evas.canvas3d: Change shade_mode to shader_mode

Summary:
enum Evas.Canvas3D.Shade_Mode are using for choose relevant shader source code.
So renaming have a sence.
Rename evas_canvas3d_shade_mode_set/get property to evas_canvas3d_shader_mode_set/get
Rename internal fields and functions

Reviewers: cedric, Hermet, raster

Subscribers: jpeg

Differential Revision: https://phab.enlightenment.org/D3882
This commit is contained in:
Oleksandr Shcherbina 2016-04-14 20:28:20 +09:00 committed by Hermet Park
parent 35941c4ad1
commit 172cfa0f04
40 changed files with 130 additions and 130 deletions

View File

@ -1626,7 +1626,7 @@ _edje_part_description_alloc(unsigned char type, const char *collection, const c
ed->mesh_node.texture.filter1 = 0;
ed->mesh_node.texture.filter2 = 0;
ed->mesh_node.properties.shade = EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR;
ed->mesh_node.properties.shade = EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR;
ed->mesh_node.properties.ambient.r = 50;
ed->mesh_node.properties.ambient.g = 50;
ed->mesh_node.properties.ambient.b = 50;
@ -11088,12 +11088,12 @@ st_collections_group_parts_part_description_properties_shade(void)
check_arg_count(1);
shade = parse_enum(0,
"VERTEX_COLOR", EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR,
"PARENT", EVAS_CANVAS3D_SHADE_MODE_DIFFUSE,
"WORLD", EVAS_CANVAS3D_SHADE_MODE_FLAT,
"PHONG", EVAS_CANVAS3D_SHADE_MODE_PHONG,
"NORMAL_MAP", EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP,
"RENDER", EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER,
"VERTEX_COLOR", EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
"PARENT", EVAS_CANVAS3D_SHADER_MODE_DIFFUSE,
"WORLD", EVAS_CANVAS3D_SHADER_MODE_FLAT,
"PHONG", EVAS_CANVAS3D_SHADER_MODE_PHONG,
"NORMAL_MAP", EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP,
"RENDER", EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER,
NULL);
if (current_part->type == EDJE_PART_TYPE_MESH_NODE)

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@ -884,7 +884,7 @@ skybox_setup(void)
skybox_mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(root_node, skybox_mesh_node);
evas_canvas3d_node_mesh_add(skybox_mesh_node, skybox_mesh);
evas_canvas3d_mesh_shade_mode_set(skybox_mesh, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(skybox_mesh, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
static void
@ -1004,7 +1004,7 @@ mesh_setup(void)
mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(root_node, mesh_node);
evas_canvas3d_node_mesh_add(mesh_node, mesh);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
}
static void

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@ -215,7 +215,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(data->mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
evas_canvas3d_mesh_color_pick_enable_set(data->mesh, EINA_TRUE);

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@ -171,7 +171,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(data->mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node =

View File

@ -268,7 +268,7 @@ void _init_bounding()
evas_canvas3d_mesh_frame_vertex_data_copy_set(globalGraphical.mesh_box, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_copy_set(globalGraphical.mesh_box, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(globalGraphical.mesh_box, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh_box, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh_box, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh_box, 0, globalGraphical.material_box);
globalGraphical.mesh_nodebox =
@ -319,13 +319,13 @@ _change_scene_setup()
evas_canvas3d_mesh_frame_vertex_data_copy_set(globalGraphical.mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, sizeof(vertex), &globalGraphical.vertices[0].texcoord);
evas_canvas3d_mesh_index_data_copy_set(globalGraphical.mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, globalGraphical.index_count, &globalGraphical.indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(globalGraphical.mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
else
{
efl_file_set(globalGraphical.mesh, globalGraphical.model_path, NULL);
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh, 0, globalGraphical.material);
evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
if (globalGraphical.flags.fog_enable)
@ -456,13 +456,13 @@ _init_scene(Evas_Object *img)
evas_canvas3d_mesh_frame_vertex_data_copy_set(globalGraphical.mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, sizeof(vertex), &globalGraphical.vertices[0].texcoord);
evas_canvas3d_mesh_index_data_copy_set(globalGraphical.mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, globalGraphical.index_count, &globalGraphical.indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(globalGraphical.mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
else
{
efl_file_set(globalGraphical.mesh, globalGraphical.model_path, NULL);
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh, 0, globalGraphical.material);
evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh, 0, globalGraphical.material);
globalGraphical.list_meshes = eina_list_append(globalGraphical.list_meshes, globalGraphical.mesh);

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@ -495,7 +495,7 @@ _mesh_cube_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_cube, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(data->mesh_cube, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_cube, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_cube, 0, data->material_cube);
}
@ -531,7 +531,7 @@ _create_bondar(Scene_Data *data, Evas_Real scale_x, Evas_Real scale_y, Evas_Real
evas_canvas3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_node_member_add(data->root_node, node);
@ -596,7 +596,7 @@ _mesh_ball_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_ball, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, sizeof(vertex), &vertices[0].texcoord);
evas_canvas3d_mesh_index_data_set(data->mesh_ball, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_ball, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_ball, 0, data->material_ball);
evas_canvas3d_node_member_add(data->root_node, data->mesh_node_ball);

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@ -173,7 +173,7 @@ main(void)
efl_file_set(mesh, model_path, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(texture, image_path, NULL);
@ -201,7 +201,7 @@ main(void)
mesh_box = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(mesh_box, 0, cube);
evas_canvas3d_mesh_vertex_assembly_set(mesh_box, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
evas_canvas3d_mesh_shade_mode_set(mesh_box, EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR);
evas_canvas3d_mesh_shader_mode_set(mesh_box, EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR);
evas_canvas3d_mesh_frame_material_set(mesh_box, 0, material_box);
_redraw_aabb();

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@ -178,7 +178,7 @@ _set_ball(Eo *mesh, Eo *sphere, Evas_Canvas3D_Material *material)
{
evas_canvas3d_mesh_from_primitive_set(mesh, 0, sphere);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
static void

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@ -244,7 +244,7 @@ _init_sphere(void *this, const char *texture)
evas_canvas3d_primitive_precision_set(sphere->primitive, 50);
evas_canvas3d_mesh_from_primitive_set(sphere->mesh, 0, sphere->primitive);
evas_canvas3d_mesh_frame_material_set(sphere->mesh, 0, sphere->material);
evas_canvas3d_mesh_shade_mode_set(sphere->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(sphere->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_color_pick_enable_set(sphere->mesh, EINA_TRUE);

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@ -198,7 +198,7 @@ _mesh_setup(Scene_Data *data)
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));

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@ -184,7 +184,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(data->mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node =

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@ -185,7 +185,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material0);
evas_canvas3d_mesh_frame_add(data->mesh, 20);
evas_canvas3d_mesh_frame_material_set(data->mesh, 20, data->material1);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
data->mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));

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@ -149,7 +149,7 @@ main(void)
efl_file_set(mesh, input_model_path, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -167,7 +167,7 @@ main(void)
efl_file_save(mesh, output_model_path, NULL, NULL);
efl_file_set(mesh2, output_model_path, NULL);
evas_canvas3d_mesh_shade_mode_set(mesh2, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh2, EVAS_CANVAS3D_SHADER_MODE_PHONG);
mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));

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@ -115,7 +115,7 @@ static void
_set_ball(Eo *mesh, Eo *sphere, Evas_Canvas3D_Material *material)
{
evas_canvas3d_mesh_from_primitive_set(mesh, 0, sphere);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
}

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@ -329,13 +329,13 @@ _mesh_setup(Scene_Data *data)
data->mesh_aabb = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh_aabb, 0, data->cube);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_aabb, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_aabb, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(data->mesh_aabb, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_frame_material_set(data->mesh_aabb, 0, data->material);
data->mesh_sphere = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh_sphere, 0, data->sphere);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_sphere, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_frame_material_set(data->mesh_sphere, 0, data->material);
data->mesh_node =
@ -368,7 +368,7 @@ _mesh_setup_model(Scene_Data *data)
efl_file_set(data->mesh_model, mesh_path, NULL);
evas_canvas3d_mesh_frame_material_set(data->mesh_model, 0, data->material_model);
evas_canvas3d_mesh_shade_mode_set(data->mesh_model, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(data->mesh_model, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
static void

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@ -87,7 +87,7 @@ int rr;
data->mesh_##name = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
efl_file_set(data->mesh_##name, model, NULL); \
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_##name, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES); \
evas_canvas3d_mesh_shade_mode_set(data->mesh_##name, EVAS_CANVAS3D_SHADE_MODE_##shade); \
evas_canvas3d_mesh_shader_mode_set(data->mesh_##name, EVAS_CANVAS3D_SHADER_MODE_##shade); \
evas_canvas3d_mesh_frame_material_set(data->mesh_##name, 0, data->material);
#define CONVEX_HULL_MESH_INIT(name) \
@ -108,7 +108,7 @@ int rr;
evas_canvas3d_mesh_index_data_copy_set(data->mesh_##name##_ch, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, \
ind->len, &index[0]); \
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_##name##_ch, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES); \
evas_canvas3d_mesh_shade_mode_set(data->mesh_##name##_ch, EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR); \
evas_canvas3d_mesh_shader_mode_set(data->mesh_##name##_ch, EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR); \
evas_canvas3d_mesh_frame_material_set(data->mesh_##name##_ch, 0, data->material); \
free(vert); \
free(ind);
@ -308,7 +308,7 @@ _mesh_setup(Scene_Data *data)
data->mesh_sphere = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh_sphere, 0, primitive);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_sphere, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_sphere, 0, data->material);
/* Setup mesh torus */
@ -317,7 +317,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_primitive_precision_set(primitive, 50);
evas_canvas3d_mesh_from_primitive_set(data->mesh_torus, 0, primitive);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_torus, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_torus, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh_torus, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_torus, 0, data->material);
/* Setup mesh cube */
@ -326,7 +326,7 @@ _mesh_setup(Scene_Data *data)
evas_canvas3d_primitive_precision_set(primitive, 50);
evas_canvas3d_mesh_from_primitive_set(data->mesh_cube, 0, primitive);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_cube, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_cube, 0, data->material);
MODEL_MESH_INIT(plain, plain, PHONG)

View File

@ -126,7 +126,7 @@ main(void)
efl_file_set(mesh, model_path, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(texture, image_path, NULL);

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@ -35,7 +35,7 @@
mesh_##extention = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
efl_file_mmap_set(mesh_##extention, extention##_file, NULL); \
evas_canvas3d_mesh_frame_material_set(mesh_##extention, 0, material); \
evas_canvas3d_mesh_shade_mode_set(mesh_##extention, EVAS_CANVAS3D_SHADE_MODE_PHONG); \
evas_canvas3d_mesh_shader_mode_set(mesh_##extention, EVAS_CANVAS3D_SHADER_MODE_PHONG); \
node_##extention = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); \
evas_canvas3d_node_member_add(root_node, node_##extention); \
evas_canvas3d_node_mesh_add(node_##extention, mesh_##extention); \

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@ -48,7 +48,7 @@
snprintf(full_file_path, PATH_MAX, "%s%s", path, ".obj"); \
efl_file_set(mesh[num], full_file_path, NULL); \
evas_canvas3d_mesh_frame_material_set(mesh[num], 0, name_of_material); \
evas_canvas3d_mesh_shade_mode_set(mesh[num], shade_mode); \
evas_canvas3d_mesh_shader_mode_set(mesh[num], shade_mode); \
mesh_node[num] = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); \
evas_canvas3d_node_member_add(root_node, mesh_node[num]); \
evas_canvas3d_node_mesh_add(mesh_node[num], mesh[num]); \
@ -198,13 +198,13 @@ main(void)
PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES);
ADD_OBJ_MESH_AND_SAVED_COPY(home, -GRID_SIZE, -GRID_SIZE, 0,
EVAS_CANVAS3D_SHADE_MODE_PHONG, material_with_tex)
EVAS_CANVAS3D_SHADER_MODE_PHONG, material_with_tex)
ADD_OBJ_MESH_AND_SAVED_COPY(home_without_normals, -GRID_SIZE, GRID_SIZE, 1,
EVAS_CANVAS3D_SHADE_MODE_DIFFUSE, material_with_tex)
EVAS_CANVAS3D_SHADER_MODE_DIFFUSE, material_with_tex)
ADD_OBJ_MESH_AND_SAVED_COPY(home_without_tex_coords, GRID_SIZE, -GRID_SIZE, 2,
EVAS_CANVAS3D_SHADE_MODE_PHONG, material)
EVAS_CANVAS3D_SHADER_MODE_PHONG, material)
ADD_OBJ_MESH_AND_SAVED_COPY(home_only_vertex_coords, GRID_SIZE, GRID_SIZE, 3,
EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER, NULL)
EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER, NULL)
/* Set up scene. */
evas_canvas3d_scene_root_node_set(scene, root_node);

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@ -62,10 +62,10 @@ _on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void
Evas_Event_Key_Down *ev = event_info;
if (!strcmp("n", ev->key))
evas_canvas3d_mesh_shade_mode_set(scene->mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
evas_canvas3d_mesh_shader_mode_set(scene->mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
if (!strcmp("p", ev->key))
evas_canvas3d_mesh_shade_mode_set(scene->mesh, EVAS_CANVAS3D_SHADE_MODE_PARALLAX_OCCLUSION);
evas_canvas3d_mesh_shader_mode_set(scene->mesh, EVAS_CANVAS3D_SHADER_MODE_PARALLAX_OCCLUSION);
}
static void
@ -186,7 +186,7 @@ _mesh_setup(Scene_Data *data)
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 100, data->cube);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PARALLAX_OCCLUSION);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PARALLAX_OCCLUSION);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material_rocks);
evas_canvas3d_mesh_frame_material_set(data->mesh, 100, data->material_wood);

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@ -158,7 +158,7 @@ main(void)
evas_canvas3d_node_member_add(root_node, mesh_node);
evas_canvas3d_node_mesh_add(mesh_node, mesh);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
/* Set up scene. */

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@ -43,14 +43,14 @@ static const char *file_name[8] = {"Normal_UVs_Colors.ply",
"NoNormal_NoUVs_Colors.ply",
"NoNormal_NoUVs_NoColors.ply"};
int draw_mode[8] = {EVAS_CANVAS3D_SHADE_MODE_PHONG,
EVAS_CANVAS3D_SHADE_MODE_PHONG,
EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER,
EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER,
EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER};
int draw_mode[8] = {EVAS_CANVAS3D_SHADER_MODE_PHONG,
EVAS_CANVAS3D_SHADER_MODE_PHONG,
EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER,
EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER,
EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER};
Ecore_Evas *ecore_evas = NULL;
Evas *evas = NULL;
@ -184,7 +184,7 @@ main(void)
snprintf(buffer, PATH_MAX, "%s%s", input_template, file_name[i % 8]);
efl_file_set(mesh[i], buffer, NULL);
evas_canvas3d_mesh_frame_material_set(mesh[i], 0, material);
evas_canvas3d_mesh_shade_mode_set(mesh[i], draw_mode[(i % 8)]);
evas_canvas3d_mesh_shader_mode_set(mesh[i], draw_mode[(i % 8)]);
snprintf(buffer, PATH_MAX, "%s%s", output_template, file_name[i % 8]);
efl_file_save(mesh[i], buffer, NULL, NULL);
@ -193,7 +193,7 @@ main(void)
{
efl_file_set(mesh[i], buffer, NULL);
evas_canvas3d_mesh_frame_material_set(mesh[i], 0, material);
evas_canvas3d_mesh_shade_mode_set(mesh[i], draw_mode[(i % 8)]);
evas_canvas3d_mesh_shader_mode_set(mesh[i], draw_mode[(i % 8)]);
}
mesh_node[i] = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));

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@ -165,7 +165,7 @@ _mesh_setup(Scene_Data *data)
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_FLAT);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_FLAT);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node =

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@ -87,7 +87,7 @@ _cb_clicked(void *data EINA_UNUSED, const Eo_Event *event)
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get((Evas_Canvas3D_Node *)event->info);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
if (choosed_node != (Evas_Canvas3D_Node *)event->info)
{
@ -97,7 +97,7 @@ _cb_clicked(void *data EINA_UNUSED, const Eo_Event *event)
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(choosed_node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
}
choosed_node = (Evas_Canvas3D_Node *)event->info;
@ -114,7 +114,7 @@ _cb_collision(void *data EINA_UNUSED, const Eo_Event *event)
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get((Evas_Canvas3D_Node *)event->info);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
return EINA_TRUE;
@ -184,7 +184,7 @@ _body_material_set(Body_3D *body, float r, float g, float b)
evas_canvas3d_material_color_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(body->material, 100.0);
evas_canvas3d_mesh_shade_mode_set(body->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(body->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(body->mesh, 0, body->material);
}
@ -282,7 +282,7 @@ _fence_setup(Body_3D *fence)
evas_canvas3d_mesh_frame_material_set(fence->mesh, 0, fence->material);
evas_canvas3d_mesh_alpha_func_set(fence->mesh, EVAS_CANVAS3D_COMPARISON_GREATER, 0);
evas_canvas3d_mesh_alpha_test_enable_set(fence->mesh, EINA_TRUE);
evas_canvas3d_mesh_shade_mode_set(fence->mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
evas_canvas3d_mesh_shader_mode_set(fence->mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
fence->node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(fence->node, fence->mesh);
@ -346,7 +346,7 @@ _model_setup(Body_3D *model)
model->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
efl_file_set(model->mesh, model_path, NULL);
evas_canvas3d_mesh_frame_material_set(model->mesh, 0, model->material);
evas_canvas3d_mesh_shade_mode_set(model->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(model->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
model->node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
@ -376,7 +376,7 @@ _billboard_setup(Scene_Data *data)
evas_canvas3d_mesh_frame_material_set(data->billboard.mesh, 0, data->billboard.material);
evas_canvas3d_mesh_alpha_func_set(data->billboard.mesh, EVAS_CANVAS3D_COMPARISON_GREATER, 0);
evas_canvas3d_mesh_alpha_test_enable_set(data->billboard.mesh, EINA_TRUE);
evas_canvas3d_mesh_shade_mode_set(data->billboard.mesh, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(data->billboard.mesh, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_blending_enable_set(data->billboard.mesh, EINA_TRUE);
evas_canvas3d_mesh_blending_func_set(data->billboard.mesh, EVAS_CANVAS3D_BLEND_FUNC_SRC_ALPHA, EVAS_CANVAS3D_BLEND_FUNC_ONE_MINUS_SRC_ALPHA);
@ -548,27 +548,27 @@ static void _init(Scene_Data *data)
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->sphere.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cube.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cylinder.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->model.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cone.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
}

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@ -180,14 +180,14 @@ _mesh_setup(Scene_Data *data)
i, ".obj");
efl_file_set(mesh, str, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, data->material);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_lod_boundary_set(mesh, distances[i], distances[i + 1]);
evas_canvas3d_node_mesh_add(data->lod_mesh_node1, mesh);
mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
efl_file_set(mesh, str, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, data->material);
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_lod_boundary_set(mesh, m_distances[i], m_distances[i + 1]);
evas_canvas3d_node_mesh_add(data->lod_mesh_node2, mesh);

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@ -119,11 +119,11 @@ typedef struct _vec2
#define ENABLE_NORMAL(mesh) \
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
#define DISABLE_NORMAL(mesh) \
evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
#define ADD_MESH(Object, Name, a, d, s) \
@ -141,7 +141,7 @@ typedef struct _vec2
data->mesh_##Name = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
#define SETUP_DEFAULT_MESH(Object, Name, Shade_Mode) \
evas_canvas3d_mesh_shade_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADE_MODE_##Shade_Mode); \
evas_canvas3d_mesh_shader_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADER_MODE_##Shade_Mode); \
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_##Name, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES); \
evas_canvas3d_mesh_frame_material_set(data->mesh_##Name, 0, data->material_##Object);
@ -201,7 +201,7 @@ typedef struct _vec2
evas_canvas3d_material_texture_set(data->material_##Object, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, \
data->texture_normal_##Object); \
\
evas_canvas3d_mesh_shade_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
evas_canvas3d_mesh_shader_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
#define TEXTCOORDS_SET(Name, fb1, fb2, lr1, lr2, tb1, tb2) \
static float Name##_textcoords[] = \

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@ -735,7 +735,7 @@ _mesh_setup_gun_planet(Scene_Data *data)
SETUP_MESH_NODE(tommy)
efl_file_set(data->mesh_tommy, gun_path, NULL);
efl_file_save(data->mesh_tommy, "try.obj", NULL, NULL);
evas_canvas3d_mesh_shade_mode_set(data->mesh_tommy, EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh_tommy, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_tommy, 0, data->material_tommy);
evas_canvas3d_node_scale_set(data->mesh_node_tommy, 1.5, 1.5, 1.5);
@ -815,7 +815,7 @@ _mesh_setup_gun_planet(Scene_Data *data)
_set_ball(data->mesh_ball, 10);
evas_canvas3d_mesh_shade_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_ball, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
evas_canvas3d_mesh_frame_material_set(data->mesh_ball, 0, data->material_ball);
@ -881,9 +881,9 @@ _mesh_setup_column(Scene_Data *data, int index)
SETUP_MESH_NODE(column[index])
evas_canvas3d_mesh_from_primitive_set(data->mesh_column[index], 0, data->cylinder_primitive);
evas_canvas3d_mesh_shade_mode_set(data->mesh_column[index], EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
evas_canvas3d_mesh_shader_mode_set(data->mesh_column[index], EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_column[index], EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shade_mode_set(data->mesh_column[index], EVAS_CANVAS3D_SHADE_MODE_PHONG);
evas_canvas3d_mesh_shader_mode_set(data->mesh_column[index], EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_column[index], 0, data->material_column);
data->texture_diffuse_column = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);

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@ -4810,7 +4810,7 @@ _edje_part_recalc(Edje *ed, Edje_Real_Part *ep, int flags, Edje_Calc_Params *sta
evas_canvas3d_mesh_frame_add(mesh, pf->type.node.frame);
evas_canvas3d_mesh_frame_material_set(mesh, pf->type.node.frame, material);
}
evas_canvas3d_mesh_shade_mode_set(mesh, pd_mesh_node->mesh_node.properties.shade);
evas_canvas3d_mesh_shader_mode_set(mesh, pd_mesh_node->mesh_node.properties.shade);
evas_canvas3d_mesh_vertex_assembly_set(mesh, pd_mesh_node->mesh_node.mesh.assembly);
evas_canvas3d_node_mesh_frame_set(ep->node, mesh, pf->type.node.frame);
evas_canvas3d_node_scale_set(ep->node, pf->type.node.scale_3d.x, pf->type.node.scale_3d.y, pf->type.node.scale_3d.z);

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@ -1453,7 +1453,7 @@ struct _Edje_Part_Description_Spec_Mesh_Node
Edje_Color specular;
Eina_Bool normal;
FLOAT_T shininess;
Evas_Canvas3D_Shade_Mode shade;
Evas_Canvas3D_Shader_Mode shade;
Evas_Canvas3D_Material_Attrib material_attrib;
} properties;

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@ -113,7 +113,7 @@ _evas_image_3d_render(Evas *eo_e, Evas_Object *eo_obj,
scene_data.post_processing = EINA_TRUE;
scene_data.color_pick_enabled = EINA_FALSE;
scene_data.render_to_texture = EINA_TRUE;
scene_data.post_processing_type = EVAS_CANVAS3D_SHADE_MODE_POST_PROCESSING_FXAA;
scene_data.post_processing_type = EVAS_CANVAS3D_SHADER_MODE_POST_PROCESSING_FXAA;
}
/* Phase 1 - Update scene graph tree. */
evas_canvas3d_object_update(scene);

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@ -278,19 +278,19 @@ _evas_canvas3d_mesh_eo_base_destructor(Eo *obj, Evas_Canvas3D_Mesh_Data *pd)
}
EOLIAN static void
_evas_canvas3d_mesh_shade_mode_set(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh_Data *pd, Evas_Canvas3D_Shade_Mode mode)
_evas_canvas3d_mesh_shader_mode_set(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh_Data *pd, Evas_Canvas3D_Shader_Mode mode)
{
if (pd->shade_mode != mode)
if (pd->shader_mode != mode)
{
pd->shade_mode = mode;
evas_canvas3d_object_change(obj, EVAS_CANVAS3D_STATE_MESH_SHADE_MODE, NULL);
pd->shader_mode = mode;
evas_canvas3d_object_change(obj, EVAS_CANVAS3D_STATE_MESH_SHADER_MODE, NULL);
}
}
EOLIAN static Evas_Canvas3D_Shade_Mode
_evas_canvas3d_mesh_shade_mode_get(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh_Data *pd)
EOLIAN static Evas_Canvas3D_Shader_Mode
_evas_canvas3d_mesh_shader_mode_get(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh_Data *pd)
{
return pd->shade_mode;
return pd->shader_mode;
}
EOLIAN static void

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@ -236,18 +236,18 @@ class Evas.Canvas3D.Mesh (Evas.Canvas3D.Object, Evas.Common_Interface, Efl.File)
@in primitive: Evas.Canvas3D.Primitive *; [[Specifies which data will be set.]]
}
}
@property shade_mode {
@property shader_mode {
set {
[[Set the shade mode of the given mesh.
[[Set the shader mode of the given mesh.
Default shade mode is EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR.
Default shader mode is EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR.
]]
}
get {
[[Get the shade mode of the given mesh.]]
[[Get the shader mode of the given mesh.]]
}
values {
mode: Evas.Canvas3D.Shade_Mode; [[The shade mode.]]
mode: Evas.Canvas3D.Shader_Mode; [[The shader mode.]]
}
}
@property color_pick_enable {

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@ -911,8 +911,8 @@ evas_canvas3d_node_mesh_collect(Evas_Canvas3D_Node *node, void *data)
}
float *tangent_data = (float *)f->vertices[EVAS_CANVAS3D_VERTEX_ATTRIB_TANGENT].data;
if (!tangent_data && ((mesh_pd->shade_mode == EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP) ||
(mesh_pd->shade_mode == EVAS_CANVAS3D_SHADE_MODE_PARALLAX_OCCLUSION)))
if (!tangent_data && ((mesh_pd->shader_mode == EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP) ||
(mesh_pd->shader_mode == EVAS_CANVAS3D_SHADER_MODE_PARALLAX_OCCLUSION)))
{
index = (unsigned short int *)mesh_pd->indices;
tangent_data = (float*) malloc((3 * mesh_pd->vertex_count) * sizeof(float));

View File

@ -14,7 +14,7 @@ evas_canvas3d_scene_data_init(Evas_Canvas3D_Scene_Public_Data *data)
data->render_to_texture = EINA_FALSE;
data->lod_distance = 0;
data->post_processing = EINA_FALSE;
data->post_processing_type = EVAS_CANVAS3D_SHADE_MODE_POST_PROCESSING_FXAA;
data->post_processing_type = EVAS_CANVAS3D_SHADER_MODE_POST_PROCESSING_FXAA;
}
void

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@ -314,7 +314,7 @@ enum Evas.Canvas3D.State
mesh_vertex_data,
mesh_index_data,
mesh_vertex_assembly,
mesh_shade_mode,
mesh_shader_mode,
mesh_fog,
mesh_blending,
mesh_alpha_test,
@ -339,7 +339,7 @@ enum Evas.Canvas3D.State
node_mesh_geometry,
node_mesh_material,
node_mesh_frame,
node_mesh_shade_mode,
node_mesh_shader_mode,
node_mesh_material_id,
node_light,
node_camera,
@ -483,7 +483,7 @@ enum Evas.Canvas3D.Primitive_Mode
alternative_uv [[Ptimitive with alternative uv (supported for sphere)]]
}
enum Evas.Canvas3D.Shade_Mode
enum Evas.Canvas3D.Shader_Mode
{
[[Shader shade modes

View File

@ -363,7 +363,7 @@ struct _Evas_Canvas3D_Mesh_Frame
struct _Evas_Canvas3D_Mesh
{
Evas_Canvas3D_Shade_Mode shade_mode;
Evas_Canvas3D_Shader_Mode shader_mode;
int vertex_count;
int frame_count;
@ -460,7 +460,7 @@ struct _Evas_Canvas3D_Scene_Public_Data
unsigned int lod_distance;
Eina_Bool post_processing :1;
Evas_Canvas3D_Shade_Mode post_processing_type;
Evas_Canvas3D_Shader_Mode post_processing_type;
};
struct _Evas_Canvas3D_Pick_Data

View File

@ -994,7 +994,7 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
data->blending = pdmesh->blending;
data->blend_sfactor = pdmesh->blend_sfactor;
data->blend_dfactor = pdmesh->blend_dfactor;
data->mode = pdmesh->shade_mode;
data->mode = pdmesh->shader_mode;
data->assembly = pdmesh->assembly;
data->vertex_count = pdmesh->vertex_count;
data->index_count = pdmesh->index_count;
@ -1018,12 +1018,12 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
} \
} while (0)
if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR)
if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_COLOR, EINA_TRUE);
}
else if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER)
else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
if (pdmesh->alpha_test_enabled)
@ -1034,11 +1034,11 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_FALSE);
}
}
else if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_COLOR_PICK)
else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_COLOR_PICK)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
}
else if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_DIFFUSE)
else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_DIFFUSE)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(material_color, MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
@ -1047,7 +1047,7 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
if (_flags_need_tex_coord(data->flags))
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_FALSE);
}
else if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_FLAT)
else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_FLAT)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_NORMAL, EINA_TRUE);
@ -1068,7 +1068,7 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
if (_flags_need_tex_coord(data->flags))
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_FALSE);
}
else if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_PHONG)
else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_PHONG)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_NORMAL, EINA_TRUE);
@ -1089,8 +1089,8 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
if (_flags_need_tex_coord(data->flags))
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_FALSE);
}
else if ((pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP) ||
(pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_PARALLAX_OCCLUSION))
else if ((pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP) ||
(pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_PARALLAX_OCCLUSION))
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_NORMAL, EINA_TRUE);
@ -1099,7 +1099,7 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
BUILD(vertex_attrib, VERTEX_ATTRIB_TANGENT, EINA_FALSE);
if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP)
if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP)
BUILD(vertex_attrib, VERTEX_ATTRIB_TANGENT, EINA_FALSE);
else BUILD(vertex_attrib, VERTEX_ATTRIB_TANGENT, EINA_TRUE);
@ -1156,7 +1156,7 @@ void _shadowmap_render(E3D_Drawable *drawable, E3D_Renderer *renderer,
{
Eina_List *l;
Evas_Canvas3D_Node *n;
Evas_Canvas3D_Shade_Mode shade_mode;
Evas_Canvas3D_Shader_Mode shader_mode;
Eina_Bool blend_enabled;
Evas_Color c = {1.0, 1.0, 1.0, 1.0};
Eina_Matrix4 matrix_vp;
@ -1185,13 +1185,13 @@ void _shadowmap_render(E3D_Drawable *drawable, E3D_Renderer *renderer,
{
RENDER_MESH_NODE_ITERATE_BEGIN(light_eye)
{
shade_mode = pdmesh->shade_mode;
shader_mode = pdmesh->shader_mode;
blend_enabled = pdmesh->blending;
pdmesh->blending = EINA_FALSE;
pdmesh->shade_mode = EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER;
pdmesh->shader_mode = EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER;
_mesh_draw(renderer, nm->mesh, nm->frame, light, matrix_light_eye,
&matrix_mv, &matrix_mvp, &matrix_mvp);
pdmesh->shade_mode = shade_mode;
pdmesh->shader_mode = shader_mode;
pdmesh->blending = blend_enabled;
}
RENDER_MESH_NODE_ITERATE_END
@ -1351,7 +1351,7 @@ e3d_drawable_scene_render_to_texture(E3D_Drawable *drawable, E3D_Renderer *rende
Evas_Canvas3D_Scene_Public_Data *data)
{
const Eina_Matrix4 *matrix_eye;
Evas_Canvas3D_Shade_Mode shade_mode;
Evas_Canvas3D_Shader_Mode shader_mode;
Eina_Stringshare *tmp;
Eina_Iterator *itmn;
void *ptrmn;
@ -1398,11 +1398,11 @@ e3d_drawable_scene_render_to_texture(E3D_Drawable *drawable, E3D_Renderer *rende
pdmesh->color_pick_key.r = unic_color->r;
pdmesh->color_pick_key.g = unic_color->g;
pdmesh->color_pick_key.b = unic_color->b;
shade_mode = pdmesh->shade_mode;
pdmesh->shade_mode = EVAS_CANVAS3D_SHADE_MODE_COLOR_PICK;
shader_mode = pdmesh->shader_mode;
pdmesh->shader_mode = EVAS_CANVAS3D_SHADER_MODE_COLOR_PICK;
_mesh_draw(renderer, nm->mesh, nm->frame, NULL, matrix_eye, &matrix_mv,
&matrix_mvp, NULL);
pdmesh->shade_mode = shade_mode;
pdmesh->shader_mode = shader_mode;
}
eina_stringshare_del(tmp);
}

View File

@ -54,7 +54,7 @@ _flags_need_tex_coord(E3D_Shader_Flag flags)
struct _E3D_Draw_Data
{
E3D_Shader_Flag flags;
Evas_Canvas3D_Shade_Mode mode;
Evas_Canvas3D_Shader_Mode mode;
Eina_Matrix4 matrix_mvp;
Eina_Matrix4 matrix_mv;
@ -163,10 +163,10 @@ struct _E3D_Drawable
void e3d_texture_param_update(E3D_Texture *texture);
/* Program */
E3D_Program *e3d_program_new(Evas_Canvas3D_Shade_Mode mode, E3D_Shader_Flag flags);
E3D_Program *e3d_program_new(Evas_Canvas3D_Shader_Mode mode, E3D_Shader_Flag flags);
void e3d_program_free(E3D_Program *program);
GLuint e3d_program_id_get(const E3D_Program *program);
Evas_Canvas3D_Shade_Mode e3d_program_shade_mode_get(const E3D_Program *program);
Evas_Canvas3D_Shader_Mode e3d_program_shader_mode_get(const E3D_Program *program);
E3D_Shader_Flag e3d_program_shader_flags_get(const E3D_Program *program);
void e3d_program_uniform_upload(E3D_Program *program, const E3D_Draw_Data *data);

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@ -327,7 +327,7 @@ e3d_renderer_draw(E3D_Renderer *renderer, E3D_Draw_Data *data)
EINA_LIST_FOREACH(renderer->programs, l, p)
{
if (e3d_program_shade_mode_get(p) == data->mode &&
if (e3d_program_shader_mode_get(p) == data->mode &&
e3d_program_shader_flags_get(p) == data->flags)
{
program = p;

View File

@ -123,7 +123,7 @@ struct _E3D_Program
GLuint prog;
E3D_Shader_Flag flags;
Evas_Canvas3D_Shade_Mode mode;
Evas_Canvas3D_Shader_Mode mode;
GLint uniform_locations[E3D_UNIFORM_COUNT];
};
@ -665,7 +665,7 @@ e3d_program_uniform_upload(E3D_Program *program, const E3D_Draw_Data *data)
}
E3D_Program *
e3d_program_new(Evas_Canvas3D_Shade_Mode mode, E3D_Shader_Flag flags)
e3d_program_new(Evas_Canvas3D_Shader_Mode mode, E3D_Shader_Flag flags)
{
E3D_Shader_String vert, frag;
E3D_Program *program = NULL;
@ -737,8 +737,8 @@ e3d_program_id_get(const E3D_Program *program)
return program->prog;
}
Evas_Canvas3D_Shade_Mode
e3d_program_shade_mode_get(const E3D_Program *program)
Evas_Canvas3D_Shader_Mode
e3d_program_shader_mode_get(const E3D_Program *program)
{
return program->mode;
}