/** * Example to test convex hull models made in Evas-3D vs. Blender. * * The first model (from the right side) is the original model, the * second one is a convex hull made in Evas-3D, and the third one is a * convex hull made in Blender. * * Press "Right" or "Left" to switch models, the result of test (vertex count) * will be printed in console window. * * @verbatim * gcc -o evas-3d-hull evas-3d-hull.c -g `pkg-config --libs --cflags efl evas ecore ecore-evas eo eina` -lm * @endverbatim */ #ifdef HAVE_CONFIG_H #include "config.h" #else #define PACKAGE_EXAMPLES_DIR "." #define EFL_BETA_API_SUPPORT #endif #include #include #include #include #include "evas-common.h" #define WIDTH 1024 #define HEIGHT 1024 #define TESTS_COUNT 8 #define SCALE_SPHERE 2.0 #define SCALE_TORUS 2.7 #define SCALE_HOME 0.7 #define SCALE_SONIC 0.08 #define SCALE_EAGLE 0.06 typedef struct _Scene_Data { Eo *scene; Eo *root_node; Eo *camera_node; Eo *light_node; Eo *mesh_node; Eo *mesh_node_convex_hull; Eo *mesh_node_blender; Eo *camera; Eo *light; Eo *mesh_sphere; Eo *mesh_torus; Eo *mesh_cube; Eo *mesh_plain; Eo *mesh_column; Eo *mesh_home; Eo *mesh_sonic; Eo *mesh_eagle; Eo *mesh_sphere_ch; Eo *mesh_torus_ch; Eo *mesh_cube_ch; Eo *mesh_plain_ch; Eo *mesh_column_ch; Eo *mesh_home_ch; Eo *mesh_sonic_ch; Eo *mesh_eagle_ch; Eo *mesh_blender_sphere; Eo *mesh_blender_torus; Eo *mesh_blender_cube; Eo *mesh_blender_plain; Eo *mesh_blender_column; Eo *mesh_blender_home; Eo *mesh_blender_sonic; Eo *mesh_blender_eagle; Eo *mesh_blender_test_sphere; Eo *mesh_blender_test_torus; Eo *mesh_blender_test_cube; Eo *mesh_blender_test_plain; Eo *mesh_blender_test_column; Eo *mesh_blender_test_home; Eo *mesh_blender_test_sonic; Eo *mesh_blender_test_eagle; Eo *material; } Scene_Data; int rr; #define MODEL_MESH_INIT(name, model, shade) \ 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); \ evas_canvas3d_mesh_frame_material_set(data->mesh_##name, 0, data->material); #define CONVEX_HULL_MESH_INIT(name) \ vert = eina_inarray_new(sizeof(float), 1); \ ind = eina_inarray_new(sizeof(unsigned short int), 1);\ evas_canvas3d_mesh_convex_hull_data_get(data->mesh_##name, 0, vert, ind); \ vertex = (float*) vert->members;\ index = ind->members;\ 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, \ 10 * sizeof(float), &vertex[ 0]); \ evas_canvas3d_mesh_frame_vertex_data_copy_set(data->mesh_##name##_ch, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL, \ 10 * sizeof(float), &vertex[ 3]); \ evas_canvas3d_mesh_frame_vertex_data_copy_set(data->mesh_##name##_ch, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_COLOR, \ 10 * sizeof(float), &vertex[ 6]); \ 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_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); #define SWITCH_MESH(index, name, scale) \ case index: \ { \ list = evas_canvas3d_node_mesh_list_get(scene->mesh_node); \ mesh = eina_list_nth(list, 0); \ evas_canvas3d_node_mesh_del(scene->mesh_node, mesh); \ evas_canvas3d_node_mesh_add(scene->mesh_node, scene->mesh_##name); \ evas_canvas3d_node_scale_set(scene->mesh_node, scale, scale, scale); \ list = evas_canvas3d_node_mesh_list_get(scene->mesh_node_convex_hull); \ mesh = eina_list_nth(list, 0); \ evas_canvas3d_node_mesh_del(scene->mesh_node_convex_hull, mesh); \ evas_canvas3d_node_mesh_add(scene->mesh_node_convex_hull, scene->mesh_##name##_ch); \ evas_canvas3d_node_scale_set(scene->mesh_node_convex_hull, scale, scale, scale); \ list = evas_canvas3d_node_mesh_list_get(scene->mesh_node_blender); \ mesh = eina_list_nth(list, 0); \ evas_canvas3d_node_mesh_del(scene->mesh_node_blender, mesh); \ evas_canvas3d_node_mesh_add(scene->mesh_node_blender, scene->mesh_blender_##name); \ evas_canvas3d_node_scale_set(scene->mesh_node_blender, scale, scale, scale); \ _print_result(scene->mesh_##name##_ch, scene->mesh_blender_test_##name); \ break; \ } static const char *home = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sweet_home_without_tex_coords.obj"; static const char *sonic = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sonic.md2"; static const char *eagle = PACKAGE_EXAMPLES_DIR "/shooter/assets/models/eagle.md2"; static const char *column = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/column.ply"; static const char *plain = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/plain.ply"; static const char *plain_ch = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/plain_blender_ch.ply"; static const char *sphere_ch = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/sphere_blender_ch.ply"; static const char *torus_ch = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/torus_blender_ch.ply"; static const char *cube_ch = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/cube_blender_ch.ply"; static const char *column_ch = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/column_blender_ch.ply"; static const char *home_ch = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/home_blender_ch.obj"; static const char *sonic_ch = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/sonic_blender_ch.ply"; static const char *eagle_ch = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/eagle_blender_ch.ply"; static const char *plain_test = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/plain_blender_ch_test.ply"; static const char *sphere_test = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/sphere_blender_ch_test.ply"; static const char *torus_test = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/torus_blender_ch_test.ply"; static const char *cube_test = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/cube_blender_ch_test.ply"; static const char *column_test = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/column_blender_ch_test.ply"; static const char *home_test = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/home_blender_ch_test.ply"; static const char *sonic_test = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/sonic_blender_ch_test.ply"; static const char *eagle_test = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/eagle_blender_ch_test.ply"; static Ecore_Evas *ecore_evas = NULL; static Evas *evas = NULL; static Eo *background = NULL; static Eo *image = NULL; static int next_model = 0; static void _print_result(Evas_Canvas3D_Mesh *mesh, Evas_Canvas3D_Mesh *convex_mesh) { int v_count = 0; v_count = evas_canvas3d_mesh_vertex_count_get(mesh); printf("Vertex count is %d for convex hull\n", v_count); v_count = evas_canvas3d_mesh_vertex_count_get(convex_mesh); printf("Vertex count is %d for blender convex hull\n\n", v_count); return; } static void _on_delete(Ecore_Evas *ee EINA_UNUSED) { ecore_main_loop_quit(); } static void _on_canvas_resize(Ecore_Evas *ee) { int w, h; ecore_evas_geometry_get(ee, NULL, NULL, &w, &h); efl_gfx_entity_size_set(background, EINA_SIZE2D(w, h)); efl_gfx_entity_size_set(image, EINA_SIZE2D(w, h)); } static Eina_Bool _animate_scene(void *data) { static float angle = 0.0f; Scene_Data *scene = (Scene_Data *)data; angle += 0.5; if (angle >= 360.0) angle = 0.0; evas_canvas3d_node_orientation_angle_axis_set(scene->mesh_node, angle, 1.0, 1.0, 1.0); evas_canvas3d_node_orientation_angle_axis_set(scene->mesh_node_convex_hull, angle, 1.0, 1.0, 1.0); evas_canvas3d_node_orientation_angle_axis_set(scene->mesh_node_blender, angle, 1.0, 1.0, 1.0); return EINA_TRUE; } static void _key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info) { const Eina_List *list = NULL; Eo *mesh = NULL; Evas_Event_Key_Down *ev = event_info; Scene_Data *scene = (Scene_Data *)data; if (!strcmp(ev->key, "Right")) next_model++; else if (!strcmp(ev->key, "Left")) next_model--; if (next_model == -1) next_model = TESTS_COUNT - 1; else if (next_model == TESTS_COUNT) next_model = 0; switch (next_model) { SWITCH_MESH(0, sphere, SCALE_SPHERE) SWITCH_MESH(1, torus, SCALE_TORUS) SWITCH_MESH(2, cube, 1.0) SWITCH_MESH(3, plain, 1.0) SWITCH_MESH(4, column, 1.0) SWITCH_MESH(5, home, SCALE_HOME) SWITCH_MESH(6, sonic, SCALE_SONIC) SWITCH_MESH(7, eagle, SCALE_EAGLE) default: break; } } static void _camera_setup(Scene_Data *data) { 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 = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, 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); evas_canvas3d_node_member_add(data->root_node, data->camera_node); } static void _light_setup(Scene_Data *data) { 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 = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, 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); evas_canvas3d_node_member_add(data->root_node, data->light_node); } static void _mesh_setup(Scene_Data *data) { Eina_Inarray *vert, *ind; float *vertex; unsigned short int *index; Eo *primitive = NULL; /* Setup material. */ 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); evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0); evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0); 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); /* Setup mesh sphere */ 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 = 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 = 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); evas_canvas3d_mesh_vertex_assembly_set(data->mesh_torus, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES); 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 */ 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); evas_canvas3d_mesh_vertex_assembly_set(data->mesh_cube, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES); 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) MODEL_MESH_INIT(column, column, PHONG) MODEL_MESH_INIT(home, home, PHONG) MODEL_MESH_INIT(sonic, sonic, PHONG) MODEL_MESH_INIT(eagle, eagle, PHONG) MODEL_MESH_INIT(blender_sphere, sphere_ch, PHONG) MODEL_MESH_INIT(blender_torus, torus_ch, PHONG) MODEL_MESH_INIT(blender_cube, cube_ch, PHONG) MODEL_MESH_INIT(blender_plain, plain_ch, PHONG) MODEL_MESH_INIT(blender_column, column_ch, PHONG) MODEL_MESH_INIT(blender_home, home_ch, PHONG) MODEL_MESH_INIT(blender_eagle, eagle_ch, PHONG) MODEL_MESH_INIT(blender_sonic, sonic_ch, PHONG) MODEL_MESH_INIT(blender_test_sphere, sphere_test, DIFFUSE) MODEL_MESH_INIT(blender_test_torus, torus_test, DIFFUSE) MODEL_MESH_INIT(blender_test_cube, cube_test, DIFFUSE) MODEL_MESH_INIT(blender_test_plain, plain_test, DIFFUSE) MODEL_MESH_INIT(blender_test_column, column_test, DIFFUSE) MODEL_MESH_INIT(blender_test_home, home_test, DIFFUSE) MODEL_MESH_INIT(blender_test_eagle, eagle_test, DIFFUSE) MODEL_MESH_INIT(blender_test_sonic, sonic_test, DIFFUSE) data->mesh_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, 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); evas_canvas3d_node_position_set(data->mesh_node, 3.0, 0.0, 0.0); CONVEX_HULL_MESH_INIT(sphere) CONVEX_HULL_MESH_INIT(torus) CONVEX_HULL_MESH_INIT(cube) CONVEX_HULL_MESH_INIT(plain) CONVEX_HULL_MESH_INIT(column) CONVEX_HULL_MESH_INIT(home) CONVEX_HULL_MESH_INIT(sonic) CONVEX_HULL_MESH_INIT(eagle) _print_result(data->mesh_sphere_ch, data->mesh_blender_test_sphere); data->mesh_node_convex_hull = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, 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 = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, 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); evas_canvas3d_node_mesh_add(data->mesh_node_blender, data->mesh_blender_sphere); } static void _scene_setup(Scene_Data *data) { 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 = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE)); _camera_setup(data); _light_setup(data); _mesh_setup(data); evas_canvas3d_scene_root_node_set(data->scene, data->root_node); evas_canvas3d_scene_camera_node_set(data->scene, data->camera_node); } int main(void) { Ecore_Animator *anim; Scene_Data data; // Unless Evas 3D supports Software renderer, we force use of the gl backend. setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1); if (!ecore_evas_init()) return 0; printf("Loading 3d meshes. Press Left or Right to switch between models.\n"); ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL); if (!ecore_evas) return 0; ecore_evas_callback_delete_request_set(ecore_evas, _on_delete); ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize); ecore_evas_show(ecore_evas); evas = ecore_evas_get(ecore_evas); _scene_setup(&data); /* Add a background rectangle object. */ background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas); efl_gfx_color_set(background, 0, 0, 0, 255); efl_gfx_entity_size_set(background, EINA_SIZE2D(WIDTH, HEIGHT)); efl_gfx_entity_visible_set(background, EINA_TRUE); /* Add an image object for 3D scene rendering. */ image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas); efl_gfx_entity_size_set(image, EINA_SIZE2D(WIDTH, HEIGHT)); efl_gfx_entity_visible_set(image, EINA_TRUE); evas_object_show(image), evas_object_focus_set(image, EINA_TRUE); /* Set the image object as render target for 3D scene. */ efl_canvas_scene3d_set(image, data.scene); evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _key_down, &data); /* Add animator. */ ecore_animator_frametime_set(0.008); anim = ecore_animator_add(_animate_scene, &data); /* Enter main loop. */ ecore_main_loop_begin(); ecore_animator_del(anim); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }