1 = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
_set_ball(data->mesh, data->sphere, data->material);
_set_ball(data->mesh1, data->sphere, data->material1);
data->mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh);
data->mesh_node1 =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node1);
evas_canvas3d_node_mesh_add(data->mesh_node1, data->mesh1);
@ -242,13 +242,13 @@ _mesh_setup(Scene_Data *data)
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(data->scene, 0.5, 0.5, 0.5, 1);
data->root_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
@ -288,7 +288,7 @@ main(void)
evas_object_show(background);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
evas_object_move(image, 0, 0);
evas_object_resize(image, WIDTH, HEIGHT);
evas_object_show(image);

View File

@ -237,9 +237,9 @@ Eina_Bool
_init_sphere(void *this, const char *texture)
{
Test_object *sphere = (Test_object *)this;
sphere->primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
sphere->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
sphere->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
sphere->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
sphere->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
sphere->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_primitive_form_set(sphere->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE);
evas_canvas3d_primitive_precision_set(sphere->primitive, 50);
evas_canvas3d_mesh_from_primitive_set(sphere->mesh, 0, sphere->primitive);
@ -248,7 +248,7 @@ _init_sphere(void *this, const char *texture)
evas_canvas3d_mesh_color_pick_enable_set(sphere->mesh, EINA_TRUE);
sphere->texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
sphere->texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(sphere->texture, texture, NULL);
evas_canvas3d_texture_filter_set(sphere->texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(sphere->texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
@ -272,27 +272,27 @@ _init_scene(const char *texture)
Evas_Real tmp;
Test_object *m;
globalscene.scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
globalscene.scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
globalscene.root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
globalscene.root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
globalscene.camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
globalscene.camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(globalscene.camera, 30.0, 1.0, 1.0, 1000.0);
globalscene.camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(globalscene.camera_node, globalscene.camera);
evas_canvas3d_node_member_add(globalscene.root_node, globalscene.camera_node);
evas_canvas3d_node_position_set(globalscene.camera_node, 0.0, 30.0, 800.0);
evas_canvas3d_node_look_at_set(globalscene.camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, -1000.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
globalscene.light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
globalscene.light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(globalscene.light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_diffuse_set(globalscene.light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(globalscene.light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_directional_set(globalscene.light, EINA_TRUE);
globalscene.light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(globalscene.light_node, globalscene.light);
evas_canvas3d_node_position_set(globalscene.light_node, 100.0, 50.0, 300.0);
evas_canvas3d_node_look_at_set(globalscene.light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 1.0, 1.0, 1.0);
@ -313,7 +313,7 @@ _init_scene(const char *texture)
m->material = spheretmp->material;
m->texture = spheretmp->texture;
}
m->node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
m->node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
m->speed = tmp;
m->sphere_animate = _animate_sphere;
m->animate = ecore_timer_add(m->speed, m->sphere_animate, m);
@ -381,7 +381,7 @@ int main(int argc, char **argv)
globalscene.precision = precision;
globalscene.scene_init(texture);
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -152,10 +152,10 @@ _animate_scene(void *data)
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 20.0, 1.0, 2.0, 50.0);
data->camera_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
data->camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 3.0, 3.0, 10.0);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -166,13 +166,13 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
data->light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 5.0, 5.0, 10.0);
@ -185,7 +185,7 @@ static void
_mesh_setup(Scene_Data *data)
{
/* Setup material. */
data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -196,16 +196,16 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_shininess_set(data->material, 100.0);
/* Setup primitive */
data->cube = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
data->cube = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->cube, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
data->mesh_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh);
}
@ -213,8 +213,8 @@ _mesh_setup(Scene_Data *data)
static void
_scene_setup(Scene_Data *data)
{
scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(scene, 0.0, 0.0, 0.0, 0.0);
@ -259,7 +259,7 @@ main(void)
evas_object_show(background);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_geometry_set(image, 0, 0, WIDTH, HEIGHT);
evas_object_show(image);

View File

@ -137,12 +137,12 @@ _animate_scene(void *data)
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 60.0, 1.0, 2.0, 50.0);
data->camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 10.0);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -152,13 +152,13 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 10.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -168,7 +168,7 @@ static void
_mesh_setup(Scene_Data *data)
{
/* Setup material. */
data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -179,7 +179,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_shininess_set(data->material, 100.0);
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_vertex_count_set(data->mesh, 24);
evas_canvas3d_mesh_frame_add(data->mesh, 0);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, 12 * sizeof(float), &cube_vertices[ 0]);
@ -192,7 +192,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh);
}
@ -200,12 +200,12 @@ _mesh_setup(Scene_Data *data)
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);
data->root_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
@ -237,13 +237,13 @@ main(void)
_scene_setup(&data);
/* Add a background rectangle objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -111,11 +111,11 @@ _animate_scene(void *data)
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 60.0, 1.0, 2.0, 50.0);
data->camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 3.0);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -125,13 +125,13 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 10.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -142,8 +142,8 @@ static void
_mesh_setup(Scene_Data *data)
{
/* Setup material. */
data->material0 = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material1 = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material0 = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material1 = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material0, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material0, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -163,9 +163,9 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_color_set(data->material1, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(data->material1, 100.0);
data->texture0 = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->texture1 = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->texture_normal = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->texture0 = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->texture1 = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->texture_normal = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_data_set(data->texture0, EVAS_COLORSPACE_ARGB8888, 4, 4, &pixels0[0]);
evas_canvas3d_texture_data_set(data->texture1, EVAS_COLORSPACE_ARGB8888, 4, 4, &pixels1[0]);
@ -176,11 +176,11 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_texture_set(data->material1, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, data->texture_normal);
/* Set data of primitive */
data->cube = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
data->cube = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->cube, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material0);
evas_canvas3d_mesh_frame_add(data->mesh, 20);
@ -188,7 +188,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
data->mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh);
}
@ -196,12 +196,12 @@ _mesh_setup(Scene_Data *data)
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);
data->root_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
@ -234,13 +234,13 @@ main(void)
_scene_setup(&data);
/* Add a background rectangle objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -115,37 +115,37 @@ main(void)
evas = ecore_evas_get(ecore_evas);
/* Add a scene object .*/
scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
/* Add the root node for the scene. */
root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
/* Add the camera. */
camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(camera, 60.0, 1.0, 1.0, 500.0);
camera_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(camera_node, camera);
evas_canvas3d_node_member_add(root_node, camera_node);
evas_canvas3d_node_position_set(camera_node, 200.0, 0.0, 40.0);
evas_canvas3d_node_look_at_set(camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 20.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0);
/* Add the light. */
light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_diffuse_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_directional_set(light, EINA_TRUE);
light_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(light_node, light);
evas_canvas3d_node_position_set(light_node, 1000.0, 0.0, 1000.0);
evas_canvas3d_node_look_at_set(light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
evas_canvas3d_node_member_add(root_node, light_node);
/* Add the meshes. */
mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
mesh2 = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
mesh2 = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
efl_file_set(mesh, input_model_path, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
@ -169,13 +169,13 @@ main(void)
efl_file_set(mesh2, output_model_path, NULL);
evas_canvas3d_mesh_shader_mode_set(mesh2, EVAS_CANVAS3D_SHADER_MODE_PHONG);
mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
mesh_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(root_node, mesh_node);
evas_canvas3d_node_mesh_add(mesh_node, mesh);
evas_canvas3d_node_position_set(mesh_node, 0.0, -40.0, 0.0);
mesh_node2 = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
mesh_node2 = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(root_node, mesh_node2);
evas_canvas3d_node_mesh_add(mesh_node2, mesh2);
evas_canvas3d_node_position_set(mesh_node2, 0.0, 40.0, 0.0);
@ -186,13 +186,13 @@ main(void)
evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT);
/* Add a background rectangle objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -83,12 +83,12 @@ _animate_scene(void *data)
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 60.0, 1.0, 2.0, 50.0);
data->camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 7.0);
@ -100,13 +100,13 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 10.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -125,7 +125,7 @@ _set_ball(Eo *mesh, Eo *sphere, Evas_Canvas3D_Material *material)
static void
_mesh_setup(Scene_Data *data)
{
data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -135,21 +135,21 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(data->material, 100.0);
data->sphere = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
data->sphere = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->sphere, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE);
evas_canvas3d_primitive_precision_set(data->sphere, 50);
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh1 = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh1 = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
_set_ball(data->mesh, data->sphere, data->material);
_set_ball(data->mesh1, data->sphere, data->material);
data->animation_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
data->mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->animation_node, data->mesh_node);
evas_canvas3d_node_member_add(data->root_node, data->animation_node);
@ -157,7 +157,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_node_position_set(data->mesh_node, 0.0, 0.0, 3.0);
data->mesh_node1 =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node1);
evas_canvas3d_node_mesh_add(data->mesh_node1, data->mesh1);
@ -172,13 +172,13 @@ _mesh_setup(Scene_Data *data)
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(data->scene, FOG_COLOR, 1);
data->root_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
@ -211,13 +211,13 @@ main(void)
_scene_setup(&data);
/* Add a background rectangle objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -279,8 +279,8 @@ _on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 300.0);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -293,12 +293,12 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
data->light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 200.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0);
@ -309,7 +309,7 @@ _light_setup(Scene_Data *data)
static void
_mesh_setup(Scene_Data *data)
{
data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -319,27 +319,27 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(data->material, 100.0);
data->cube = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
data->cube = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->cube, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
data->sphere = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
data->sphere = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->sphere, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE);
evas_canvas3d_primitive_precision_set(data->sphere, 20);
data->mesh_aabb = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh_aabb = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh_aabb, 0, data->cube);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_aabb, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
evas_canvas3d_mesh_shader_mode_set(data->mesh_aabb, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_frame_material_set(data->mesh_aabb, 0, data->material);
data->mesh_sphere = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh_sphere = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh_sphere, 0, data->sphere);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_sphere, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
evas_canvas3d_mesh_shader_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_frame_material_set(data->mesh_sphere, 0, data->material);
data->mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh_aabb);
}
@ -347,9 +347,9 @@ _mesh_setup(Scene_Data *data)
static void
_mesh_setup_model(Scene_Data *data)
{
data->mesh_model = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->material_model = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->texture_model = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->mesh_model = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->material_model = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->texture_model = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(data->texture_model, texture_path, NULL);
evas_canvas3d_texture_filter_set(data->texture_model, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
@ -374,15 +374,15 @@ _mesh_setup_model(Scene_Data *data)
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
data->root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_light_setup(data);
_mesh_setup_model(data);
_camera_setup(data);
data->mesh_node_model = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
data->mesh_node_model = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_position_set(data->mesh_node_model, obj_x, obj_y, obj_z);
evas_canvas3d_node_orientation_angle_axis_set(data->mesh_node_model, -90, 1.0, 0.0, 0.0);
evas_canvas3d_node_scale_set(data->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
@ -425,7 +425,7 @@ main(void)
evas_object_resize(background, WIDTH, HEIGHT);
evas_object_show(background);
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
evas_object_move(image, 0, 0);
evas_object_resize(image, WIDTH, HEIGHT);
evas_object_show(image);

View File

@ -84,7 +84,7 @@ typedef struct _Scene_Data
int rr;
#define MODEL_MESH_INIT(name, model, shade) \
data->mesh_##name = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
data->mesh_##name = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
efl_file_set(data->mesh_##name, model, NULL); \
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_##name, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES); \
evas_canvas3d_mesh_shader_mode_set(data->mesh_##name, EVAS_CANVAS3D_SHADER_MODE_##shade); \
@ -96,7 +96,7 @@ int rr;
evas_canvas3d_mesh_convex_hull_data_get(data->mesh_##name, 0, vert, ind); \
vertex = (float*) vert->members;\
index = ind->members;\
data->mesh_##name##_ch = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
data->mesh_##name##_ch = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
evas_canvas3d_mesh_vertex_count_set(data->mesh_##name##_ch, (vert->len / 10)); \
evas_canvas3d_mesh_frame_add(data->mesh_##name##_ch, 0); \
evas_canvas3d_mesh_frame_vertex_data_copy_set(data->mesh_##name##_ch, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, \
@ -255,12 +255,12 @@ _key_down(void *data,
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 60.0, 1.0, 2.0, 50.0);
data->camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 10.0);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -270,13 +270,13 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 10.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -292,7 +292,7 @@ _mesh_setup(Scene_Data *data)
Eo *primitive = NULL;
/* Setup material. */
data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
@ -302,17 +302,17 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_shininess_set(data->material, 100.0);
/* Setup mesh sphere */
primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE);
evas_canvas3d_primitive_precision_set(primitive, 10);
data->mesh_sphere = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh_sphere = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh_sphere, 0, primitive);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_sphere, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shader_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_sphere, 0, data->material);
/* Setup mesh torus */
data->mesh_torus = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh_torus = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_primitive_form_set(primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_TORUS);
evas_canvas3d_primitive_precision_set(primitive, 50);
evas_canvas3d_mesh_from_primitive_set(data->mesh_torus, 0, primitive);
@ -321,7 +321,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_material_set(data->mesh_torus, 0, data->material);
/* Setup mesh cube */
data->mesh_cube = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh_cube = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_primitive_form_set(primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
evas_canvas3d_primitive_precision_set(primitive, 50);
evas_canvas3d_mesh_from_primitive_set(data->mesh_cube, 0, primitive);
@ -354,7 +354,7 @@ _mesh_setup(Scene_Data *data)
MODEL_MESH_INIT(blender_test_sonic, sonic_test, DIFFUSE)
data->mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh_sphere);
evas_canvas3d_node_scale_set(data->mesh_node, SCALE_SPHERE, SCALE_SPHERE, SCALE_SPHERE);
@ -372,14 +372,14 @@ _mesh_setup(Scene_Data *data)
_print_result(data->mesh_sphere_ch, data->mesh_blender_test_sphere);
data->mesh_node_convex_hull =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node_convex_hull);
evas_canvas3d_node_position_set(data->mesh_node_convex_hull, 0.0, 0.0, 0.0);
evas_canvas3d_node_scale_set(data->mesh_node_convex_hull, SCALE_SPHERE, SCALE_SPHERE, SCALE_SPHERE);
evas_canvas3d_node_mesh_add(data->mesh_node_convex_hull, data->mesh_sphere_ch);
data->mesh_node_blender =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node_blender);
evas_canvas3d_node_position_set(data->mesh_node_blender, -3.0, 0.0, 0.0);
evas_canvas3d_node_scale_set(data->mesh_node_blender, SCALE_SPHERE, SCALE_SPHERE, SCALE_SPHERE);
@ -389,12 +389,12 @@ _mesh_setup(Scene_Data *data)
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);
data->root_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
@ -429,13 +429,13 @@ main(void)
_scene_setup(&data);
/* Add a background rectangle objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -91,44 +91,44 @@ main(void)
evas = ecore_evas_get(ecore_evas);
/* Add a scene object .*/
scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
/* Add the root node for the scene. */
root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
/* Add the camera. */
camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(camera, 60.0, 1.0, 1.0, 500.0);
camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(camera_node, camera);
evas_canvas3d_node_member_add(root_node, camera_node);
evas_canvas3d_node_position_set(camera_node, 100.0, 0.0, 20.0);
evas_canvas3d_node_look_at_set(camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 20.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0);
/* Add the light. */
light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_diffuse_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_directional_set(light, EINA_TRUE);
light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(light_node, light);
evas_canvas3d_node_position_set(light_node, 1000.0, 0.0, 1000.0);
evas_canvas3d_node_look_at_set(light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
evas_canvas3d_node_member_add(root_node, light_node);
/* Add the mesh. */
mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
efl_file_set(mesh, model_path, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(texture, image_path, NULL);
evas_canvas3d_texture_filter_set(texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
@ -142,7 +142,7 @@ main(void)
evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(material, 50.0);
mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
mesh_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(root_node, mesh_node);
evas_canvas3d_node_mesh_add(mesh_node, mesh);
@ -152,13 +152,13 @@ main(void)
evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT);
/* Add a background rectangle objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -32,11 +32,11 @@
#define LOAD_AND_ADD_MESH(extention, number) \
snprintf(buffer, PATH_MAX, "%s%s", template_path, #extention); \
extention##_file = eina_file_open(buffer , 0); \
mesh_##extention = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
mesh_##extention = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
efl_file_mmap_set(mesh_##extention, extention##_file, NULL); \
evas_canvas3d_mesh_frame_material_set(mesh_##extention, 0, material); \
evas_canvas3d_mesh_shader_mode_set(mesh_##extention, EVAS_CANVAS3D_SHADER_MODE_PHONG); \
node_##extention = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); \
node_##extention = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); \
evas_canvas3d_node_member_add(root_node, node_##extention); \
evas_canvas3d_node_mesh_add(node_##extention, mesh_##extention); \
evas_canvas3d_node_position_set(node_##extention, initial_node_data[number * 10], \
@ -181,36 +181,36 @@ main(void)
evas = ecore_evas_get(ecore_evas);
/* Add a scene object .*/
scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
/* Add the root node for the scene. */
root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
/* Add the camera. */
camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(camera, 10.0, 1.0, 1.0, 500.0);
camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(camera_node, camera);
evas_canvas3d_node_member_add(root_node, camera_node);
evas_canvas3d_node_position_set(camera_node, 0.0, 0.0, 100.0);
evas_canvas3d_node_look_at_set(camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
/* Add the light. */
light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_diffuse_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_directional_set(light, EINA_TRUE);
light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(light_node, light);
evas_canvas3d_node_position_set(light_node, 1.0, 0.0, 100.0);
evas_canvas3d_node_look_at_set(light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
evas_canvas3d_node_member_add(root_node, light_node);
material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -233,13 +233,13 @@ main(void)
evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT);
/* Add a background rectangle objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 20, 20, 200, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -44,12 +44,12 @@
#define NUMBER_OF_MESHES 8
#define ADD_OBJ_MESH(path, Y, Z, num, shade_mode, name_of_material) \
mesh[num] = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
mesh[num] = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
snprintf(full_file_path, PATH_MAX, "%s%s", path, ".obj"); \
efl_file_set(mesh[num], full_file_path, NULL); \
evas_canvas3d_mesh_frame_material_set(mesh[num], 0, name_of_material); \
evas_canvas3d_mesh_shader_mode_set(mesh[num], shade_mode); \
mesh_node[num] = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); \
mesh_node[num] = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); \
evas_canvas3d_node_member_add(root_node, mesh_node[num]); \
evas_canvas3d_node_mesh_add(mesh_node[num], mesh[num]); \
evas_canvas3d_node_position_set(mesh_node[num], 0, Y, Z); \
@ -63,7 +63,7 @@
ADD_OBJ_MESH(buffer, Y + COPY_OFFSET, Z, num + 4, shade_mode, name_of_material)
#define ADD_TEXTURE(name, path) \
name = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); \
name = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); \
evas_canvas3d_texture_file_set(name, path, NULL); \
evas_canvas3d_texture_filter_set(name, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, \
EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST); \
@ -71,7 +71,7 @@
EVAS_CANVAS3D_WRAP_MODE_REPEAT);
#define ADD_MATERIAL(name) \
name = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); \
name = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); \
evas_canvas3d_material_enable_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE); \
evas_canvas3d_material_enable_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE); \
evas_canvas3d_material_enable_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE); \
@ -157,30 +157,30 @@ main(void)
evas = ecore_evas_get(ecore_evas);
/* Add a scene object .*/
scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
/* Add the root node for the scene. */
root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
/* Add the camera. */
camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(camera, 20.0, 1.0, 1.0, 500.0);
camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(camera_node, camera);
evas_canvas3d_node_member_add(root_node, camera_node);
evas_canvas3d_node_position_set(camera_node, 100.0, 0.0, 0.0);
evas_canvas3d_node_look_at_set(camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0);
/* Add the light. */
light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_diffuse_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_directional_set(light, EINA_TRUE);
light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(light_node, light);
evas_canvas3d_node_position_set(light_node, 10.0, 0.0, 0.0);
evas_canvas3d_node_look_at_set(light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -212,13 +212,13 @@ main(void)
evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT);
/* Add a background rectangle MESHES. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -104,11 +104,11 @@ _animate_scene(void *data)
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 30.0, 1.0, 2.0, 50.0);
data->camera_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
data->camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 10.0);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -118,12 +118,12 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
data->light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, -20.0, 20.0, 50.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -134,10 +134,10 @@ static void
_mesh_setup(Scene_Data *data)
{
/* Setup material. */
data->material_rocks = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material_rocks = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->texture_rocks = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->texture_rocks_n = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->texture_rocks = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->texture_rocks_n = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(data->texture_rocks, rock_diffuse, NULL);
evas_canvas3d_texture_wrap_set(data->texture_rocks, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
evas_canvas3d_texture_file_set(data->texture_rocks_n, rock_n_and_height_map, NULL);
@ -156,10 +156,10 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_color_set(data->material_rocks, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(data->material_rocks, 100.0);
data->material_wood = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material_wood = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->texture_wood = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->texture_four_n = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->texture_wood = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->texture_four_n = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(data->texture_wood, wood_diffuse, NULL);
evas_canvas3d_texture_wrap_set(data->texture_wood, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
evas_canvas3d_texture_file_set(data->texture_four_n, wood_n_and_height_map, NULL);
@ -179,11 +179,11 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_shininess_set(data->material_wood, 100.0);
/* Set data of primitive */
data->cube = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
data->cube = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->cube, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 100, data->cube);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PARALLAX_OCCLUSION);
@ -191,7 +191,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_material_set(data->mesh, 100, data->material_wood);
data->mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
data->mesh_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh);
evas_canvas3d_node_scale_set(data->mesh_node, 3, 3, 3);
@ -200,11 +200,11 @@ _mesh_setup(Scene_Data *data)
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);
data->root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
data->root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
@ -237,13 +237,13 @@ main(void)
_scene_setup(&data);
/* Add a background rectangle objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);
evas_object_focus_set(image, EINA_TRUE);

View File

@ -117,32 +117,32 @@ main(void)
evas = ecore_evas_get(ecore_evas);
/* Add a scene object .*/
scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
/* Add the root node for the scene. */
root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
/* Add the camera. */
camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(camera, 30.0, 1.0, 1.0, 100.0);
camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(camera_node, camera);
evas_canvas3d_node_position_set(camera_node, 0.0, 0.0, 2.5);
evas_canvas3d_node_look_at_set(camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
evas_canvas3d_node_member_add(root_node, camera_node);
sphere = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
sphere = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(sphere, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE);
evas_canvas3d_primitive_precision_set(sphere, 50);
mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(mesh, 0, sphere);
material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
texture_diffuse = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
texture_diffuse = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(texture_diffuse, image_path, NULL);
evas_canvas3d_texture_filter_set(texture_diffuse, EVAS_CANVAS3D_TEXTURE_FILTER_LINEAR, EVAS_CANVAS3D_TEXTURE_FILTER_LINEAR);
evas_canvas3d_material_texture_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, texture_diffuse);
@ -154,7 +154,7 @@ main(void)
evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(material, 50.0);
mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
mesh_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(root_node, mesh_node);
evas_canvas3d_node_mesh_add(mesh_node, mesh);
@ -167,12 +167,12 @@ main(void)
evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT);
/* Add evas objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_canvas_scene3d_set(image, scene);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -130,35 +130,35 @@ main(void)
evas = ecore_evas_get(ecore_evas);
/* Add a scene object .*/
scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
/* Add the root node for the scene. */
root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
/* Add the camera. */
camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(camera, 60.0, 1.0, 1.0, 500.0);
camera_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(camera_node, camera);
evas_canvas3d_node_member_add(root_node, camera_node);
evas_canvas3d_node_position_set(camera_node, 15.0, 0.0, 0.0);
evas_canvas3d_node_look_at_set(camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0);
/* Add the light. */
light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_diffuse_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_directional_set(light, EINA_TRUE);
light_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(light_node, light);
evas_canvas3d_node_position_set(light_node, 1000.0, 0.0, 1000.0);
evas_canvas3d_node_look_at_set(light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
evas_canvas3d_node_member_add(root_node, light_node);
material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(texture, image_path, NULL);
evas_canvas3d_texture_filter_set(texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
@ -179,7 +179,7 @@ main(void)
/* Add the meshes. */
for (i = 0; i < NUMBER_OF_MESHES; i++)
{
mesh[i] = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
mesh[i] = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
snprintf(buffer, PATH_MAX, "%s%s", input_template, file_name[i % 8]);
efl_file_set(mesh[i], buffer, NULL);
@ -196,7 +196,7 @@ main(void)
evas_canvas3d_mesh_shader_mode_set(mesh[i], draw_mode[(i % 8)]);
}
mesh_node[i] = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
mesh_node[i] = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(root_node, mesh_node[i]);
evas_canvas3d_node_mesh_add(mesh_node[i], mesh[i]);
evas_canvas3d_node_position_set(mesh_node[i], 0, ((i % 4) * 4) + ((i / 16) * 1) - 6.5, (((i % 16) / 4) * 4) - 6);
@ -208,13 +208,13 @@ main(void)
evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT);
/* Add a background rectangle objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 100, 100, 100, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -116,11 +116,11 @@ _animate_scene(void *data)
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 30.0, 1.0, 2.0, 50.0);
data->camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 5.0);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -130,13 +130,13 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 10.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
@ -147,8 +147,8 @@ static void
_mesh_setup(Scene_Data *data)
{
/* Setup material. */
data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_source_set(data->texture, source);
evas_canvas3d_texture_source_visible_set(data->texture, EINA_TRUE);
@ -163,17 +163,17 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_texture_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, data->texture);
/* Set data of primitive */
data->cube = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
data->cube = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->cube, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_FLAT);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh);
@ -182,12 +182,12 @@ _mesh_setup(Scene_Data *data)
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);
data->root_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
@ -218,14 +218,14 @@ main(void)
evas = ecore_evas_get(ecore_evas);
/* Add a background rectangle objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add a background image. */
#ifdef USE_EO_IMAGE
source = eo_add(EFL_CANVAS_IMAGE_CLASS, evas);
source = efl_add(EFL_CANVAS_IMAGE_CLASS, evas);
efl_gfx_buffer_data_set(source, NULL, WIDTH, HEIGHT, 0, EFL_GFX_COLORSPACE_ARGB8888);
efl_gfx_position_set(source, (WIDTH / 2), (HEIGHT / 2));
efl_gfx_size_set(source, (WIDTH / 2), (HEIGHT / 2));
@ -239,7 +239,7 @@ main(void)
#endif
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, (WIDTH / 2), (HEIGHT / 2));
efl_gfx_visible_set(image, EINA_TRUE);

View File

@ -183,7 +183,7 @@ _on_canvas_resize(Ecore_Evas *ee)
static void
_body_material_set(Body_3D *body, float r, float g, float b)
{
body->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
body->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -200,33 +200,33 @@ _body_material_set(Body_3D *body, float r, float g, float b)
static void
_sphere_setup(Body_3D *sphere)
{
sphere->primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
sphere->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(sphere->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE);
evas_canvas3d_primitive_precision_set(sphere->primitive, 50);
sphere->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
sphere->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(sphere->mesh, 0, sphere->primitive);
_body_material_set(sphere, 1, 0.0, 0.0);
sphere->node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH), evas_canvas3d_node_position_set(eo_self, 3.0, 3.0, 0.0));
sphere->node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH), evas_canvas3d_node_position_set(efl_self, 3.0, 3.0, 0.0));
evas_canvas3d_node_mesh_add(sphere->node, sphere->mesh);
}
static void
_cone_setup(Body_3D *cone)
{
cone->primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
cone->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(cone->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CONE);
evas_canvas3d_primitive_precision_set(cone->primitive, 50);
cone->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
cone->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(cone->mesh, 0, cone->primitive);
_body_material_set(cone, 0.8, 0.5, 0.5);
cone->node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(cone->node, cone->mesh);
evas_canvas3d_node_orientation_angle_axis_set(cone->node, -90.0, 1.0, 0.0, 0.0);
evas_canvas3d_node_position_set(cone->node, -4.0, 0.0, -3.0);
@ -235,17 +235,17 @@ _cone_setup(Body_3D *cone)
static void
_cylinder_setup(Body_3D *cylinder)
{
cylinder->primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
cylinder->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(cylinder->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CYLINDER);
evas_canvas3d_primitive_precision_set(cylinder->primitive, 50);
cylinder->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
cylinder->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(cylinder->mesh, 0, cylinder->primitive);
_body_material_set(cylinder, 0.0, 0.0, 1.0);
cylinder->node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(cylinder->node, cylinder->mesh);
evas_canvas3d_node_orientation_angle_axis_set(cylinder->node, -90.0, 1.0, 0.0, 0.0);
evas_canvas3d_node_position_set(cylinder->node, -2.0, 3.0, 1.0);
@ -255,17 +255,17 @@ static void
_fence_setup(Body_3D *fence)
{
Eo *texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
Eo *texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_atlas_enable_set(texture, EINA_FALSE);
evas_canvas3d_texture_file_set(texture, PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/grid.png", NULL);
evas_canvas3d_texture_filter_set(texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
Eo *texture1 = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
Eo *texture1 = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_atlas_enable_set(texture1, EINA_FALSE);
evas_canvas3d_texture_file_set(texture1, PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/grid_n.png", NULL);
evas_canvas3d_texture_filter_set(texture1, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(texture1, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
fence->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
fence->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_texture_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, texture);
evas_canvas3d_material_texture_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, texture);
@ -279,13 +279,13 @@ _fence_setup(Body_3D *fence)
evas_canvas3d_material_color_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(fence->material, 100.0);
fence->primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
fence->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(fence->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CYLINDER);
evas_canvas3d_primitive_mode_set(fence->primitive, EVAS_CANVAS3D_PRIMITIVE_MODE_WITHOUT_BASE);
evas_canvas3d_primitive_tex_scale_set(fence->primitive, 160.0, 12.0);
evas_canvas3d_primitive_precision_set(fence->primitive, 50);
fence->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
fence->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(fence->mesh, 0, fence->primitive);
evas_canvas3d_mesh_frame_material_set(fence->mesh, 0, fence->material);
@ -293,7 +293,7 @@ _fence_setup(Body_3D *fence)
evas_canvas3d_mesh_alpha_test_enable_set(fence->mesh, EINA_TRUE);
evas_canvas3d_mesh_shader_mode_set(fence->mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
fence->node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(fence->node, fence->mesh);
evas_canvas3d_node_orientation_angle_axis_set(fence->node, -90.0, 1.0, 0.0, 0.0);
evas_canvas3d_node_scale_set(fence->node, 10.0, 10.0, 5.0);
@ -303,16 +303,16 @@ _fence_setup(Body_3D *fence)
static void
_square_setup(Body_3D *square)
{
square->primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
square->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(square->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_SQUARE);
square->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
square->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(square->mesh, 0, square->primitive);
_body_material_set(square, 0.4, 0.4, 0.4);
square->node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(square->node, square->mesh);
evas_canvas3d_node_position_set(square->node, 0.0, -1.0, 0.0);
evas_canvas3d_node_scale_set(square->node, 30.0, 30.0, 30.0);
@ -322,15 +322,15 @@ _square_setup(Body_3D *square)
static void
_box_setup(Body_3D *box)
{
box->primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
box->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(box->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
box->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
box->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(box->mesh, 0, box->primitive);
_body_material_set(box, 0, 1, 0);
box->node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
box->node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(box->node, box->mesh);
evas_canvas3d_node_position_set(box->node, 3.0, 0.0, -3.0);
}
@ -338,11 +338,11 @@ _box_setup(Body_3D *box)
static void
_model_setup(Body_3D *model)
{
model->texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
model->texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(model->texture, image_path, NULL);
evas_canvas3d_texture_filter_set(model->texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(model->texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
model->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
model->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_texture_set(model->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, model->texture);
evas_canvas3d_material_texture_set(model->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, model->texture);
@ -352,13 +352,13 @@ _model_setup(Body_3D *model)
evas_canvas3d_material_shininess_set(model->material, 100.0);
model->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
model->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
efl_file_set(model->mesh, model_path, NULL);
evas_canvas3d_mesh_frame_material_set(model->mesh, 0, model->material);
evas_canvas3d_mesh_shader_mode_set(model->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
model->node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(model->node, model->mesh);
evas_canvas3d_node_scale_set(model->node, 0.1, 0.1, 0.1);
evas_canvas3d_node_orientation_angle_axis_set(model->node, 120.0, -0.577, -0.577, -0.577);
@ -367,15 +367,15 @@ _model_setup(Body_3D *model)
static void
_billboard_setup(Scene_Data *data)
{
data->billboard.texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->billboard.texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(data->billboard.texture, b_image_path, NULL);
evas_canvas3d_texture_filter_set(data->billboard.texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(data->billboard.texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
data->billboard.primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
data->billboard.primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->billboard.primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_SQUARE);
data->billboard.mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->billboard.mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->billboard.mesh, 0, data->billboard.primitive);
_body_material_set(&(data->billboard), 1.0, 1.0, 1.0);
@ -389,7 +389,7 @@ _billboard_setup(Scene_Data *data)
evas_canvas3d_mesh_blending_enable_set(data->billboard.mesh, EINA_TRUE);
evas_canvas3d_mesh_blending_func_set(data->billboard.mesh, EVAS_CANVAS3D_BLEND_FUNC_SRC_ALPHA, EVAS_CANVAS3D_BLEND_FUNC_ONE_MINUS_SRC_ALPHA);
data->billboard.node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
data->billboard.node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(data->billboard.node, data->billboard.mesh);
evas_canvas3d_node_position_set(data->billboard.node, 0.0, 2.0, 0.0);
evas_canvas3d_node_scale_set(data->billboard.node, 2.2, 4.6, 4.0);
@ -400,13 +400,13 @@ _billboard_setup(Scene_Data *data)
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->mediator = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->mediator = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
evas_canvas3d_camera_projection_perspective_set(data->camera, 50.0, 1.0, 2.0, 100.0);
data->camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
@ -421,7 +421,7 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, AMBIENT_LIGHT, 1.0);
evas_canvas3d_light_diffuse_set(data->light, DIFFUSE_LIGHT, 1.0);
evas_canvas3d_light_specular_set(data->light, SPECULAR_LIGHT, 1.0);
@ -429,7 +429,7 @@ _light_setup(Scene_Data *data)
evas_canvas3d_light_projection_perspective_set(data->light, 40.0, 1.0, 2.0, 1000.0);
data->light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 50.0, 50.0, 70.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 15.0, 0.0, -5.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0);
@ -441,13 +441,13 @@ _scene_setup(Scene_Data *data)
{
data->init = EINA_FALSE;
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(data->scene, BG_COLOR, 1);
data->root_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
@ -635,13 +635,13 @@ main(void)
_scene_setup(&data);
/* Add a background rectangle objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);
evas_object_anti_alias_set(image, EINA_TRUE);

View File

@ -110,13 +110,13 @@ _animate_scene(void *data)
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, NEAR, 1.0, 2.0, FAR);
data->camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 300.0);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0,
@ -127,14 +127,14 @@ _camera_setup(Scene_Data *data)
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 300.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0,
@ -149,7 +149,7 @@ _mesh_setup(Scene_Data *data)
Evas_Real m_distances[NUMBER_MESHS + 2] = {NEAR, 200.0, 500.0, 500.0};
/* Setup material. */
data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
@ -159,23 +159,23 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_material_shininess_set(data->material, 100.0);
data->lod_mesh_node1 =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_position_set(data->lod_mesh_node1, 2.0, 0.0, 0.0);
data->lod_mesh_node2 =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
data->complex_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
evas_canvas3d_node_scale_set(data->complex_node, 30.0, 30.0, 30.0);
/* Setup mesh. One model, two meshes object with dufferent lod distances.*/
for (i = 0; i <= NUMBER_MESHS; i++)
{
Eo *mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
Eo *mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
Eina_Stringshare *str = eina_stringshare_printf("%s%d%s", model_path,
i, ".obj");
efl_file_set(mesh, str, NULL);
@ -184,7 +184,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_lod_boundary_set(mesh, distances[i], distances[i + 1]);
evas_canvas3d_node_mesh_add(data->lod_mesh_node1, mesh);
mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
efl_file_set(mesh, str, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, data->material);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
@ -203,13 +203,13 @@ _mesh_setup(Scene_Data *data)
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);
data->root_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
@ -251,13 +251,13 @@ main(void)
_scene_setup(&data);
/* Add a background rectangle objects. */
background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
efl_gfx_color_set(background, 0, 0, 0, 255);
efl_gfx_size_set(background, WIDTH, HEIGHT);
efl_gfx_visible_set(background, EINA_TRUE);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_size_set(image, WIDTH, HEIGHT);
efl_gfx_visible_set(image, EINA_TRUE);
evas_object_focus_set(image, EINA_TRUE);

View File

@ -174,7 +174,7 @@ main(void)
/* Creating object with Eo.
* Object must be deleted explixitly at the end of program.*/
d.bg = eo_add(EFL_CANVAS_RECTANGLE_CLASS, d.canvas);
d.bg = efl_add(EFL_CANVAS_RECTANGLE_CLASS, d.canvas);
/* Eo-styled way to perform actions on an object*/
evas_object_name_set(d.bg, "background rectangle");
@ -190,7 +190,7 @@ main(void)
evas_object_event_callback_add(
d.bg, EVAS_CALLBACK_KEY_DOWN, _on_keydown, NULL);
d.img = eo_add(EFL_CANVAS_IMAGE_CLASS, d.canvas);
d.img = efl_add(EFL_CANVAS_IMAGE_CLASS, d.canvas);
/* As soon as 'canvas' object is a parent for 'image' object,
* 'canvas' keeps reference to 'image'.
@ -210,11 +210,11 @@ main(void)
efl_gfx_size_set(d.img, WIDTH, HEIGHT);
efl_gfx_visible_set(d.img, EINA_TRUE);
fprintf(stdout, "Image object added, class name is: %s\n",
eo_class_name_get(d.img));
efl_class_name_get(d.img));
}
/* border on the image's clipper, here just to emphasize its position */
d.clipper_border = eo_add(EFL_CANVAS_IMAGE_CLASS, d.canvas);
d.clipper_border = efl_add(EFL_CANVAS_IMAGE_CLASS, d.canvas);
efl_file_set(d.clipper_border, border_img_path, NULL);
err = efl_image_load_error_get(d.clipper_border);
@ -233,7 +233,7 @@ main(void)
/* solid white clipper (note that it's the default color for a
* rectangle) - it won't change clippees' colors, then (multiplying
* by 255) */
d.clipper = eo_add(EFL_CANVAS_RECTANGLE_CLASS, d.canvas);
d.clipper = efl_add(EFL_CANVAS_RECTANGLE_CLASS, d.canvas);
efl_gfx_position_set(d.clipper, WIDTH / 4, HEIGHT / 4);
efl_gfx_size_set(d.clipper, WIDTH / 2, HEIGHT / 2);

View File

@ -101,18 +101,18 @@ vector_set(int x, int y, int w, int h)
eina_matrix3_identity(&matrix);
eina_matrix3_rotate(&matrix, radian);
root = eo_add(EFL_VG_CONTAINER_CLASS, NULL);
root = efl_add(EFL_VG_CONTAINER_CLASS, NULL);
//evas_vg_node_transformation_set(root, &matrix);
Efl_VG *bg = eo_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(eo_self, "bg"));
Efl_VG *bg = efl_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(efl_self, "bg"));
evas_vg_shape_shape_append_rect(bg, 0, 0 , vg_w, vg_h, 0, 0);
evas_vg_node_origin_set(bg, 0,0);
evas_vg_shape_stroke_width_set(bg, 1.0);
evas_vg_node_color_set(bg, 80, 80, 80, 80);
Efl_VG *shape = eo_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(eo_self, "shape"));
Efl_VG *rgradient = eo_add(EFL_VG_GRADIENT_RADIAL_CLASS, NULL, efl_vg_name_set(eo_self, "rgradient"));
Efl_VG *lgradient = eo_add(EFL_VG_GRADIENT_LINEAR_CLASS, NULL, efl_vg_name_set(eo_self, "lgradient"));
Efl_VG *shape = efl_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(efl_self, "shape"));
Efl_VG *rgradient = efl_add(EFL_VG_GRADIENT_RADIAL_CLASS, NULL, efl_vg_name_set(efl_self, "rgradient"));
Efl_VG *lgradient = efl_add(EFL_VG_GRADIENT_LINEAR_CLASS, NULL, efl_vg_name_set(efl_self, "lgradient"));
evas_vg_shape_shape_append_arc(shape, 0, 0, 100, 100, 25, 330);
@ -153,7 +153,7 @@ vector_set(int x, int y, int w, int h)
evas_vg_node_color_set(shape, 0, 0, 255, 255);
evas_vg_shape_stroke_color_set(shape, 0, 0, 255, 128);
Efl_VG *rect = eo_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(eo_self, "rect"));
Efl_VG *rect = efl_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(efl_self, "rect"));
evas_vg_shape_shape_append_rect(rect, 0, 0, 100, 100, 0, 0);
evas_vg_node_origin_set(rect, 100, 100);
evas_vg_shape_fill_set(rect, lgradient);
@ -161,7 +161,7 @@ vector_set(int x, int y, int w, int h)
evas_vg_shape_stroke_join_set(rect, EFL_GFX_JOIN_ROUND);
evas_vg_shape_stroke_color_set(rect, 255, 255, 255, 255);
Efl_VG *rect1 = eo_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(eo_self, "rect1"));
Efl_VG *rect1 = efl_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(efl_self, "rect1"));
evas_vg_shape_shape_append_rect(rect1, 0, 0, 70, 70, 0, 0);
evas_vg_node_origin_set(rect1, 50, 70);
evas_vg_shape_stroke_scale_set(rect1, 2);
@ -169,7 +169,7 @@ vector_set(int x, int y, int w, int h)
evas_vg_shape_stroke_join_set(rect1, EFL_GFX_JOIN_ROUND);
evas_vg_shape_stroke_color_set(rect1, 0, 100, 80, 100);
Efl_VG *circle = eo_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(eo_self, "circle"));
Efl_VG *circle = efl_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(efl_self, "circle"));
evas_vg_shape_shape_append_arc(circle, 0, 0, 250, 100, 30, 300);
evas_vg_shape_fill_set(circle, lgradient);
//evas_vg_node_transformation_set(&matrix),
@ -177,27 +177,27 @@ vector_set(int x, int y, int w, int h)
evas_vg_node_color_set(circle, 50, 0, 0, 50);
// Foreground
Efl_VG *fg = eo_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(eo_self, "fg"));
Efl_VG *fg = efl_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(efl_self, "fg"));
evas_vg_shape_shape_append_rect(fg, 0, 0, vg_w, vg_h, 0, 0);
evas_vg_node_origin_set(fg, 0, 0);
evas_vg_shape_stroke_width_set(fg, 5.0);
evas_vg_shape_stroke_join_set(fg, EFL_GFX_JOIN_ROUND);
evas_vg_shape_stroke_color_set(fg, 70, 70, 0, 70);
Efl_VG *tst = eo_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(eo_self, "tst"));
Efl_VG *tst = efl_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(efl_self, "tst"));
evas_vg_shape_shape_append_rect(tst, 50, 25, 200, 200, 3, 5);
evas_vg_node_color_set(tst, 0, 0, 200, 200);
evas_vg_shape_stroke_width_set(tst, 2);
evas_vg_shape_stroke_color_set(tst, 255, 0, 0, 255);
Efl_VG *vc = eo_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(eo_self, "vc"));
Efl_VG *vc = efl_add(EFL_VG_SHAPE_CLASS, root, efl_vg_name_set(efl_self, "vc"));
evas_vg_shape_shape_append_circle(vc, 100, 100, 23);
evas_vg_node_color_set(vc, 0, 200, 0, 255);
evas_vg_shape_stroke_width_set(vc, 4);
evas_vg_shape_stroke_color_set(vc, 255, 0, 0, 255);
beginning = eo_add(EFL_VG_CONTAINER_CLASS, NULL, efl_vg_dup(eo_self, root));
end = eo_add(EFL_VG_CONTAINER_CLASS, NULL, efl_vg_dup(eo_self, root));
beginning = efl_add(EFL_VG_CONTAINER_CLASS, NULL, efl_vg_dup(efl_self, root));
end = efl_add(EFL_VG_CONTAINER_CLASS, NULL, efl_vg_dup(efl_self, root));
circle = efl_vg_container_child_get(end, "circle");
efl_vg_transformation_set(circle, &matrix);

View File

@ -26,11 +26,11 @@ _distance(float x1, float z1, float x2, float z2)
void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 65.0, 1.0, 1.0, 300.0);
data->mediator_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
data->camera_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
data->mediator_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
data->camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_member_add(data->root_node, data->mediator_node);
evas_canvas3d_node_member_add(data->mediator_node, data->camera_node);
@ -43,14 +43,14 @@ _camera_setup(Scene_Data *data)
void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_projection_perspective_set(data->light, 100.0, 1.0, 1.0, 200.0);
data->light_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
data->light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, -30.0, 70.0, 0.0);

View File

@ -124,7 +124,7 @@ typedef struct _vec2
#define ADD_MESH(Object, Name, a, d, s) \
data->material_##Object = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); \
data->material_##Object = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); \
\
evas_canvas3d_material_enable_set(data->material_##Object, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE); \
evas_canvas3d_material_enable_set(data->material_##Object, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE); \
@ -135,7 +135,7 @@ typedef struct _vec2
evas_canvas3d_material_color_set(data->material_##Object, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, s, s, s, 1.0); \
evas_canvas3d_material_shininess_set(data->material_##Object, 50.0); \
\
data->mesh_##Name = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh_##Name = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
#define SETUP_DEFAULT_MESH(Object, Name, Shade_Mode) \
evas_canvas3d_mesh_shader_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADER_MODE_##Shade_Mode); \
@ -144,7 +144,7 @@ typedef struct _vec2
#define SETUP_MESH_NODE(Name) \
data->mesh_node_##Name = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); \
data->mesh_node_##Name = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); \
\
evas_canvas3d_node_mesh_add(data->mesh_node_##Name, data->mesh_##Name);
@ -153,7 +153,7 @@ typedef struct _vec2
efl_file_set(data->mesh_##Name, file, NULL); \
\
SETUP_DEFAULT_MESH(Object, Name, PHONG) \
data->texture_diffuse_##Object = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); \
data->texture_diffuse_##Object = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); \
\
evas_canvas3d_texture_atlas_enable_set(data->texture_diffuse_##Object, EINA_FALSE); \
evas_canvas3d_texture_file_set(data->texture_diffuse_##Object, image, NULL); \
@ -172,7 +172,7 @@ typedef struct _vec2
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_##Name, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, \
2 * sizeof(float), vertex); \
SETUP_DEFAULT_MESH(Object, Name, NORMAL_MAP) \
data->texture_diffuse_##Object = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); \
data->texture_diffuse_##Object = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); \
\
evas_canvas3d_texture_atlas_enable_set(data->texture_diffuse_##Object, EINA_FALSE); \
evas_canvas3d_texture_file_set(data->texture_diffuse_##Object, image, NULL); \
@ -187,7 +187,7 @@ typedef struct _vec2
#define NORMAL_SET(Object, Name, normal) \
data->texture_normal_##Object = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); \
data->texture_normal_##Object = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); \
\
evas_canvas3d_texture_atlas_enable_set(data->texture_normal_##Object, EINA_FALSE); \
evas_canvas3d_texture_file_set(data->texture_normal_##Object, normal, NULL); \

View File

@ -802,7 +802,7 @@ _mesh_setup_gun_planet(Scene_Data *data)
evas_canvas3d_node_position_set(data->mesh_node_column_c, 10, 9.0, -12);
/* Setup mesh for bounding sphere */
data->material_ball = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material_ball = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material_ball, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_ball, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_ball, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
@ -811,7 +811,7 @@ _mesh_setup_gun_planet(Scene_Data *data)
evas_canvas3d_material_color_set(data->material_ball, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(data->material_ball, 50.0);
data->mesh_ball = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh_ball = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
_set_ball(data->mesh_ball, 10);
@ -865,7 +865,7 @@ _mesh_setup_column(Scene_Data *data, int index)
{
/* Setup mesh for column */
data->material_column = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->material_column = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material_column, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_column, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -876,7 +876,7 @@ _mesh_setup_column(Scene_Data *data, int index)
evas_canvas3d_material_color_set(data->material_column, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(data->material_column, 50.0);
data->mesh_column[index] = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->mesh_column[index] = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
SETUP_MESH_NODE(column[index])
@ -886,7 +886,7 @@ _mesh_setup_column(Scene_Data *data, int index)
evas_canvas3d_mesh_shader_mode_set(data->mesh_column[index], EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_column[index], 0, data->material_column);
data->texture_diffuse_column = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
data->texture_diffuse_column = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(data->texture_diffuse_column, red_brick_path, NULL);
evas_canvas3d_texture_atlas_enable_set(data->texture_diffuse_column, EINA_FALSE);
@ -991,20 +991,20 @@ _scene_setup(Scene_Data *data)
for (i = 0; i < 4; i++)
motion_vec[i] = 0;
data->cube_primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
data->cube_primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->cube_primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
evas_canvas3d_primitive_precision_set(data->cube_primitive, 10);
data->sphere_primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
data->sphere_primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->sphere_primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE);
evas_canvas3d_primitive_precision_set(data->sphere_primitive, 50);
global_scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
global_scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(global_scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(global_scene, 0.5, 0.5, 0.9, 0.0);
data->root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
data->root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
@ -1014,7 +1014,7 @@ _scene_setup(Scene_Data *data)
for (i = 0; i < 10; i++)
_mesh_setup_rocket(data, i);
data->cylinder_primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
data->cylinder_primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_mode_set(data->cylinder_primitive, EVAS_CANVAS3D_PRIMITIVE_MODE_WITHOUT_BASE);
evas_canvas3d_primitive_form_set(data->cylinder_primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CYLINDER);
evas_canvas3d_primitive_tex_scale_set(data->cylinder_primitive, 1.0, 1.0);
@ -1069,7 +1069,7 @@ _scene_setup(Scene_Data *data)
}
}
data->carp_mediator_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
data->carp_mediator_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->carp_mediator_node, data->mesh_node_carpet);
@ -1146,7 +1146,7 @@ main(int argc, char *argv[])
_scene_setup(&data);
/* Add an image object for 3D scene rendering. */
image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
evas_object_move(image, 0, 0);
evas_object_resize(image, WIDTH, HEIGHT);
evas_object_show(image);