evas.canvas3d: Change shade_mode to shader_mode

Summary:
enum Evas.Canvas3D.Shade_Mode are using for choose relevant shader source code.
So renaming have a sence.
Rename evas_canvas3d_shade_mode_set/get property to evas_canvas3d_shader_mode_set/get
Rename internal fields and functions

Reviewers: cedric, Hermet, raster

Subscribers: jpeg

Differential Revision: https://phab.enlightenment.org/D3882
This commit is contained in:
Oleksandr Shcherbina 2016-04-14 20:28:20 +09:00 committed by Hermet Park
parent 9686393885
commit efe419f31c
26 changed files with 74 additions and 74 deletions

View File

@ -884,7 +884,7 @@ skybox_setup(void)
skybox_mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_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_shade_mode_set(skybox_mesh, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(skybox_mesh, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
static void
@ -1004,7 +1004,7 @@ mesh_setup(void)
mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_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_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
}
static void

View File

@ -215,7 +215,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(data->mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
evas_canvas3d_mesh_color_pick_enable_set(data->mesh, EINA_TRUE);

View File

@ -171,7 +171,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(data->mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
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 =

View File

@ -268,7 +268,7 @@ void _init_bounding()
evas_canvas3d_mesh_frame_vertex_data_copy_set(globalGraphical.mesh_box, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_copy_set(globalGraphical.mesh_box, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(globalGraphical.mesh_box, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh_box, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh_box, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh_box, 0, globalGraphical.material_box);
globalGraphical.mesh_nodebox =
@ -319,13 +319,13 @@ _change_scene_setup()
evas_canvas3d_mesh_frame_vertex_data_copy_set(globalGraphical.mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, sizeof(vertex), &globalGraphical.vertices[0].texcoord);
evas_canvas3d_mesh_index_data_copy_set(globalGraphical.mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, globalGraphical.index_count, &globalGraphical.indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(globalGraphical.mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
else
{
efl_file_set(globalGraphical.mesh, globalGraphical.model_path, NULL);
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh, 0, globalGraphical.material);
evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
if (globalGraphical.flags.fog_enable)
@ -456,13 +456,13 @@ _init_scene(Evas_Object *img)
evas_canvas3d_mesh_frame_vertex_data_copy_set(globalGraphical.mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, sizeof(vertex), &globalGraphical.vertices[0].texcoord);
evas_canvas3d_mesh_index_data_copy_set(globalGraphical.mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, globalGraphical.index_count, &globalGraphical.indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(globalGraphical.mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
else
{
efl_file_set(globalGraphical.mesh, globalGraphical.model_path, NULL);
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh, 0, globalGraphical.material);
evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh, 0, globalGraphical.material);
globalGraphical.list_meshes = eina_list_append(globalGraphical.list_meshes, globalGraphical.mesh);

View File

@ -495,7 +495,7 @@ _mesh_cube_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_cube, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(data->mesh_cube, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_cube, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_cube, 0, data->material_cube);
}
@ -531,7 +531,7 @@ _create_bondar(Scene_Data *data, Evas_Real scale_x, Evas_Real scale_y, Evas_Real
evas_canvas3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_node_member_add(data->root_node, node);
@ -596,7 +596,7 @@ _mesh_ball_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_ball, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, sizeof(vertex), &vertices[0].texcoord);
evas_canvas3d_mesh_index_data_set(data->mesh_ball, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_ball, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_ball, 0, data->material_ball);
evas_canvas3d_node_member_add(data->root_node, data->mesh_node_ball);

View File

@ -173,7 +173,7 @@ main(void)
efl_file_set(mesh, model_path, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(texture, image_path, NULL);
@ -201,7 +201,7 @@ main(void)
mesh_box = eo_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_shade_mode_set(mesh_box, EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR);
evas_canvas3d_mesh_shader_mode_set(mesh_box, EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR);
evas_canvas3d_mesh_frame_material_set(mesh_box, 0, material_box);
_redraw_aabb();

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@ -178,7 +178,7 @@ _set_ball(Eo *mesh, Eo *sphere, Evas_Canvas3D_Material *material)
{
evas_canvas3d_mesh_from_primitive_set(mesh, 0, sphere);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
static void

View File

@ -244,7 +244,7 @@ _init_sphere(void *this, const char *texture)
evas_canvas3d_primitive_precision_set(sphere->primitive, 50);
evas_canvas3d_mesh_from_primitive_set(sphere->mesh, 0, sphere->primitive);
evas_canvas3d_mesh_frame_material_set(sphere->mesh, 0, sphere->material);
evas_canvas3d_mesh_shade_mode_set(sphere->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(sphere->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_color_pick_enable_set(sphere->mesh, EINA_TRUE);

View File

@ -198,7 +198,7 @@ _mesh_setup(Scene_Data *data)
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
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));

View File

@ -184,7 +184,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(data->mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
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 =

View File

@ -185,7 +185,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material0);
evas_canvas3d_mesh_frame_add(data->mesh, 20);
evas_canvas3d_mesh_frame_material_set(data->mesh, 20, data->material1);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
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));

View File

@ -149,7 +149,7 @@ main(void)
efl_file_set(mesh, input_model_path, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
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);
@ -167,7 +167,7 @@ main(void)
efl_file_save(mesh, output_model_path, NULL, NULL);
efl_file_set(mesh2, output_model_path, NULL);
evas_canvas3d_mesh_shade_mode_set(mesh2, EVAS_CANVAS3D_SHADE_MODE_PHONG);
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));

View File

@ -115,7 +115,7 @@ static void
_set_ball(Eo *mesh, Eo *sphere, Evas_Canvas3D_Material *material)
{
evas_canvas3d_mesh_from_primitive_set(mesh, 0, sphere);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
}

View File

@ -329,13 +329,13 @@ _mesh_setup(Scene_Data *data)
data->mesh_aabb = eo_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_shade_mode_set(data->mesh_aabb, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
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);
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_shade_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
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 =
@ -368,7 +368,7 @@ _mesh_setup_model(Scene_Data *data)
efl_file_set(data->mesh_model, mesh_path, NULL);
evas_canvas3d_mesh_frame_material_set(data->mesh_model, 0, data->material_model);
evas_canvas3d_mesh_shade_mode_set(data->mesh_model, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(data->mesh_model, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
static void

View File

@ -87,7 +87,7 @@ int rr;
data->mesh_##name = eo_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_shade_mode_set(data->mesh_##name, EVAS_CANVAS3D_SHADE_MODE_##shade); \
evas_canvas3d_mesh_shader_mode_set(data->mesh_##name, EVAS_CANVAS3D_SHADER_MODE_##shade); \
evas_canvas3d_mesh_frame_material_set(data->mesh_##name, 0, data->material);
#define CONVEX_HULL_MESH_INIT(name) \
@ -108,7 +108,7 @@ int rr;
evas_canvas3d_mesh_index_data_copy_set(data->mesh_##name##_ch, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, \
ind->len, &index[0]); \
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_##name##_ch, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES); \
evas_canvas3d_mesh_shade_mode_set(data->mesh_##name##_ch, EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR); \
evas_canvas3d_mesh_shader_mode_set(data->mesh_##name##_ch, EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR); \
evas_canvas3d_mesh_frame_material_set(data->mesh_##name##_ch, 0, data->material); \
free(vert); \
free(ind);
@ -308,7 +308,7 @@ _mesh_setup(Scene_Data *data)
data->mesh_sphere = eo_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_shade_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADE_MODE_PHONG);
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 */
@ -317,7 +317,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_primitive_precision_set(primitive, 50);
evas_canvas3d_mesh_from_primitive_set(data->mesh_torus, 0, primitive);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_torus, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_torus, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh_torus, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_torus, 0, data->material);
/* Setup mesh cube */
@ -326,7 +326,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_primitive_precision_set(primitive, 50);
evas_canvas3d_mesh_from_primitive_set(data->mesh_cube, 0, primitive);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_cube, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_cube, 0, data->material);
MODEL_MESH_INIT(plain, plain, PHONG)

View File

@ -126,7 +126,7 @@ main(void)
efl_file_set(mesh, model_path, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(texture, image_path, NULL);

View File

@ -35,7 +35,7 @@
mesh_##extention = eo_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_shade_mode_set(mesh_##extention, EVAS_CANVAS3D_SHADE_MODE_PHONG); \
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)); \
evas_canvas3d_node_member_add(root_node, node_##extention); \
evas_canvas3d_node_mesh_add(node_##extention, mesh_##extention); \

View File

@ -48,7 +48,7 @@
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_shade_mode_set(mesh[num], shade_mode); \
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)); \
evas_canvas3d_node_member_add(root_node, mesh_node[num]); \
evas_canvas3d_node_mesh_add(mesh_node[num], mesh[num]); \
@ -198,13 +198,13 @@ main(void)
PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES);
ADD_OBJ_MESH_AND_SAVED_COPY(home, -GRID_SIZE, -GRID_SIZE, 0,
EVAS_CANVAS3D_SHADE_MODE_PHONG, material_with_tex)
EVAS_CANVAS3D_SHADER_MODE_PHONG, material_with_tex)
ADD_OBJ_MESH_AND_SAVED_COPY(home_without_normals, -GRID_SIZE, GRID_SIZE, 1,
EVAS_CANVAS3D_SHADE_MODE_DIFFUSE, material_with_tex)
EVAS_CANVAS3D_SHADER_MODE_DIFFUSE, material_with_tex)
ADD_OBJ_MESH_AND_SAVED_COPY(home_without_tex_coords, GRID_SIZE, -GRID_SIZE, 2,
EVAS_CANVAS3D_SHADE_MODE_PHONG, material)
EVAS_CANVAS3D_SHADER_MODE_PHONG, material)
ADD_OBJ_MESH_AND_SAVED_COPY(home_only_vertex_coords, GRID_SIZE, GRID_SIZE, 3,
EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER, NULL)
EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER, NULL)
/* Set up scene. */
evas_canvas3d_scene_root_node_set(scene, root_node);

View File

@ -62,10 +62,10 @@ _on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void
Evas_Event_Key_Down *ev = event_info;
if (!strcmp("n", ev->key))
evas_canvas3d_mesh_shade_mode_set(scene->mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
evas_canvas3d_mesh_shader_mode_set(scene->mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
if (!strcmp("p", ev->key))
evas_canvas3d_mesh_shade_mode_set(scene->mesh, EVAS_CANVAS3D_SHADE_MODE_PARALLAX_OCCLUSION);
evas_canvas3d_mesh_shader_mode_set(scene->mesh, EVAS_CANVAS3D_SHADER_MODE_PARALLAX_OCCLUSION);
}
static void
@ -186,7 +186,7 @@ _mesh_setup(Scene_Data *data)
data->mesh = eo_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_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PARALLAX_OCCLUSION);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PARALLAX_OCCLUSION);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material_rocks);
evas_canvas3d_mesh_frame_material_set(data->mesh, 100, data->material_wood);

View File

@ -158,7 +158,7 @@ main(void)
evas_canvas3d_node_member_add(root_node, mesh_node);
evas_canvas3d_node_mesh_add(mesh_node, mesh);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
/* Set up scene. */

View File

@ -43,14 +43,14 @@ static const char *file_name[8] = {"Normal_UVs_Colors.ply",
"NoNormal_NoUVs_Colors.ply",
"NoNormal_NoUVs_NoColors.ply"};
int draw_mode[8] = {EVAS_CANVAS3D_SHADE_MODE_PHONG,
EVAS_CANVAS3D_SHADE_MODE_PHONG,
EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER,
EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER,
EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER};
int draw_mode[8] = {EVAS_CANVAS3D_SHADER_MODE_PHONG,
EVAS_CANVAS3D_SHADER_MODE_PHONG,
EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER,
EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER,
EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER};
Ecore_Evas *ecore_evas = NULL;
Evas *evas = NULL;
@ -184,7 +184,7 @@ main(void)
snprintf(buffer, PATH_MAX, "%s%s", input_template, file_name[i % 8]);
efl_file_set(mesh[i], buffer, NULL);
evas_canvas3d_mesh_frame_material_set(mesh[i], 0, material);
evas_canvas3d_mesh_shade_mode_set(mesh[i], draw_mode[(i % 8)]);
evas_canvas3d_mesh_shader_mode_set(mesh[i], draw_mode[(i % 8)]);
snprintf(buffer, PATH_MAX, "%s%s", output_template, file_name[i % 8]);
efl_file_save(mesh[i], buffer, NULL, NULL);
@ -193,7 +193,7 @@ main(void)
{
efl_file_set(mesh[i], buffer, NULL);
evas_canvas3d_mesh_frame_material_set(mesh[i], 0, material);
evas_canvas3d_mesh_shade_mode_set(mesh[i], draw_mode[(i % 8)]);
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));

View File

@ -165,7 +165,7 @@ _mesh_setup(Scene_Data *data)
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_FLAT);
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 =

View File

@ -87,7 +87,7 @@ _cb_clicked(void *data EINA_UNUSED, const Eo_Event *event)
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get((Evas_Canvas3D_Node *)event->info);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
if (choosed_node != (Evas_Canvas3D_Node *)event->info)
{
@ -97,7 +97,7 @@ _cb_clicked(void *data EINA_UNUSED, const Eo_Event *event)
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(choosed_node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
}
choosed_node = (Evas_Canvas3D_Node *)event->info;
@ -114,7 +114,7 @@ _cb_collision(void *data EINA_UNUSED, const Eo_Event *event)
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get((Evas_Canvas3D_Node *)event->info);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
return EINA_TRUE;
@ -184,7 +184,7 @@ _body_material_set(Body_3D *body, float r, float g, float b)
evas_canvas3d_material_color_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(body->material, 100.0);
evas_canvas3d_mesh_shade_mode_set(body->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(body->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(body->mesh, 0, body->material);
}
@ -282,7 +282,7 @@ _fence_setup(Body_3D *fence)
evas_canvas3d_mesh_frame_material_set(fence->mesh, 0, fence->material);
evas_canvas3d_mesh_alpha_func_set(fence->mesh, EVAS_CANVAS3D_COMPARISON_GREATER, 0);
evas_canvas3d_mesh_alpha_test_enable_set(fence->mesh, EINA_TRUE);
evas_canvas3d_mesh_shade_mode_set(fence->mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
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));
evas_canvas3d_node_mesh_add(fence->node, fence->mesh);
@ -346,7 +346,7 @@ _model_setup(Body_3D *model)
model->mesh = eo_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_shade_mode_set(model->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
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));
@ -376,7 +376,7 @@ _billboard_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_material_set(data->billboard.mesh, 0, data->billboard.material);
evas_canvas3d_mesh_alpha_func_set(data->billboard.mesh, EVAS_CANVAS3D_COMPARISON_GREATER, 0);
evas_canvas3d_mesh_alpha_test_enable_set(data->billboard.mesh, EINA_TRUE);
evas_canvas3d_mesh_shade_mode_set(data->billboard.mesh, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(data->billboard.mesh, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
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);
@ -548,27 +548,27 @@ static void _init(Scene_Data *data)
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->sphere.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cube.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cylinder.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->model.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cone.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
}

View File

@ -180,14 +180,14 @@ _mesh_setup(Scene_Data *data)
i, ".obj");
efl_file_set(mesh, str, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, data->material);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
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);
efl_file_set(mesh, str, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, data->material);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_lod_boundary_set(mesh, m_distances[i], m_distances[i + 1]);
evas_canvas3d_node_mesh_add(data->lod_mesh_node2, mesh);

View File

@ -119,11 +119,11 @@ typedef struct _vec2
#define ENABLE_NORMAL(mesh) \
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
#define DISABLE_NORMAL(mesh) \
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
#define ADD_MESH(Object, Name, a, d, s) \
@ -141,7 +141,7 @@ typedef struct _vec2
data->mesh_##Name = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
#define SETUP_DEFAULT_MESH(Object, Name, Shade_Mode) \
evas_canvas3d_mesh_shade_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADE_MODE_##Shade_Mode); \
evas_canvas3d_mesh_shader_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADER_MODE_##Shade_Mode); \
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_##Name, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES); \
evas_canvas3d_mesh_frame_material_set(data->mesh_##Name, 0, data->material_##Object);
@ -201,7 +201,7 @@ typedef struct _vec2
evas_canvas3d_material_texture_set(data->material_##Object, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, \
data->texture_normal_##Object); \
\
evas_canvas3d_mesh_shade_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
evas_canvas3d_mesh_shader_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
#define TEXTCOORDS_SET(Name, fb1, fb2, lr1, lr2, tb1, tb2) \
static float Name##_textcoords[] = \

View File

@ -735,7 +735,7 @@ _mesh_setup_gun_planet(Scene_Data *data)
SETUP_MESH_NODE(tommy)
efl_file_set(data->mesh_tommy, gun_path, NULL);
efl_file_save(data->mesh_tommy, "try.obj", NULL, NULL);
evas_canvas3d_mesh_shade_mode_set(data->mesh_tommy, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh_tommy, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_tommy, 0, data->material_tommy);
evas_canvas3d_node_scale_set(data->mesh_node_tommy, 1.5, 1.5, 1.5);
@ -815,7 +815,7 @@ _mesh_setup_gun_planet(Scene_Data *data)
_set_ball(data->mesh_ball, 10);
evas_canvas3d_mesh_shade_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_ball, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
evas_canvas3d_mesh_frame_material_set(data->mesh_ball, 0, data->material_ball);
@ -881,9 +881,9 @@ _mesh_setup_column(Scene_Data *data, int index)
SETUP_MESH_NODE(column[index])
evas_canvas3d_mesh_from_primitive_set(data->mesh_column[index], 0, data->cylinder_primitive);
evas_canvas3d_mesh_shade_mode_set(data->mesh_column[index], EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(data->mesh_column[index], EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_column[index], EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_column[index], EVAS_CANVAS3D_SHADE_MODE_PHONG);
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);