forked from enlightenment/efl
[Evas: Evas_3D] Improve shadows example.
Reviewers: cedric, raster, Hermet Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D1891
This commit is contained in:
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37d21a4729
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@ -6,7 +6,6 @@
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* Compile with "gcc -o evas-3d-shadows evas-3d-shadows.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm"
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*/
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#define EFL_EO_API_SUPPORT
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#define EFL_BETA_API_SUPPORT
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@ -15,36 +14,52 @@
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#include <Ecore.h>
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#include <Ecore_Evas.h>
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#include <math.h>
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#include "primitives.c"
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#define WIDTH 1024
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#define HEIGHT 1024
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#define BG_COLOR 0.2, 0.2, 0.2
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#define AMBIENT_LIGHT 0.2, 0.2, 0.2
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#define DIFFUSE_LIGHT 1.0, 1.0, 1.0
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#define SPECULAR_LIGHT 1.0, 1.0, 1.0
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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_node1 = NULL;
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Eo *mesh = NULL;
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Eo *mesh1 = NULL;
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Eo *material = NULL;
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Eo *material1 = NULL;
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Eo *texture = NULL;
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Eo *light = NULL;
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Ecore_Animator *anim = NULL;
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typedef struct _Body_3D
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{
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Eo *material;
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Eo *mesh;
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Eo *node;
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} Body_3D;
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typedef struct _Scene_Data
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{
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Eo *scene;
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Eo *root_node;
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Eo *camera_node;
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Eo *camera;
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Eo *light_node;
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Eo *light;
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Body_3D sphere;
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Body_3D cube;
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Body_3D square;
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Body_3D cylinder;
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Body_3D model;
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Body_3D cone;
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} Scene_Data;
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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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Body_3D *body = (Body_3D *)data;
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eo_do((Evas_3D_Node *)data, evas_3d_node_mesh_frame_set(mesh, frame));
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eo_do(body->node, evas_3d_node_mesh_frame_set(body->mesh, frame));
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frame += 32;
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@ -69,101 +84,226 @@ _on_canvas_resize(Ecore_Evas *ee)
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eo_do(image, evas_obj_size_set(w, h));
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}
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static double pi = 3.14159265359;
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typedef struct _vec3
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static void
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_body_material_set(Body_3D *body, float r, float g, float b)
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{
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float x;
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float y;
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float z;
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} vec3;
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body->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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typedef struct _vec4
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{
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float x;
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float y;
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float z;
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float w;
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} vec4;
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eo_do(body->material,
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, r, g, b, 1.0),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, r, g, b, 1.0),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
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evas_3d_material_shininess_set(100.0));
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eo_do(body->mesh,
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG),
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evas_3d_mesh_frame_material_set(0, body->material));
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}
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static void
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_set_ball(Eo *ball_mesh, double r, double x, double y, double z, int p, Evas_3D_Material *ball_material)
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_sphere_setup(Body_3D *sphere)
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{
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int vcount, icount, vccount, i, j;
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double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
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unsigned short *indices, *index;
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sphere->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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_set_ball(sphere->mesh, 50);
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_body_material_set(sphere, 1, 0.0, 0.0);
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icount = p * p * 6;
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vccount = p + 1;
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vcount = vccount * vccount;
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dtheta = pi / p;
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dfi = 2 * pi / p;
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vec3 *vertices = malloc(sizeof(vec3) * vcount);
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vec3 *normals = malloc(sizeof(vec3) * vcount);
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for (j = 0; j < vccount; j++)
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{
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theta = j * dtheta;
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sinth = sin(theta);
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costh = cos(theta);
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for (i = 0; i < vccount; i++)
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{
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fi = i * dfi;
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sinfi = sin(fi);
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cosfi = cos(fi);
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vertices[i + j * vccount].x = r * sinth * cosfi + x;
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vertices[i + j * vccount].y = r * sinth * sinfi + y;
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vertices[i + j * vccount].z = r * costh + z;
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normals[i + j * vccount].x = sinth * cosfi;
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normals[i + j * vccount].y = sinth * sinfi;
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normals[i + j * vccount].z = costh;
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}
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sphere->node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH),
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evas_3d_node_position_set(2.0, 3.0, 1.0));
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eo_do(sphere->node, evas_3d_node_mesh_add(sphere->mesh));
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}
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indices = malloc(sizeof(short) * icount);
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index = &indices[0];
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for(j = 0; j < p; j++)
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for(i = 0; i < p; i++)
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static void
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_cone_setup(Body_3D *cone)
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{
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*index++ = (unsigned short)(i + vccount * j);
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*index++ = i + vccount * (j + 1);
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*index++ = i + 1 + vccount * (j + 1);
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cone->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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_set_cone(cone->mesh, 100);
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_body_material_set(cone, 0.8, 0.5, 0.5);
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*index++ = i + vccount * j;
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*index++ = i + 1 + vccount * j;
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*index++ = i + vccount * (j + 1) + 1;
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cone->node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(cone->node, evas_3d_node_mesh_add(cone->mesh),
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evas_3d_node_position_set(-5.0, -1.0, -3.0),
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evas_3d_node_scale_set(1.0, 2.0, 1.0));
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}
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eo_do(ball_mesh, evas_3d_mesh_vertex_count_set(vcount),
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evas_3d_mesh_frame_add(0);
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evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
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sizeof(vec3), &vertices[0]);
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evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL,
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sizeof(vec3), &normals[0]);
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evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
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icount , &indices[0]);
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evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG);
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evas_3d_mesh_frame_material_set(0, ball_material));
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static void
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_cylinder_setup(Body_3D *cylinder)
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{
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cylinder->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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_set_cylinder(cylinder->mesh, 50);
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_body_material_set(cylinder, 0.0, 0.0, 1.0);
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free(vertices);
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free(normals);
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free(indices);
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cylinder->node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(cylinder->node, evas_3d_node_mesh_add(cylinder->mesh),
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evas_3d_node_position_set(-2.0, 3.0, 1.0));
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}
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static void
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_square_setup(Body_3D *square)
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{
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square->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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_set_square(square->mesh);
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_body_material_set(square, 0.9, 1, 1);
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square->node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(square->node, evas_3d_node_mesh_add(square->mesh),
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evas_3d_node_position_set(0.0, -1.0, 0.0),
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evas_3d_node_scale_set(30.0, 30.0, 30.0),
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evas_3d_node_orientation_angle_axis_set(90.0, 1.0, 0.0, 0.0));
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}
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static void
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_box_setup(Body_3D *box)
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{
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box->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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_set_cube(box->mesh);
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_body_material_set(box, 0, 1, 0);
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box->node = eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(box->node, evas_3d_node_mesh_add(box->mesh),
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evas_3d_node_position_set(5.0, 0.0, -3.0));
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}
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static void
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_model_setup(Body_3D *model)
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{
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Eo *texture = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
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eo_do(texture,
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evas_3d_texture_file_set("sonic.png", NULL),
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evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST,
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EVAS_3D_TEXTURE_FILTER_NEAREST),
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evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
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EVAS_3D_WRAP_MODE_REPEAT));
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model->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(model->material,
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evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, texture),
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evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, texture),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
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evas_3d_material_shininess_set(100.0));
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model->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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eo_do(model->mesh,
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efl_file_set("sonic.md2", NULL),
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evas_3d_mesh_frame_material_set(0, model->material),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
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model->node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(model->node, evas_3d_node_mesh_add(model->mesh),
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evas_3d_node_scale_set(0.1, 0.1, 0.1),
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evas_3d_node_orientation_angle_axis_set(120.0, -0.577, -0.577, -0.577));
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}
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static void
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_camera_setup(Scene_Data *data)
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{
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data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
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eo_do(data->camera,
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evas_3d_camera_projection_perspective_set(50.0, 1.0, 2.0, 50.0));
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data->camera_node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
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eo_do(data->camera_node,
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evas_3d_node_camera_set(data->camera),
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evas_3d_node_position_set(0.0, 6.0, 12.0),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 3.0, 0.0,
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EVAS_3D_SPACE_PARENT, 0.0, 5.0, 0.0));
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eo_do(data->root_node, evas_3d_node_member_add(data->camera_node));
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}
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static void
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_light_setup(Scene_Data *data)
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{
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data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
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eo_do(data->light,
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evas_3d_light_ambient_set(AMBIENT_LIGHT, 1.0),
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evas_3d_light_diffuse_set(DIFFUSE_LIGHT, 1.0),
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evas_3d_light_specular_set(SPECULAR_LIGHT, 1.0),
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evas_3d_light_projection_perspective_set(45.0, 1.0, 2.0, 1000.0));
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data->light_node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
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eo_do(data->light_node,
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evas_3d_node_light_set(data->light),
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evas_3d_node_position_set(50.0, 50.0, 20.0),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0,
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EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
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eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
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}
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static void
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_scene_setup(Scene_Data *data)
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{
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data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
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eo_do(data->scene,
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evas_3d_scene_size_set(WIDTH, HEIGHT);
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evas_3d_scene_background_color_set(BG_COLOR, 1));
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data->root_node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
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_camera_setup(data);
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_light_setup(data);
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_box_setup(&data->cube);
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_sphere_setup(&data->sphere);
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_cylinder_setup(&data->cylinder);
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_square_setup(&data->square);
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_model_setup(&data->model);
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_cone_setup(&data->cone);
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eo_do(data->root_node, evas_3d_node_member_add(data->sphere.node));
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eo_do(data->root_node, evas_3d_node_member_add(data->cube.node));
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eo_do(data->root_node, evas_3d_node_member_add(data->cylinder.node));
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eo_do(data->root_node, evas_3d_node_member_add(data->square.node));
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eo_do(data->root_node, evas_3d_node_member_add(data->model.node));
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eo_do(data->root_node, evas_3d_node_member_add(data->cone.node));
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eo_do(data->scene,
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evas_3d_scene_root_node_set(data->root_node),
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evas_3d_scene_camera_node_set(data->camera_node),
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evas_3d_scene_shadows_enable_set(EINA_TRUE));
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}
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int
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main(void)
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{
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Scene_Data data;
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Ecore_Animator *anim;
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//Unless Evas 3D supports Software renderer, we set gl backened forcely.
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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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@ -172,115 +312,7 @@ main(void)
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evas = ecore_evas_get(ecore_evas);
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/* Add a scene object .*/
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scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
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/* Add the root node for the scene. */
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root_node = eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
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/* Add the camera. */
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camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
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eo_do(camera,
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evas_3d_camera_projection_perspective_set(60.0, 1.0, 1.0, 1000.0));
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camera_node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
|
||||
eo_do(camera_node,
|
||||
evas_3d_node_camera_set(camera));
|
||||
eo_do(root_node,
|
||||
evas_3d_node_member_add(camera_node));
|
||||
eo_do(camera_node,
|
||||
evas_3d_node_position_set(100.0, 0.0, 20.0),
|
||||
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0,
|
||||
EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
|
||||
/* Add the light. */
|
||||
light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
|
||||
eo_do(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),
|
||||
evas_3d_light_projection_perspective_set(60.0, 1.0, 2.0, 1000.0));
|
||||
|
||||
light_node =
|
||||
eo_add(EVAS_3D_NODE_CLASS, evas,
|
||||
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
|
||||
eo_do(light_node,
|
||||
evas_3d_node_light_set(light),
|
||||
evas_3d_node_position_set(100.0, 30.0, 20.0),
|
||||
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0,
|
||||
EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
|
||||
eo_do(root_node,
|
||||
evas_3d_node_member_add(light_node));
|
||||
|
||||
/* Add the mesh. */
|
||||
mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
|
||||
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
|
||||
|
||||
eo_do(mesh,
|
||||
efl_file_set("sonic.md2", NULL),
|
||||
evas_3d_mesh_frame_material_set(0, material),
|
||||
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
|
||||
|
||||
texture = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
|
||||
eo_do(texture,
|
||||
evas_3d_texture_file_set("sonic.png", NULL),
|
||||
evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST,
|
||||
EVAS_3D_TEXTURE_FILTER_NEAREST),
|
||||
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
|
||||
EVAS_3D_WRAP_MODE_REPEAT));
|
||||
|
||||
eo_do(material,
|
||||
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, texture),
|
||||
evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, texture),
|
||||
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_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
|
||||
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT,
|
||||
1.0, 1.0, 1.0, 1.0),
|
||||
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE,
|
||||
1.0, 1.0, 1.0, 1.0),
|
||||
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR,
|
||||
1.0, 1.0, 1.0, 1.0),
|
||||
evas_3d_material_shininess_set(50.0));
|
||||
|
||||
mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas,
|
||||
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
|
||||
eo_do(root_node,
|
||||
evas_3d_node_member_add(mesh_node));
|
||||
eo_do(mesh_node,
|
||||
evas_3d_node_mesh_add(mesh));
|
||||
|
||||
material1 = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
|
||||
|
||||
eo_do(material1,
|
||||
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, 1.0, 1.0, 1.0, 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));
|
||||
|
||||
mesh1 = eo_add(EVAS_3D_MESH_CLASS, evas);
|
||||
_set_ball(mesh1, 100, -200, 0, 0, 100, material1);
|
||||
|
||||
|
||||
mesh_node1 =
|
||||
eo_add(EVAS_3D_NODE_CLASS, evas,
|
||||
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
|
||||
eo_do(root_node, evas_3d_node_member_add(mesh_node1));
|
||||
eo_do(mesh_node1, evas_3d_node_mesh_add(mesh1));
|
||||
|
||||
/* Set up scene. */
|
||||
eo_do(scene,
|
||||
evas_3d_scene_root_node_set(root_node),
|
||||
evas_3d_scene_camera_node_set(camera_node),
|
||||
evas_3d_scene_size_set(WIDTH, HEIGHT),
|
||||
evas_3d_scene_shadows_enable_set(EINA_TRUE));
|
||||
_scene_setup(&data);
|
||||
|
||||
/* Add a background rectangle objects. */
|
||||
background = eo_add(EVAS_RECTANGLE_CLASS, evas);
|
||||
|
@ -296,14 +328,15 @@ main(void)
|
|||
evas_obj_visibility_set(EINA_TRUE));
|
||||
|
||||
/* Set the image object as render target for 3D scene. */
|
||||
eo_do(image, evas_obj_image_scene_set(scene));
|
||||
eo_do(image, evas_obj_image_scene_set(data.scene));
|
||||
|
||||
/* Add animator. */
|
||||
ecore_animator_frametime_set(0.008);
|
||||
anim = ecore_animator_add(_animate_scene, mesh_node);
|
||||
anim = ecore_animator_add(_animate_scene, &data.model);
|
||||
|
||||
/* Enter main loop. */
|
||||
ecore_main_loop_begin();
|
||||
ecore_animator_del(anim);
|
||||
|
||||
ecore_evas_free(ecore_evas);
|
||||
ecore_evas_shutdown();
|
||||
|
|
|
@ -0,0 +1,292 @@
|
|||
#include <Eo.h>
|
||||
#include <Evas.h>
|
||||
#include <Ecore.h>
|
||||
#include <Ecore_Evas.h>
|
||||
#include <math.h>
|
||||
|
||||
#define SET_VERTEX_DATA eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount),\
|
||||
evas_3d_mesh_frame_add(0);\
|
||||
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,\
|
||||
sizeof(vec3), &vertices[0]);\
|
||||
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL,\
|
||||
sizeof(vec3), &normals[0]));\
|
||||
free(vertices);\
|
||||
free(normals);
|
||||
|
||||
typedef struct _vec3
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
} vec3;
|
||||
|
||||
static const float cube_vertices[] =
|
||||
{
|
||||
/* Front */
|
||||
-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
|
||||
1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
|
||||
-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
|
||||
1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
|
||||
|
||||
/* Back */
|
||||
1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
|
||||
-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
|
||||
-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
|
||||
|
||||
/* Left */
|
||||
-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
|
||||
-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
|
||||
-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
|
||||
-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
|
||||
|
||||
/* Right */
|
||||
1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
|
||||
1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
|
||||
1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
|
||||
1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
|
||||
|
||||
/* Top */
|
||||
-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
|
||||
1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
|
||||
-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
|
||||
1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
|
||||
|
||||
/* Bottom */
|
||||
1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
|
||||
-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
|
||||
-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
|
||||
};
|
||||
|
||||
static const unsigned short cube_indices[] =
|
||||
{
|
||||
/* Front */
|
||||
0, 1, 2, 2, 1, 3,
|
||||
|
||||
/* Back */
|
||||
4, 5, 6, 6, 5, 7,
|
||||
|
||||
/* Left */
|
||||
8, 9, 10, 10, 9, 11,
|
||||
|
||||
/* Right */
|
||||
12, 13, 14, 14, 13, 15,
|
||||
|
||||
/* Top */
|
||||
16, 17, 18, 18, 17, 19,
|
||||
|
||||
/* Bottom */
|
||||
20, 21, 22, 22, 21, 23
|
||||
};
|
||||
|
||||
static const float square_vertices[] =
|
||||
{
|
||||
1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
|
||||
-1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0,
|
||||
1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0,
|
||||
-1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0,
|
||||
};
|
||||
|
||||
static const unsigned short square_indices[] = {0, 1, 2, 2, 1, 3};
|
||||
|
||||
static void
|
||||
_set_grid_indices(Eo *mesh, int count)
|
||||
{
|
||||
int i, j;
|
||||
unsigned short *index, *indices;
|
||||
int vccount = count + 1;
|
||||
int icount = count * count * 6;
|
||||
|
||||
indices = malloc(sizeof(short) * icount);
|
||||
index = indices;
|
||||
|
||||
for(j = 0; j < count; j++)
|
||||
for(i = 0; i < count; i++)
|
||||
{
|
||||
*index++ = i + vccount * j;
|
||||
*index++ = i + vccount * (j + 1);
|
||||
*index++ = i + 1 + vccount * (j + 1);
|
||||
|
||||
*index++ = i + vccount * j;
|
||||
*index++ = i + 1 + vccount * j;
|
||||
*index++ = i + vccount * (j + 1) + 1;
|
||||
}
|
||||
eo_do(mesh,
|
||||
evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
|
||||
icount , &indices[0]));
|
||||
free(indices);
|
||||
}
|
||||
|
||||
static void
|
||||
_set_tape_indices(Eo *mesh, int count)
|
||||
{
|
||||
unsigned short *index, *indices;
|
||||
int i, vccount = count + 1;
|
||||
int icount = count * 6;
|
||||
indices = malloc(sizeof(short) * icount);
|
||||
index = indices;
|
||||
|
||||
for(i = 0; i < count; i++)
|
||||
{
|
||||
*index++ = i;
|
||||
*index++ = i + 1;
|
||||
*index++ = i + 1 + vccount;
|
||||
|
||||
*index++ = i;
|
||||
*index++ = i + vccount;
|
||||
*index++ = i + vccount + 1;
|
||||
}
|
||||
eo_do(mesh,
|
||||
evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
|
||||
icount , &indices[0]));
|
||||
free(indices);
|
||||
}
|
||||
|
||||
static void
|
||||
_set_ball(Eo *mesh, int p)
|
||||
{
|
||||
int vcount, vccount, i, j;
|
||||
double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
|
||||
|
||||
vccount = p + 1;
|
||||
vcount = vccount * vccount;
|
||||
|
||||
dtheta = M_PI / p;
|
||||
dfi = 2 * M_PI / p;
|
||||
|
||||
vec3 *vertices = malloc(sizeof(vec3) * vcount);
|
||||
vec3 *normals = malloc(sizeof(vec3) * vcount);
|
||||
|
||||
for (j = 0; j < vccount; j++)
|
||||
{
|
||||
theta = j * dtheta;
|
||||
sinth = sin(theta);
|
||||
costh = cos(theta);
|
||||
for (i = 0; i < vccount; i++)
|
||||
{
|
||||
fi = i * dfi;
|
||||
sinfi = sin(fi);
|
||||
cosfi = cos(fi);
|
||||
vertices[i + j * vccount].x = sinth * cosfi;
|
||||
vertices[i + j * vccount].y = sinth * sinfi;
|
||||
vertices[i + j * vccount].z = costh;
|
||||
|
||||
normals[i + j * vccount].x = vertices[i + j * vccount].x;
|
||||
normals[i + j * vccount].y = vertices[i + j * vccount].y;
|
||||
normals[i + j * vccount].z = vertices[i + j * vccount].z;
|
||||
}
|
||||
}
|
||||
|
||||
_set_grid_indices(mesh, p);
|
||||
|
||||
SET_VERTEX_DATA
|
||||
}
|
||||
|
||||
static void
|
||||
_set_cylinder(Eo *mesh, int p)
|
||||
{
|
||||
int vcount, vccount, i;
|
||||
double dfi, fi, sinfi, cosfi;
|
||||
|
||||
vccount = p + 1;
|
||||
vcount = 2 * vccount;
|
||||
|
||||
dfi = 2 * M_PI / p;
|
||||
|
||||
vec3 *vertices = malloc(sizeof(vec3) * vcount);
|
||||
vec3 *normals = malloc(sizeof(vec3) * vcount);
|
||||
|
||||
for (i = 0; i < vccount; i++)
|
||||
{
|
||||
fi = i * dfi;
|
||||
sinfi = sin(fi);
|
||||
cosfi = cos(fi);
|
||||
vertices[i + vccount].x = vertices[i].x = cosfi;
|
||||
vertices[i].y = -0.5;
|
||||
vertices[i + vccount].z = vertices[i].z = sinfi;
|
||||
vertices[i + vccount].y = 0.5;
|
||||
|
||||
normals[i + vccount].x = normals[i].x = cosfi;
|
||||
normals[i + vccount].y = normals[i].y = 0;
|
||||
normals[i + vccount].z = normals[i].z = sinfi;
|
||||
}
|
||||
|
||||
_set_tape_indices(mesh, p);
|
||||
|
||||
SET_VERTEX_DATA
|
||||
}
|
||||
|
||||
static void
|
||||
_set_cone(Eo *mesh, int p)
|
||||
{
|
||||
int vcount, vccount, i;
|
||||
double dfi, fi, sinfi, cosfi;
|
||||
|
||||
vccount = p + 1;
|
||||
vcount = 2 * vccount;
|
||||
|
||||
dfi = 2 * M_PI / p;
|
||||
|
||||
vec3 *vertices = malloc(sizeof(vec3) * vcount);
|
||||
vec3 *normals = malloc(sizeof(vec3) * vcount);
|
||||
|
||||
for (i = 0; i < vccount; i++)
|
||||
{
|
||||
fi = i * dfi;
|
||||
sinfi = sin(fi);
|
||||
cosfi = cos(fi);
|
||||
vertices[i].x = cosfi;
|
||||
vertices[i].y = 0;
|
||||
vertices[i].z = sinfi;
|
||||
vertices[i + vccount].x = 0;
|
||||
vertices[i + vccount].y = 1;
|
||||
vertices[i + vccount].z = 0;
|
||||
|
||||
normals[i + vccount].x = normals[i].x = cosfi * 0.71;
|
||||
normals[i + vccount].y = normals[i].y = 0.71;
|
||||
normals[i + vccount].z = normals[i].z = sinfi * 0.71;
|
||||
}
|
||||
|
||||
_set_tape_indices(mesh, p);
|
||||
|
||||
SET_VERTEX_DATA
|
||||
}
|
||||
|
||||
static void
|
||||
_set_square(Eo *mesh)
|
||||
{
|
||||
eo_do(mesh, evas_3d_mesh_vertex_count_set(4),
|
||||
evas_3d_mesh_frame_add(0);
|
||||
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
|
||||
8 * sizeof(float), &square_vertices[0]);
|
||||
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL,
|
||||
8 * sizeof(float), &square_vertices[3]),
|
||||
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_TEXCOORD,
|
||||
8 * sizeof(float), &square_vertices[6]);
|
||||
evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
|
||||
6 , &square_indices[0]);
|
||||
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
|
||||
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
|
||||
}
|
||||
|
||||
static void
|
||||
_set_cube(Eo *mesh)
|
||||
{
|
||||
eo_do(mesh,
|
||||
evas_3d_mesh_vertex_count_set(24),
|
||||
evas_3d_mesh_frame_add(0),
|
||||
|
||||
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
|
||||
12 * sizeof(float), &cube_vertices[0]),
|
||||
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
|
||||
12 * sizeof(float), &cube_vertices[3]),
|
||||
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
|
||||
12 * sizeof(float), &cube_vertices[6]),
|
||||
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
|
||||
12 * sizeof(float), &cube_vertices[10]),
|
||||
|
||||
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
|
||||
36, &cube_indices[0]),
|
||||
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES));
|
||||
}
|
Loading…
Reference in New Issue