efl/src/examples/evas/evas-3d-hull.c

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/**
* This example is a testing example, first model (from the right side) is
* original model, the second one is convex hull maden in evas-3d,
* the third one is convex hull maden in blender.
*
* Press "Right" or "Left" to switch models, the result of test (vertex count)
* will be printed in console window.
*
* @verbatim
* gcc -o evas-3d-hull evas-3d-hull.c -g `pkg-config --libs --cflags efl evas ecore ecore-evas eo eina` -lm
* @endverbatim
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#else
#define PACKAGE_EXAMPLES_DIR "."
#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
#endif
#include <Eo.h>
#include <Evas.h>
#include <Ecore.h>
#include <Ecore_Evas.h>
#include "evas-common.h"
#define WIDTH 1024
#define HEIGHT 1024
#define TESTS_COUNT 8
#define SCALE_SPHERE 2.0
#define SCALE_TORUS 2.7
#define SCALE_HOME 0.7
#define SCALE_SONIC 0.08
#define SCALE_EAGLE 0.06
typedef struct _Scene_Data
{
Eo *scene;
Eo *root_node;
Eo *camera_node;
Eo *light_node;
Eo *mesh_node;
Eo *mesh_node_convex_hull;
Eo *mesh_node_blender;
Eo *camera;
Eo *light;
Eo *mesh_sphere;
Eo *mesh_torus;
Eo *mesh_cube;
Eo *mesh_plain;
Eo *mesh_column;
Eo *mesh_home;
Eo *mesh_sonic;
Eo *mesh_eagle;
Eo *mesh_sphere_ch;
Eo *mesh_torus_ch;
Eo *mesh_cube_ch;
Eo *mesh_plain_ch;
Eo *mesh_column_ch;
Eo *mesh_home_ch;
Eo *mesh_sonic_ch;
Eo *mesh_eagle_ch;
Eo *mesh_blender_sphere;
Eo *mesh_blender_torus;
Eo *mesh_blender_cube;
Eo *mesh_blender_plain;
Eo *mesh_blender_column;
Eo *mesh_blender_home;
Eo *mesh_blender_sonic;
Eo *mesh_blender_eagle;
Eo *material;
} Scene_Data;
int rr;
#define MODEL_MESH_INIT(name, model) \
data->mesh_##name = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
eo_do(data->mesh_##name, \
efl_file_set(model, NULL), \
evas_canvas3d_mesh_vertex_assembly_set(EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES), \
evas_canvas3d_mesh_shade_mode_set(EVAS_CANVAS3D_SHADE_MODE_DIFFUSE), \
evas_canvas3d_mesh_frame_material_set(0, data->material));
#define CONVEX_HULL_MESH_INIT(name) \
vert = eina_inarray_new(sizeof(float), 1); \
ind = eina_inarray_new(sizeof(unsigned short int), 1);\
eo_do(data->mesh_##name, \
evas_canvas3d_mesh_convex_hull_data_get(0, vert, ind)); \
vertex = (float*) vert->members;\
index = ind->members;\
data->mesh_##name##_ch = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
eo_do(data->mesh_##name##_ch, \
evas_canvas3d_mesh_vertex_count_set((vert->len / 10)), \
evas_canvas3d_mesh_frame_add(0), \
evas_canvas3d_mesh_frame_vertex_data_copy_set(0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, \
10 * sizeof(float), &vertex[ 0]), \
evas_canvas3d_mesh_frame_vertex_data_copy_set(0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL, \
10 * sizeof(float), &vertex[ 3]), \
evas_canvas3d_mesh_frame_vertex_data_copy_set(0, EVAS_CANVAS3D_VERTEX_ATTRIB_COLOR, \
10 * sizeof(float), &vertex[ 6]), \
evas_canvas3d_mesh_index_data_copy_set(EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, \
ind->len, &index[0]), \
evas_canvas3d_mesh_vertex_assembly_set(EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES), \
evas_canvas3d_mesh_shade_mode_set(EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR), \
evas_canvas3d_mesh_frame_material_set(0, data->material)); \
free(vert); \
free(ind);
#define SWITCH_MESH(index, name, scale) \
case index: \
{ \
eo_do(scene->mesh_node, list = evas_canvas3d_node_mesh_list_get()); \
mesh = eina_list_nth(list, 0); \
eo_do(scene->mesh_node, \
evas_canvas3d_node_mesh_del(mesh), \
evas_canvas3d_node_mesh_add(scene->mesh_##name), \
evas_canvas3d_node_scale_set(scale, scale, scale)); \
eo_do(scene->mesh_node_convex_hull, list = evas_canvas3d_node_mesh_list_get()); \
mesh = eina_list_nth(list, 0); \
eo_do(scene->mesh_node_convex_hull, \
evas_canvas3d_node_mesh_del(mesh), \
evas_canvas3d_node_mesh_add(scene->mesh_##name##_ch), \
evas_canvas3d_node_scale_set(scale, scale, scale)); \
eo_do(scene->mesh_node_blender, list = evas_canvas3d_node_mesh_list_get()); \
mesh = eina_list_nth(list, 0); \
eo_do(scene->mesh_node_blender, \
evas_canvas3d_node_mesh_del(mesh), \
evas_canvas3d_node_mesh_add(scene->mesh_blender_##name), \
evas_canvas3d_node_scale_set(scale, scale, scale)); \
_print_result(scene->mesh_##name##_ch, scene->mesh_blender_##name); \
break; \
}
static const char *home_ch = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sweet_home_without_tex_coords.obj";
static const char *sonic_ch = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sonic.md2";
static const char *column_ch = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/column_test.ply";
static const char *plain_ch = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/plain.ply";
static const char *plain = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/plain_blender_ch.ply";
static const char *sphere = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/sphere_blender_ch.ply";
static const char *torus = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/torus_blender_ch.ply";
static const char *cube = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/cube_blender_ch.ply";
static const char *column = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/column_blender_ch.ply";
static const char *home = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/home_blender_ch.obj";
static const char *sonic = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/sonic_blender_ch.ply";
static const char *eagle = PACKAGE_EXAMPLES_DIR EVAS_CONVEX_HULL_FOLDER "/eagle_blender_ch.ply";
static Ecore_Evas *ecore_evas = NULL;
static Evas *evas = NULL;
static Eo *background = NULL;
static Eo *image = NULL;
static int next_model = 0;
static void
_print_result(Evas_Canvas3D_Mesh *mesh, Evas_Canvas3D_Mesh *convex_mesh)
{
int v_count = 0;
eo_do(mesh, v_count = evas_canvas3d_mesh_vertex_count_get());
printf("Vertex count is %d for convex hull\n",
v_count);
eo_do(convex_mesh, v_count = evas_canvas3d_mesh_vertex_count_get());
printf("Vertex count is %d for blender convex hull\n\n",
v_count);
return;
}
static void
_on_delete(Ecore_Evas *ee EINA_UNUSED)
{
ecore_main_loop_quit();
}
static void
_on_canvas_resize(Ecore_Evas *ee)
{
int w, h;
ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
eo_do(background, efl_gfx_size_set(w, h));
eo_do(image, efl_gfx_size_set(w, h));
}
static Eina_Bool
_animate_scene(void *data)
{
static float angle = 0.0f;
Scene_Data *scene = (Scene_Data *)data;
angle += 0.5;
if (angle >= 360.0)
angle = 0.0;
eo_do(scene->mesh_node,
evas_canvas3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0));
eo_do(scene->mesh_node_convex_hull,
evas_canvas3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0));
eo_do(scene->mesh_node_blender,
evas_canvas3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0));
return EINA_TRUE;
}
static void
_key_down(void *data,
Evas *e EINA_UNUSED,
Evas_Object *eo EINA_UNUSED,
void *event_info)
{
const Eina_List *list = NULL;
Eo *mesh = NULL;
Evas_Event_Key_Down *ev = event_info;
Scene_Data *scene = (Scene_Data *)data;
if (!strcmp(ev->key, "Right"))
next_model++;
else if (!strcmp(ev->key, "Left"))
next_model--;
if (next_model == -1)
next_model = TESTS_COUNT - 1;
else if (next_model == TESTS_COUNT)
next_model = 0;
switch (next_model)
{
SWITCH_MESH(0, sphere, SCALE_SPHERE)
SWITCH_MESH(1, torus, SCALE_TORUS)
SWITCH_MESH(2, cube, 1.0)
SWITCH_MESH(3, plain, 1.0)
SWITCH_MESH(4, column, 1.0)
SWITCH_MESH(5, home, SCALE_HOME)
SWITCH_MESH(6, sonic, SCALE_SONIC)
SWITCH_MESH(7, eagle, SCALE_EAGLE)
default:
break;
}
}
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
eo_do(data->camera,
evas_canvas3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
data->camera_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_CAMERA));
eo_do(data->camera_node,
evas_canvas3d_node_camera_set(data->camera),
evas_canvas3d_node_position_set(0.0, 0.0, 10.0),
evas_canvas3d_node_look_at_set(EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0,
EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0));
eo_do(data->root_node, evas_canvas3d_node_member_add(data->camera_node));
}
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
eo_do(data->light,
evas_canvas3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
evas_canvas3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
evas_canvas3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
data->light_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_LIGHT));
eo_do(data->light_node,
evas_canvas3d_node_light_set(data->light),
evas_canvas3d_node_position_set(0.0, 0.0, 10.0),
evas_canvas3d_node_look_at_set(EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0,
EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0));
eo_do(data->root_node, evas_canvas3d_node_member_add(data->light_node));
}
static void
_mesh_setup(Scene_Data *data)
{
/*int vertex_ch_count = 0, index_ch_count = 0;
float *vert = NULL;
unsigned short int *ind = NULL;
int count = 0;
float *v = NULL;
unsigned short int *indx = NULL;*/
Eina_Inarray *vert, *ind;
float *vertex;
unsigned short int *index;
int i = 0;
Eo *primitive = NULL;
/* Setup material. */
data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
eo_do(data->material,
evas_canvas3d_material_enable_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE),
evas_canvas3d_material_enable_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE),
evas_canvas3d_material_enable_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE),
evas_canvas3d_material_color_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0),
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);
eo_do(data->mesh_sphere, evas_canvas3d_mesh_from_primitive_set(0, primitive));
eo_do(data->mesh_sphere,
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));
/* 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),
evas_canvas3d_primitive_precision_set(50));
eo_do(data->mesh_torus, evas_canvas3d_mesh_from_primitive_set(0, primitive));
eo_do(data->mesh_torus,
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));
/* 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)
MODEL_MESH_INIT(eagle, PACKAGE_EXAMPLES_DIR "/shooter/assets/models/eagle.md2")
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;
}