2015-12-17 20:50:17 -08:00
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/**
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* This example is a testing example, first model (from the right side) is
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* original model, the second one is convex hull maden in evas-3d,
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* the third one is convex hull maden in blender.
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*
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* Press "Right" or "Left" to switch models, the result of test (vertex count)
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* will be printed in console window.
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*
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* @verbatim
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* gcc -o evas-3d-hull evas-3d-hull.c -g `pkg-config --libs --cflags efl evas ecore ecore-evas eo eina` -lm
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* @endverbatim
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#else
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#define PACKAGE_EXAMPLES_DIR "."
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#define EFL_EO_API_SUPPORT
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#define EFL_BETA_API_SUPPORT
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#endif
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#include <Eo.h>
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#include <Evas.h>
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#include <Ecore.h>
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#include <Ecore_Evas.h>
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#include "evas-common.h"
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#define WIDTH 1024
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#define HEIGHT 1024
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#define TESTS_COUNT 8
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#define SCALE_SPHERE 2.0
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#define SCALE_TORUS 2.7
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#define SCALE_HOME 0.7
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#define SCALE_SONIC 0.08
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#define SCALE_EAGLE 0.06
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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 *light_node;
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Eo *mesh_node;
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Eo *mesh_node_convex_hull;
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Eo *mesh_node_blender;
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Eo *camera;
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Eo *light;
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Eo *mesh_sphere;
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Eo *mesh_torus;
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Eo *mesh_cube;
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Eo *mesh_plain;
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Eo *mesh_column;
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Eo *mesh_home;
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Eo *mesh_sonic;
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Eo *mesh_eagle;
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Eo *mesh_sphere_ch;
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Eo *mesh_torus_ch;
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Eo *mesh_cube_ch;
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Eo *mesh_plain_ch;
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Eo *mesh_column_ch;
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Eo *mesh_home_ch;
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Eo *mesh_sonic_ch;
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Eo *mesh_eagle_ch;
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Eo *mesh_blender_sphere;
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Eo *mesh_blender_torus;
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Eo *mesh_blender_cube;
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Eo *mesh_blender_plain;
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Eo *mesh_blender_column;
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Eo *mesh_blender_home;
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Eo *mesh_blender_sonic;
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Eo *mesh_blender_eagle;
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Eo *material;
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} Scene_Data;
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int rr;
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#define MODEL_MESH_INIT(name, model) \
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data->mesh_##name = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
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eo_do(data->mesh_##name, \
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efl_file_set(model, NULL), \
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evas_canvas3d_mesh_vertex_assembly_set(EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES), \
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evas_canvas3d_mesh_shade_mode_set(EVAS_CANVAS3D_SHADE_MODE_DIFFUSE), \
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evas_canvas3d_mesh_frame_material_set(0, data->material));
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#define CONVEX_HULL_MESH_INIT(name) \
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vert = eina_inarray_new(sizeof(float), 1); \
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ind = eina_inarray_new(sizeof(unsigned short int), 1);\
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eo_do(data->mesh_##name, \
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evas_canvas3d_mesh_convex_hull_data_get(0, vert, ind)); \
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vertex = (float*) vert->members;\
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index = ind->members;\
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data->mesh_##name##_ch = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
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eo_do(data->mesh_##name##_ch, \
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evas_canvas3d_mesh_vertex_count_set((vert->len / 10)), \
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evas_canvas3d_mesh_frame_add(0), \
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evas_canvas3d_mesh_frame_vertex_data_copy_set(0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, \
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10 * sizeof(float), &vertex[ 0]), \
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evas_canvas3d_mesh_frame_vertex_data_copy_set(0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL, \
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10 * sizeof(float), &vertex[ 3]), \
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evas_canvas3d_mesh_frame_vertex_data_copy_set(0, EVAS_CANVAS3D_VERTEX_ATTRIB_COLOR, \
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10 * sizeof(float), &vertex[ 6]), \
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evas_canvas3d_mesh_index_data_copy_set(EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, \
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ind->len, &index[0]), \
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evas_canvas3d_mesh_vertex_assembly_set(EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES), \
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evas_canvas3d_mesh_shade_mode_set(EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR), \
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evas_canvas3d_mesh_frame_material_set(0, data->material)); \
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free(vert); \
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free(ind);
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#define SWITCH_MESH(index, name, scale) \
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case index: \
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{ \
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eo_do(scene->mesh_node, list = evas_canvas3d_node_mesh_list_get()); \
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mesh = eina_list_nth(list, 0); \
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eo_do(scene->mesh_node, \
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evas_canvas3d_node_mesh_del(mesh), \
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evas_canvas3d_node_mesh_add(scene->mesh_##name), \
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evas_canvas3d_node_scale_set(scale, scale, scale)); \
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eo_do(scene->mesh_node_convex_hull, list = evas_canvas3d_node_mesh_list_get()); \
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mesh = eina_list_nth(list, 0); \
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eo_do(scene->mesh_node_convex_hull, \
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evas_canvas3d_node_mesh_del(mesh), \
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evas_canvas3d_node_mesh_add(scene->mesh_##name##_ch), \
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evas_canvas3d_node_scale_set(scale, scale, scale)); \
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eo_do(scene->mesh_node_blender, list = evas_canvas3d_node_mesh_list_get()); \
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mesh = eina_list_nth(list, 0); \
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eo_do(scene->mesh_node_blender, \
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evas_canvas3d_node_mesh_del(mesh), \
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evas_canvas3d_node_mesh_add(scene->mesh_blender_##name), \
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evas_canvas3d_node_scale_set(scale, scale, scale)); \
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_print_result(scene->mesh_##name##_ch, scene->mesh_blender_##name); \
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break; \
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}
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static const char *home_ch = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sweet_home_without_tex_coords.obj";
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static const char *sonic_ch = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sonic.md2";
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static const char *column_ch = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/column_test.ply";
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static const char *plain_ch = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/plain.ply";
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static const char *plain = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/plain_blender_ch.ply";
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static const char *sphere = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/sphere_blender_ch.ply";
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static const char *torus = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/torus_blender_ch.ply";
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static const char *cube = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/cube_blender_ch.ply";
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static const char *column = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/column_blender_ch.ply";
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static const char *home = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/home_blender_ch.obj";
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static const char *sonic = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/sonic_blender_ch.ply";
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static const char *eagle = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/eagle_blender_ch.ply";
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static Ecore_Evas *ecore_evas = NULL;
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static Evas *evas = NULL;
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static Eo *background = NULL;
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static Eo *image = NULL;
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static int next_model = 0;
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static void
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_print_result(Evas_Canvas3D_Mesh *mesh, Evas_Canvas3D_Mesh *convex_mesh)
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{
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int v_count = 0;
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eo_do(mesh, v_count = evas_canvas3d_mesh_vertex_count_get());
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printf("Vertex count is %d for convex hull\n",
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v_count);
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eo_do(convex_mesh, v_count = evas_canvas3d_mesh_vertex_count_get());
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printf("Vertex count is %d for blender convex hull\n\n",
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v_count);
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return;
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}
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static void
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_on_delete(Ecore_Evas *ee EINA_UNUSED)
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{
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ecore_main_loop_quit();
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}
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static void
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_on_canvas_resize(Ecore_Evas *ee)
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{
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int w, h;
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ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
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eo_do(background, efl_gfx_size_set(w, h));
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eo_do(image, efl_gfx_size_set(w, h));
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}
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static Eina_Bool
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_animate_scene(void *data)
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{
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static float angle = 0.0f;
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Scene_Data *scene = (Scene_Data *)data;
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angle += 0.5;
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if (angle >= 360.0)
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angle = 0.0;
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eo_do(scene->mesh_node,
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evas_canvas3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0));
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eo_do(scene->mesh_node_convex_hull,
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evas_canvas3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0));
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eo_do(scene->mesh_node_blender,
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evas_canvas3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0));
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return EINA_TRUE;
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}
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static void
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_key_down(void *data,
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Evas *e EINA_UNUSED,
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Evas_Object *eo EINA_UNUSED,
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void *event_info)
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{
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const Eina_List *list = NULL;
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Eo *mesh = NULL;
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Evas_Event_Key_Down *ev = event_info;
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Scene_Data *scene = (Scene_Data *)data;
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if (!strcmp(ev->key, "Right"))
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next_model++;
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else if (!strcmp(ev->key, "Left"))
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next_model--;
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if (next_model == -1)
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next_model = TESTS_COUNT - 1;
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else if (next_model == TESTS_COUNT)
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next_model = 0;
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switch (next_model)
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{
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SWITCH_MESH(0, sphere, SCALE_SPHERE)
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SWITCH_MESH(1, torus, SCALE_TORUS)
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SWITCH_MESH(2, cube, 1.0)
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SWITCH_MESH(3, plain, 1.0)
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SWITCH_MESH(4, column, 1.0)
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SWITCH_MESH(5, home, SCALE_HOME)
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SWITCH_MESH(6, sonic, SCALE_SONIC)
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SWITCH_MESH(7, eagle, SCALE_EAGLE)
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default:
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break;
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}
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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_CANVAS3D_CAMERA_CLASS, evas);
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eo_do(data->camera,
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evas_canvas3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
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data->camera_node =
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eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
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evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_CAMERA));
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eo_do(data->camera_node,
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evas_canvas3d_node_camera_set(data->camera),
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evas_canvas3d_node_position_set(0.0, 0.0, 10.0),
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evas_canvas3d_node_look_at_set(EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0));
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eo_do(data->root_node, evas_canvas3d_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_CANVAS3D_LIGHT_CLASS, evas);
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eo_do(data->light,
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evas_canvas3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
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evas_canvas3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
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evas_canvas3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
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data->light_node =
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eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
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evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_LIGHT));
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eo_do(data->light_node,
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evas_canvas3d_node_light_set(data->light),
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evas_canvas3d_node_position_set(0.0, 0.0, 10.0),
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evas_canvas3d_node_look_at_set(EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0));
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eo_do(data->root_node, evas_canvas3d_node_member_add(data->light_node));
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}
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static void
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_mesh_setup(Scene_Data *data)
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{
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/*int vertex_ch_count = 0, index_ch_count = 0;
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float *vert = NULL;
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unsigned short int *ind = NULL;
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int count = 0;
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float *v = NULL;
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unsigned short int *indx = NULL;*/
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Eina_Inarray *vert, *ind;
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float *vertex;
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unsigned short int *index;
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int i = 0;
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Eo *primitive = NULL;
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/* Setup material. */
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data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
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eo_do(data->material,
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evas_canvas3d_material_enable_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE),
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evas_canvas3d_material_enable_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE),
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evas_canvas3d_material_enable_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE),
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evas_canvas3d_material_color_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0),
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evas_canvas3d_material_color_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
|
|
|
|
evas_canvas3d_material_color_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0),
|
|
|
|
evas_canvas3d_material_shininess_set(100.0));
|
|
|
|
|
|
|
|
/* Setup mesh sphere */
|
|
|
|
primitive = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
|
|
|
|
eo_do(primitive,
|
|
|
|
evas_canvas3d_primitive_form_set(EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE),
|
|
|
|
evas_canvas3d_primitive_precision_set(10));
|
|
|
|
data->mesh_sphere = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
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|
|
|
eo_do(data->mesh_sphere, evas_canvas3d_mesh_from_primitive_set(0, primitive));
|
|
|
|
eo_do(data->mesh_sphere,
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|
|
|
evas_canvas3d_mesh_vertex_assembly_set(EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES),
|
|
|
|
|
|
|
|
evas_canvas3d_mesh_shade_mode_set(EVAS_CANVAS3D_SHADE_MODE_PHONG),
|
|
|
|
|
|
|
|
evas_canvas3d_mesh_frame_material_set(0, data->material));
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|
|
|
|
|
|
|
/* Setup mesh torus */
|
|
|
|
data->mesh_torus = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
|
|
|
|
eo_do(primitive,
|
|
|
|
evas_canvas3d_primitive_form_set(EVAS_CANVAS3D_MESH_PRIMITIVE_TORUS),
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|
|
|
evas_canvas3d_primitive_precision_set(50));
|
|
|
|
eo_do(data->mesh_torus, evas_canvas3d_mesh_from_primitive_set(0, primitive));
|
|
|
|
eo_do(data->mesh_torus,
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|
|
|
evas_canvas3d_mesh_vertex_assembly_set(EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES),
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|
|
|
evas_canvas3d_mesh_shade_mode_set(EVAS_CANVAS3D_SHADE_MODE_PHONG),
|
|
|
|
evas_canvas3d_mesh_frame_material_set(0, data->material));
|
|
|
|
|
|
|
|
/* Setup mesh cube */
|
|
|
|
data->mesh_cube = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
|
|
|
|
eo_do(primitive,
|
|
|
|
evas_canvas3d_primitive_form_set(EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE),
|
|
|
|
evas_canvas3d_primitive_precision_set(50));
|
|
|
|
eo_do(data->mesh_cube, evas_canvas3d_mesh_from_primitive_set(0, primitive));
|
|
|
|
eo_do(data->mesh_cube,
|
|
|
|
evas_canvas3d_mesh_vertex_assembly_set(EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES),
|
|
|
|
evas_canvas3d_mesh_shade_mode_set(EVAS_CANVAS3D_SHADE_MODE_PHONG),
|
|
|
|
evas_canvas3d_mesh_frame_material_set(0, data->material));
|
|
|
|
|
|
|
|
MODEL_MESH_INIT(plain, plain_ch)
|
|
|
|
MODEL_MESH_INIT(column, column_ch)
|
|
|
|
MODEL_MESH_INIT(home, home_ch)
|
|
|
|
MODEL_MESH_INIT(sonic, sonic_ch)
|
2015-12-17 23:43:47 -08:00
|
|
|
MODEL_MESH_INIT(eagle, PACKAGE_EXAMPLES_DIR "/shooter/assets/models/eagle.md2")
|
2015-12-17 20:50:17 -08:00
|
|
|
|
|
|
|
MODEL_MESH_INIT(blender_sphere, sphere)
|
|
|
|
MODEL_MESH_INIT(blender_torus, torus)
|
|
|
|
MODEL_MESH_INIT(blender_cube, cube)
|
|
|
|
MODEL_MESH_INIT(blender_plain, plain)
|
|
|
|
MODEL_MESH_INIT(blender_column, column)
|
|
|
|
MODEL_MESH_INIT(blender_home, home)
|
|
|
|
MODEL_MESH_INIT(blender_eagle, eagle)
|
|
|
|
MODEL_MESH_INIT(blender_sonic, sonic)
|
|
|
|
|
|
|
|
data->mesh_node =
|
|
|
|
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
|
|
|
|
evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_MESH));
|
|
|
|
eo_do(data->root_node, evas_canvas3d_node_member_add(data->mesh_node));
|
|
|
|
eo_do(data->mesh_node,
|
|
|
|
evas_canvas3d_node_mesh_add(data->mesh_sphere),
|
|
|
|
evas_canvas3d_node_scale_set(SCALE_SPHERE, SCALE_SPHERE, SCALE_SPHERE),
|
|
|
|
evas_canvas3d_node_position_set(3.0, 0.0, 0.0));
|
|
|
|
|
|
|
|
CONVEX_HULL_MESH_INIT(sphere)
|
|
|
|
CONVEX_HULL_MESH_INIT(torus)
|
|
|
|
CONVEX_HULL_MESH_INIT(cube)
|
|
|
|
CONVEX_HULL_MESH_INIT(plain)
|
|
|
|
CONVEX_HULL_MESH_INIT(column)
|
|
|
|
CONVEX_HULL_MESH_INIT(home)
|
|
|
|
CONVEX_HULL_MESH_INIT(sonic)
|
|
|
|
CONVEX_HULL_MESH_INIT(eagle)
|
|
|
|
|
|
|
|
_print_result(data->mesh_sphere_ch, data->mesh_blender_sphere);
|
|
|
|
|
|
|
|
data->mesh_node_convex_hull =
|
|
|
|
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
|
|
|
|
evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_MESH));
|
|
|
|
eo_do(data->root_node, evas_canvas3d_node_member_add(data->mesh_node_convex_hull));
|
|
|
|
eo_do(data->mesh_node_convex_hull,
|
|
|
|
evas_canvas3d_node_position_set(0.0, 0.0, 0.0),
|
|
|
|
evas_canvas3d_node_scale_set(SCALE_SPHERE, SCALE_SPHERE, SCALE_SPHERE),
|
|
|
|
evas_canvas3d_node_mesh_add(data->mesh_sphere_ch));
|
|
|
|
|
|
|
|
data->mesh_node_blender =
|
|
|
|
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
|
|
|
|
evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_MESH));
|
|
|
|
eo_do(data->root_node, evas_canvas3d_node_member_add(data->mesh_node_blender));
|
|
|
|
eo_do(data->mesh_node_blender,
|
|
|
|
evas_canvas3d_node_position_set(-3.0, 0.0, 0.0),
|
|
|
|
evas_canvas3d_node_scale_set(SCALE_SPHERE, SCALE_SPHERE, SCALE_SPHERE),
|
|
|
|
evas_canvas3d_node_mesh_add(data->mesh_blender_sphere));
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_scene_setup(Scene_Data *data)
|
|
|
|
{
|
|
|
|
data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
|
|
|
|
eo_do(data->scene,
|
|
|
|
evas_canvas3d_scene_size_set(WIDTH, HEIGHT);
|
|
|
|
evas_canvas3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
|
|
|
|
|
|
|
|
data->root_node =
|
|
|
|
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
|
|
|
|
evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_NODE));
|
|
|
|
|
|
|
|
_camera_setup(data);
|
|
|
|
_light_setup(data);
|
|
|
|
_mesh_setup(data);
|
|
|
|
|
|
|
|
eo_do(data->scene,
|
|
|
|
evas_canvas3d_scene_root_node_set(data->root_node),
|
|
|
|
evas_canvas3d_scene_camera_node_set(data->camera_node));
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
main(void)
|
|
|
|
{
|
|
|
|
Ecore_Animator *anim;
|
|
|
|
Scene_Data data;
|
|
|
|
|
|
|
|
//Unless Evas 3D supports Software renderer, we set gl backened forcely.
|
|
|
|
setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
|
|
|
|
int stride_pos;
|
|
|
|
|
|
|
|
if (!ecore_evas_init()) return 0;
|
|
|
|
|
|
|
|
ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
|
|
|
|
if (!ecore_evas) return 0;
|
|
|
|
|
|
|
|
ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
|
|
|
|
ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
|
|
|
|
ecore_evas_show(ecore_evas);
|
|
|
|
|
|
|
|
evas = ecore_evas_get(ecore_evas);
|
|
|
|
|
|
|
|
_scene_setup(&data);
|
|
|
|
|
|
|
|
/* Add a background rectangle objects. */
|
|
|
|
background = eo_add(EVAS_RECTANGLE_CLASS, evas);
|
|
|
|
eo_do(background,
|
|
|
|
efl_gfx_color_set(0, 0, 0, 255),
|
|
|
|
efl_gfx_size_set(WIDTH, HEIGHT),
|
|
|
|
efl_gfx_visible_set(EINA_TRUE));
|
|
|
|
|
|
|
|
/* Add an image object for 3D scene rendering. */
|
|
|
|
image = evas_object_image_filled_add(evas);
|
|
|
|
eo_do(image,
|
|
|
|
efl_gfx_size_set(WIDTH, HEIGHT),
|
|
|
|
efl_gfx_visible_set(EINA_TRUE));
|
|
|
|
|
|
|
|
evas_object_show(image),
|
|
|
|
evas_object_focus_set(image, EINA_TRUE);
|
|
|
|
|
|
|
|
/* Set the image object as render target for 3D scene. */
|
|
|
|
eo_do(image, evas_obj_image_scene_set(data.scene));
|
|
|
|
|
|
|
|
evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _key_down, &data);
|
|
|
|
|
|
|
|
/* Add animator. */
|
|
|
|
ecore_animator_frametime_set(0.008);
|
|
|
|
anim = ecore_animator_add(_animate_scene, &data);
|
|
|
|
|
|
|
|
/* Enter main loop. */
|
|
|
|
ecore_main_loop_begin();
|
|
|
|
ecore_animator_del(anim);
|
|
|
|
|
|
|
|
ecore_evas_free(ecore_evas);
|
|
|
|
ecore_evas_shutdown();
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|