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

255 lines
7.2 KiB
C

/**
* Example illustrating usage of fog effect.
*
* @verbatim
* gcc -o evas-3d-fog evas-3d-fog.c evas-3d-primitives.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo`-lm
* @endverbatim
*/
#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
#include <math.h>
#include <Eo.h>
#include <Evas.h>
#include <Ecore.h>
#include <Ecore_Evas.h>
#include "evas-3d-primitives.h"
#define WIDTH 1024
#define HEIGHT 1024
#define FOG_COLOR 0.5, 0.5, 0.5
#define FOG_FACTOR 0.2
static double pi = 3.14159265359;
typedef struct _Scene_Data
{
Eo *scene;
Eo *root_node;
Eo *camera_node;
Eo *light_node;
Eo *mesh_node;
Eo *mesh_node1;
Eo *animation_node;
Eo *camera;
Eo *light;
Eo *mesh;
Eo *mesh1;
Eo *material;
} Scene_Data;
static const vec2 tex_scale = {1, 1};
Ecore_Evas *ecore_evas = NULL;
Evas *evas = NULL;
Eo *background = NULL;
Eo *image = NULL;
static void
_on_delete(Ecore_Evas *ee EINA_UNUSED)
{
ecore_main_loop_quit();
}
static void
_on_canvas_resize(Ecore_Evas *ee)
{
int w, h;
ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
evas_object_resize(background, w, h);
eo_do(background, efl_gfx_size_set(w, h));
eo_do(image, efl_gfx_size_set(w, h));
}
static Eina_Bool
_animate_scene(void *data)
{
static float angle = 0.0f;
Scene_Data *scene = (Scene_Data *)data;
angle += 0.5;
eo_do(scene->animation_node,
evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0));
if (angle > 360.0) angle -= 360.0f;
return EINA_TRUE;
}
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
eo_do(data->camera,
evas_3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
data->camera_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
eo_do(data->camera_node,
evas_3d_node_camera_set(data->camera),
evas_3d_node_position_set(0.0, 0.0, 10.0),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
eo_do(data->root_node, evas_3d_node_member_add(data->camera_node));
}
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
eo_do(data->light,
evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
data->light_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
eo_do(data->light_node,
evas_3d_node_light_set(data->light),
evas_3d_node_position_set(0.0, 0.0, 10.0),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
}
static void
_set_ball(Eo *mesh, int p, Evas_3D_Material *material)
{
evas_3d_add_sphere_frame(mesh, 0, p, tex_scale);
eo_do(mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG),
evas_3d_mesh_frame_material_set(0, material));
}
static void
_mesh_setup(Scene_Data *data)
{
data->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(data->material,
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(100.0));
data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
data->mesh1 = eo_add(EVAS_3D_MESH_CLASS, evas);
_set_ball(data->mesh, 100, data->material);
_set_ball(data->mesh1, 100, data->material);
data->animation_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
data->mesh_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(data->animation_node, evas_3d_node_member_add(data->mesh_node));
eo_do(data->root_node, evas_3d_node_member_add(data->animation_node));
eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh),
evas_3d_node_position_set(0.0, 0.0, 3.0));
data->mesh_node1 =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node1));
eo_do(data->mesh_node1, evas_3d_node_mesh_add(data->mesh1),
evas_3d_node_scale_set(3, 3, 3));
eo_do(data->mesh, evas_3d_mesh_fog_enable_set(EINA_TRUE), evas_3d_mesh_fog_color_set(FOG_COLOR, FOG_FACTOR));
eo_do(data->mesh1, evas_3d_mesh_fog_enable_set(EINA_TRUE), evas_3d_mesh_fog_color_set(FOG_COLOR, FOG_FACTOR));
}
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
eo_do(data->scene,
evas_3d_scene_size_set(WIDTH, HEIGHT);
evas_3d_scene_background_color_set(FOG_COLOR, 1));
data->root_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
_mesh_setup(data);
eo_do(data->scene,
evas_3d_scene_root_node_set(data->root_node),
evas_3d_scene_camera_node_set(data->camera_node));
}
int
main(void)
{
//Unless Evas 3D supports Software renderer, we set gl backened forcely.
setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
Scene_Data data;
Ecore_Animator *anim;
if (!ecore_evas_init()) return 0;
ecore_evas = ecore_evas_new("opengl_x11", 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 objects. */
background = eo_add(EVAS_RECTANGLE_CLASS, evas);
eo_do(background,
efl_gfx_color_set(0, 0, 0, 255),
efl_gfx_size_set(WIDTH, HEIGHT),
efl_gfx_visible_set(EINA_TRUE));
/* Add an image object for 3D scene rendering. */
image = evas_object_image_filled_add(evas);
eo_do(image,
efl_gfx_size_set(WIDTH, HEIGHT),
efl_gfx_visible_set(EINA_TRUE));
/* Set the image object as render target for 3D scene. */
eo_do(image, evas_obj_image_scene_set(data.scene));
/* Add animation timer callback. */
ecore_animator_frametime_set(0.008);
anim = ecore_animator_add(_animate_scene, &data);
/* Enter main loop. */
ecore_main_loop_begin();
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();
ecore_animator_del(anim);
return 0;
}