forked from enlightenment/efl
evas-3d: blending example uses spheres from primitives
Reviewers: Hermet, raster, cedric Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D2162
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@ -4,18 +4,18 @@
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* For more detailes see https://www.opengl.org/sdk/docs/man2/xhtml/glBlendFunc.xml
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*
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* @verbatim
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* gcc -o evas-3d-blending evas-3d-blending.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm
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* gcc -o evas-3d-blending evas-3d-blending.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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#define EFL_EO_API_SUPPORT
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#define EFL_BETA_API_SUPPORT
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#include <math.h>
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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-3d-primitives.h"
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#define WIDTH 1024
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#define HEIGHT 1024
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@ -71,20 +71,7 @@ typedef struct _Scene_Data
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Eo *material1;
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} Scene_Data;
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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 _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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static const vec2 tex_scale = {1, 1};
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Evas *evas = NULL;
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Eo *background = NULL;
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@ -200,65 +187,11 @@ _light_setup(Scene_Data *data)
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static void
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_set_ball(Eo *mesh, int p, Evas_3D_Material *material)
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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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icount = p * p * 6;
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vccount = p + 1;
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vcount = vccount * vccount;
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dtheta = M_PI / p;
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dfi = 2 * M_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 = sinth * cosfi;
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vertices[i + j * vccount].y = sinth * sinfi;
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vertices[i + j * vccount].z = costh;
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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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}
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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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{
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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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*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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}
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eo_do(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_set(0, EVAS_3D_VERTEX_POSITION,
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sizeof(vec3), &vertices[0]);
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
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sizeof(vec3), &normals[0]);
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evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
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icount , &indices[0]);
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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, material));
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evas_3d_add_sphere_frame(mesh, 0, p, tex_scale);
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eo_do(mesh,
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evas_3d_mesh_frame_material_set(0, material),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
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}
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static void
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@ -291,8 +224,8 @@ _mesh_setup(Scene_Data *data)
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data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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data->mesh1 = eo_add(EVAS_3D_MESH_CLASS, evas);
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_set_ball(data->mesh, 100, data->material);
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_set_ball(data->mesh1, 100, data->material1);
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_set_ball(data->mesh, 50, data->material);
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_set_ball(data->mesh1, 50, data->material1);
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data->mesh_node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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@ -311,8 +244,13 @@ _mesh_setup(Scene_Data *data)
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eo_do(data->mesh1, evas_3d_mesh_blending_enable_set(EINA_TRUE),
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evas_3d_mesh_blending_func_set(func1, func2));
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eo_do(data->mesh_node,
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evas_3d_node_scale_set(2.0, 2.0, 2.0),
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evas_3d_node_orientation_angle_axis_set(90.0, 1.0, 0.0, 0.0));
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eo_do(data->mesh_node1,
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evas_3d_node_scale_set(2.5, 2.5, 2.5));
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evas_3d_node_scale_set(5.0, 5.0, 5.0),
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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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