177 lines
6.2 KiB
C
177 lines
6.2 KiB
C
/**
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* Example of .md2 file format import in Evas-3D.
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*
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* @verbatim
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* gcc -o evas-3d-md2 evas-3d-md2.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo`
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* @endverbatim
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#else
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#define PACKAGE_EXAMPLES_DIR "."
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#define EFL_BETA_API_SUPPORT
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#endif
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#include <Eo.h>
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#include <Evas.h>
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#include <Ecore.h>
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#include <Ecore_Evas.h>
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#include "evas-common.h"
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#define WIDTH 400
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#define HEIGHT 400
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static const char *model_path = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sonic.md2";
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static const char *image_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/sonic.png";
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Ecore_Evas *ecore_evas = NULL;
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Evas *evas = NULL;
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Eo *background = NULL;
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Eo *image = NULL;
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Eo *scene = NULL;
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Eo *root_node = NULL;
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Eo *camera_node = NULL;
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Eo *light_node = NULL;
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Eo *camera = NULL;
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Eo *mesh_node = NULL;
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Eo *mesh = NULL;
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Eo *material = NULL;
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Eo *texture = NULL;
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Eo *light = NULL;
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static Eina_Bool
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_animate_scene(void *data)
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{
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static int frame = 0;
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evas_canvas3d_node_mesh_frame_set((Evas_Canvas3D_Node *)data, mesh, frame);
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frame += 32;
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if (frame > 256 * 50) frame = 0;
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return EINA_TRUE;
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}
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static void
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_on_delete(Ecore_Evas *ee EINA_UNUSED)
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{
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ecore_main_loop_quit();
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}
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static void
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_on_canvas_resize(Ecore_Evas *ee)
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{
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int w, h;
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ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
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efl_gfx_entity_size_set(background, EINA_SIZE2D(w, h));
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efl_gfx_entity_size_set(image, EINA_SIZE2D(w, h));
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}
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int
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main(void)
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{
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// Unless Evas 3D supports Software renderer, we force use of the gl backend.
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setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
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if (!ecore_evas_init()) return 0;
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ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
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if (!ecore_evas) return 0;
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ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
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ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
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ecore_evas_show(ecore_evas);
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evas = ecore_evas_get(ecore_evas);
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/* Add a scene object .*/
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scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
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/* Add the root node for the scene. */
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root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE));
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/* Add the camera. */
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camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
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evas_canvas3d_camera_projection_perspective_set(camera, 60.0, 1.0, 1.0, 500.0);
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camera_node =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
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evas_canvas3d_node_camera_set(camera_node, camera);
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evas_canvas3d_node_member_add(root_node, camera_node);
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evas_canvas3d_node_position_set(camera_node, 100.0, 0.0, 20.0);
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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);
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/* Add the light. */
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light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
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evas_canvas3d_light_ambient_set(light, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_light_diffuse_set(light, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_light_specular_set(light, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_light_directional_set(light, EINA_TRUE);
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light_node =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
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evas_canvas3d_node_light_set(light_node, light);
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evas_canvas3d_node_position_set(light_node, 1000.0, 0.0, 1000.0);
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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);
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evas_canvas3d_node_member_add(root_node, light_node);
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/* Add the mesh. */
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mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
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material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
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efl_file_set(mesh, model_path, NULL);
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evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
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evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
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texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
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efl_file_set(texture, image_path, NULL);
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evas_canvas3d_texture_filter_set(texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
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evas_canvas3d_texture_wrap_set(texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
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evas_canvas3d_material_texture_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, texture);
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evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
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evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
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evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
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evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, EINA_TRUE);
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evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.01, 0.01, 0.01, 1.0);
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evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_material_shininess_set(material, 50.0);
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mesh_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
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evas_canvas3d_node_member_add(root_node, mesh_node);
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evas_canvas3d_node_mesh_add(mesh_node, mesh);
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/* Set up scene. */
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evas_canvas3d_scene_root_node_set(scene, root_node);
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evas_canvas3d_scene_camera_node_set(scene, camera_node);
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evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT);
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/* Add a background rectangle object. */
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background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
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efl_gfx_color_set(background, 0, 0, 0, 255);
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efl_gfx_entity_size_set(background, EINA_SIZE2D(WIDTH, HEIGHT));
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efl_gfx_entity_visible_set(background, EINA_TRUE);
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/* Add an image object for 3D scene rendering. */
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image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
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efl_gfx_entity_size_set(image, EINA_SIZE2D(WIDTH, HEIGHT));
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efl_gfx_entity_visible_set(image, EINA_TRUE);
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/* Set the image object as render target for 3D scene. */
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efl_canvas_scene3d_set(image, scene);
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ecore_timer_add(0.01, _animate_scene, mesh_node);
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/* Enter main loop. */
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ecore_main_loop_begin();
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ecore_evas_free(ecore_evas);
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ecore_evas_shutdown();
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return 0;
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}
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