forked from enlightenment/efl
evas: pick example uses sphere primitives.
Reviewers: cedric, Hermet, raster Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D2169 Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
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@ -6,7 +6,7 @@
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* and parameters which can be got from this function.
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*
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* @verbatim
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* gcc -o evas-3d-pick evas-3d-pick.c `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm
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* gcc -o evas-3d-pick evas-3d-pick.c evas-3d-primitives.c `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm
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* @endverbatim
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*/
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@ -24,41 +24,12 @@
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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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#include "evas-3d-primitives.h"
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#define WIDTH 400
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#define HEIGHT 400
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static const char *earth_image = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/wood.jpg";
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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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typedef struct _vec3
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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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typedef struct _vec2
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{
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float x;
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float y;
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} vec2;
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typedef struct _vertex
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{
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vec3 position;
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vec3 normal;
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vec3 tangent;
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vec4 color;
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vec3 texcoord;
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} vertex;
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static const char *image_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/wood.jpg";
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static Ecore_Evas *ecore_evas = NULL;
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static Evas *evas = NULL;
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@ -72,11 +43,7 @@ static Eo *mesh_node = NULL;
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static Eo *mesh = NULL;
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static Eo *material = NULL;
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static Eo *texture_diffuse = NULL;
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static int vertex_count = 0;
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static vertex *vertices = NULL;
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static int index_count = 0;
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static unsigned short *indices = NULL;
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static const vec2 tex_scale = {1, 1};
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static Eina_Bool
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_animate_scene(void *data)
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@ -111,150 +78,6 @@ _on_canvas_resize(Ecore_Evas *ee)
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evas_object_move(image, 0, 0);
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}
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static inline vec3
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_normalize(const vec3 *v)
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{
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double l = sqrt(v->x * v->x + v->y * v->y + v->z * v->z);
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vec3 vec;
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vec.x = v->x / l;
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vec.y = v->y / l;
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vec.z = v->z / l;
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return vec;
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}
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static void
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_sphere_fini()
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{
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free(vertices);
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free(indices);
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}
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static void
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_sphere_init(int precision)
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{
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int i, j;
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unsigned short *index;
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vertex_count = (precision + 1) * (precision + 1);
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index_count = precision * precision * 6;
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/* Allocate buffer. */
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vertices = malloc(sizeof(vertex) * vertex_count);
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indices = malloc(sizeof(unsigned short) * index_count);
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for (i = 0; i <= precision; i++)
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{
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double lati = (M_PI * (double)i) / (double)precision;
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double y = cos(lati);
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double r = fabs(sin(lati));
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for (j = 0; j <= precision; j++)
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{
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double longi = (M_PI * 2.0 * j) / precision;
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vertex *v = &vertices[i * (precision + 1) + j];
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if (j == 0 || j == precision) v->position.x = 0.0;
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else v->position.x = r * sin(longi);
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v->position.y = y;
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if (j == 0 || j == precision) v->position.z = r;
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else v->position.z = r * cos(longi);
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v->normal = v->position;
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if (v->position.x > 0.0)
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{
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v->tangent.x = -v->normal.y;
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v->tangent.y = v->normal.x;
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v->tangent.z = v->normal.z;
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}
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else
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{
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v->tangent.x = v->normal.y;
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v->tangent.y = -v->normal.x;
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v->tangent.z = v->normal.z;
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}
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v->color.x = v->position.x;
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v->color.y = v->position.y;
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v->color.z = v->position.z;
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v->color.w = 1.0;
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if (j == precision) v->texcoord.x = 1.0;
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else if (j == 0) v->texcoord.x = 0.0;
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else v->texcoord.x = (double)j / (double)precision;
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if (i == precision) v->texcoord.y = 1.0;
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else if (i == 0) v->texcoord.y = 0.0;
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else v->texcoord.y = 1.0 - (double)i / (double)precision;
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}
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}
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index = &indices[0];
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for (i = 0; i < precision; i++)
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{
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for (j = 0; j < precision; j++)
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{
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*index++ = i * (precision + 1) + j;
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*index++ = i * (precision + 1) + j + 1;
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*index++ = (i + 1) * (precision + 1) + j;
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*index++ = (i + 1) * (precision + 1) + j;
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*index++ = i * (precision + 1) + j + 1;
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*index++ = (i + 1) * (precision + 1) + j + 1;
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}
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}
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for (i = 0; i < index_count; i += 3)
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{
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vertex *v0 = &vertices[indices[i + 0]];
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vertex *v1 = &vertices[indices[i + 1]];
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vertex *v2 = &vertices[indices[i + 2]];
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vec3 e1, e2;
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float du1, du2, dv1, dv2, f;
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vec3 tangent;
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e1.x = v1->position.x - v0->position.x;
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e1.y = v1->position.y - v0->position.y;
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e1.z = v1->position.z - v0->position.z;
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e2.x = v2->position.x - v0->position.x;
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e2.y = v2->position.y - v0->position.y;
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e2.z = v2->position.z - v0->position.z;
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du1 = v1->texcoord.x - v0->texcoord.x;
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dv1 = v1->texcoord.y - v0->texcoord.y;
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du2 = v2->texcoord.x - v0->texcoord.x;
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dv2 = v2->texcoord.y - v0->texcoord.y;
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f = 1.0 / (du1 * dv2 - du2 * dv1);
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tangent.x = f * (dv2 * e1.x - dv1 * e2.x);
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tangent.y = f * (dv2 * e1.y - dv1 * e2.y);
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tangent.z = f * (dv2 * e1.z - dv1 * e2.z);
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v0->tangent = tangent;
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}
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for (i = 0; i <= precision; i++)
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{
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for (j = 0; j <= precision; j++)
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{
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if (j == precision)
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{
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vertex *v = &vertices[i * (precision + 1) + j];
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v->tangent = vertices[i * (precision + 1)].tangent;
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}
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}
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}
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}
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static void
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_on_mouse_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj,
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void *event_info)
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@ -327,43 +150,21 @@ main(void)
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
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eo_do(camera_node,
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evas_3d_node_camera_set(camera),
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evas_3d_node_position_set(0.0, 0.0, 5.0),
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evas_3d_node_position_set(0.0, 0.0, 2.5),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
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eo_do(root_node, evas_3d_node_member_add(camera_node));
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/* Add the cube mesh. */
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_sphere_init(100);
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mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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eo_do(mesh,
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evas_3d_mesh_vertex_count_set(vertex_count),
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evas_3d_mesh_frame_add(0),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
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sizeof(vertex),
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&vertices[0].position),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
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sizeof(vertex),
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&vertices[0].normal),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TANGENT,
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sizeof(vertex),
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&vertices[0].tangent),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
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sizeof(vertex), &vertices[0].color),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
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sizeof(vertex),
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&vertices[0].texcoord),
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evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
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index_count, &indices[0]),
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evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES));
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evas_3d_add_sphere_frame(mesh, 0, 100, tex_scale);
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(mesh, evas_3d_mesh_frame_material_set(0, material));
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texture_diffuse = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
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eo_do(texture_diffuse,
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evas_3d_texture_file_set(earth_image, NULL),
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evas_3d_texture_file_set(image_path, NULL),
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evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR,
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EVAS_3D_TEXTURE_FILTER_LINEAR));
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eo_do(material,
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eo_do(root_node, evas_3d_node_member_add(mesh_node));
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eo_do(mesh_node, evas_3d_node_mesh_add(mesh));
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eo_do(mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE));
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eo_do(mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE),
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evas_3d_mesh_frame_material_set(0, material));
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/* Set up scene. */
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eo_do(scene,
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ecore_evas_free(ecore_evas);
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ecore_evas_shutdown();
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_sphere_fini();
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return 0;
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}
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