[Evas: Evas_3D] Improve shadows example.

Reviewers: cedric, raster, Hermet

Subscribers: cedric

Differential Revision: https://phab.enlightenment.org/D1891
This commit is contained in:
Dmytro Dadyka 2015-02-03 10:44:44 +09:00 committed by ChunEon Park
parent 37d21a4729
commit 77d6f8aa17
2 changed files with 522 additions and 197 deletions

View File

@ -6,7 +6,6 @@
* Compile with "gcc -o evas-3d-shadows evas-3d-shadows.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm"
*/
#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
@ -15,36 +14,52 @@
#include <Ecore.h>
#include <Ecore_Evas.h>
#include <math.h>
#include "primitives.c"
#define WIDTH 1024
#define HEIGHT 1024
#define BG_COLOR 0.2, 0.2, 0.2
#define AMBIENT_LIGHT 0.2, 0.2, 0.2
#define DIFFUSE_LIGHT 1.0, 1.0, 1.0
#define SPECULAR_LIGHT 1.0, 1.0, 1.0
Ecore_Evas *ecore_evas = NULL;
Evas *evas = NULL;
Eo *background = NULL;
Eo *image = NULL;
Eo *scene = NULL;
Eo *root_node = NULL;
Eo *camera_node = NULL;
Eo *light_node = NULL;
Eo *camera = NULL;
Eo *mesh_node = NULL;
Eo *mesh_node1 = NULL;
Eo *mesh = NULL;
Eo *mesh1 = NULL;
Eo *material = NULL;
Eo *material1 = NULL;
Eo *texture = NULL;
Eo *light = NULL;
Ecore_Animator *anim = NULL;
typedef struct _Body_3D
{
Eo *material;
Eo *mesh;
Eo *node;
} Body_3D;
typedef struct _Scene_Data
{
Eo *scene;
Eo *root_node;
Eo *camera_node;
Eo *camera;
Eo *light_node;
Eo *light;
Body_3D sphere;
Body_3D cube;
Body_3D square;
Body_3D cylinder;
Body_3D model;
Body_3D cone;
} Scene_Data;
static Eina_Bool
_animate_scene(void *data)
{
static int frame = 0;
Body_3D *body = (Body_3D *)data;
eo_do((Evas_3D_Node *)data, evas_3d_node_mesh_frame_set(mesh, frame));
eo_do(body->node, evas_3d_node_mesh_frame_set(body->mesh, frame));
frame += 32;
@ -69,101 +84,226 @@ _on_canvas_resize(Ecore_Evas *ee)
eo_do(image, evas_obj_size_set(w, h));
}
static double pi = 3.14159265359;
typedef struct _vec3
static void
_body_material_set(Body_3D *body, float r, float g, float b)
{
float x;
float y;
float z;
} vec3;
body->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
typedef struct _vec4
{
float x;
float y;
float z;
float w;
} vec4;
eo_do(body->material,
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, r, g, b, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, r, g, b, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(100.0));
eo_do(body->mesh,
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG),
evas_3d_mesh_frame_material_set(0, body->material));
}
static void
_set_ball(Eo *ball_mesh, double r, double x, double y, double z, int p, Evas_3D_Material *ball_material)
_sphere_setup(Body_3D *sphere)
{
int vcount, icount, vccount, i, j;
double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
unsigned short *indices, *index;
sphere->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
_set_ball(sphere->mesh, 50);
_body_material_set(sphere, 1, 0.0, 0.0);
icount = p * p * 6;
vccount = p + 1;
vcount = vccount * vccount;
sphere->node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH),
evas_3d_node_position_set(2.0, 3.0, 1.0));
eo_do(sphere->node, evas_3d_node_mesh_add(sphere->mesh));
}
dtheta = pi / p;
dfi = 2 * pi / p;
static void
_cone_setup(Body_3D *cone)
{
cone->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
_set_cone(cone->mesh, 100);
_body_material_set(cone, 0.8, 0.5, 0.5);
vec3 *vertices = malloc(sizeof(vec3) * vcount);
vec3 *normals = malloc(sizeof(vec3) * vcount);
cone->node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(cone->node, evas_3d_node_mesh_add(cone->mesh),
evas_3d_node_position_set(-5.0, -1.0, -3.0),
evas_3d_node_scale_set(1.0, 2.0, 1.0));
}
for (j = 0; j < vccount; j++)
{
theta = j * dtheta;
sinth = sin(theta);
costh = cos(theta);
for (i = 0; i < vccount; i++)
{
fi = i * dfi;
sinfi = sin(fi);
cosfi = cos(fi);
vertices[i + j * vccount].x = r * sinth * cosfi + x;
vertices[i + j * vccount].y = r * sinth * sinfi + y;
vertices[i + j * vccount].z = r * costh + z;
static void
_cylinder_setup(Body_3D *cylinder)
{
cylinder->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
_set_cylinder(cylinder->mesh, 50);
_body_material_set(cylinder, 0.0, 0.0, 1.0);
normals[i + j * vccount].x = sinth * cosfi;
normals[i + j * vccount].y = sinth * sinfi;
normals[i + j * vccount].z = costh;
}
}
cylinder->node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(cylinder->node, evas_3d_node_mesh_add(cylinder->mesh),
evas_3d_node_position_set(-2.0, 3.0, 1.0));
}
indices = malloc(sizeof(short) * icount);
index = &indices[0];
static void
_square_setup(Body_3D *square)
{
square->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
_set_square(square->mesh);
for(j = 0; j < p; j++)
for(i = 0; i < p; i++)
{
*index++ = (unsigned short)(i + vccount * j);
*index++ = i + vccount * (j + 1);
*index++ = i + 1 + vccount * (j + 1);
_body_material_set(square, 0.9, 1, 1);
*index++ = i + vccount * j;
*index++ = i + 1 + vccount * j;
*index++ = i + vccount * (j + 1) + 1;
}
square->node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(square->node, evas_3d_node_mesh_add(square->mesh),
evas_3d_node_position_set(0.0, -1.0, 0.0),
evas_3d_node_scale_set(30.0, 30.0, 30.0),
evas_3d_node_orientation_angle_axis_set(90.0, 1.0, 0.0, 0.0));
}
eo_do(ball_mesh, evas_3d_mesh_vertex_count_set(vcount),
evas_3d_mesh_frame_add(0);
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
sizeof(vec3), &vertices[0]);
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL,
sizeof(vec3), &normals[0]);
evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
icount , &indices[0]);
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG);
evas_3d_mesh_frame_material_set(0, ball_material));
static void
_box_setup(Body_3D *box)
{
box->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
_set_cube(box->mesh);
free(vertices);
free(normals);
free(indices);
_body_material_set(box, 0, 1, 0);
box->node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(box->node, evas_3d_node_mesh_add(box->mesh),
evas_3d_node_position_set(5.0, 0.0, -3.0));
}
static void
_model_setup(Body_3D *model)
{
Eo *texture = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
eo_do(texture,
evas_3d_texture_file_set("sonic.png", NULL),
evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST,
EVAS_3D_TEXTURE_FILTER_NEAREST),
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
EVAS_3D_WRAP_MODE_REPEAT));
model->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(model->material,
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, texture),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, texture),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_shininess_set(100.0));
model->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
eo_do(model->mesh,
efl_file_set("sonic.md2", NULL),
evas_3d_mesh_frame_material_set(0, model->material),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
model->node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(model->node, evas_3d_node_mesh_add(model->mesh),
evas_3d_node_scale_set(0.1, 0.1, 0.1),
evas_3d_node_orientation_angle_axis_set(120.0, -0.577, -0.577, -0.577));
}
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
eo_do(data->camera,
evas_3d_camera_projection_perspective_set(50.0, 1.0, 2.0, 50.0));
data->camera_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
eo_do(data->camera_node,
evas_3d_node_camera_set(data->camera),
evas_3d_node_position_set(0.0, 6.0, 12.0),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 3.0, 0.0,
EVAS_3D_SPACE_PARENT, 0.0, 5.0, 0.0));
eo_do(data->root_node, evas_3d_node_member_add(data->camera_node));
}
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
eo_do(data->light,
evas_3d_light_ambient_set(AMBIENT_LIGHT, 1.0),
evas_3d_light_diffuse_set(DIFFUSE_LIGHT, 1.0),
evas_3d_light_specular_set(SPECULAR_LIGHT, 1.0),
evas_3d_light_projection_perspective_set(45.0, 1.0, 2.0, 1000.0));
data->light_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
eo_do(data->light_node,
evas_3d_node_light_set(data->light),
evas_3d_node_position_set(50.0, 50.0, 20.0),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0,
EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
}
static void
_scene_setup(Scene_Data *data)
{
data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
eo_do(data->scene,
evas_3d_scene_size_set(WIDTH, HEIGHT);
evas_3d_scene_background_color_set(BG_COLOR, 1));
data->root_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
_box_setup(&data->cube);
_sphere_setup(&data->sphere);
_cylinder_setup(&data->cylinder);
_square_setup(&data->square);
_model_setup(&data->model);
_cone_setup(&data->cone);
eo_do(data->root_node, evas_3d_node_member_add(data->sphere.node));
eo_do(data->root_node, evas_3d_node_member_add(data->cube.node));
eo_do(data->root_node, evas_3d_node_member_add(data->cylinder.node));
eo_do(data->root_node, evas_3d_node_member_add(data->square.node));
eo_do(data->root_node, evas_3d_node_member_add(data->model.node));
eo_do(data->root_node, evas_3d_node_member_add(data->cone.node));
eo_do(data->scene,
evas_3d_scene_root_node_set(data->root_node),
evas_3d_scene_camera_node_set(data->camera_node),
evas_3d_scene_shadows_enable_set(EINA_TRUE));
}
int
main(void)
{
Scene_Data data;
Ecore_Animator *anim;
//Unless Evas 3D supports Software renderer, we set gl backened forcely.
setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
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);
@ -172,115 +312,7 @@ main(void)
evas = ecore_evas_get(ecore_evas);
/* Add a scene object .*/
scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
/* Add the root node for the scene. */
root_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
/* Add the camera. */
camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
eo_do(camera,
evas_3d_camera_projection_perspective_set(60.0, 1.0, 1.0, 1000.0));
camera_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
eo_do(camera_node,
evas_3d_node_camera_set(camera));
eo_do(root_node,
evas_3d_node_member_add(camera_node));
eo_do(camera_node,
evas_3d_node_position_set(100.0, 0.0, 20.0),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0,
EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
/* Add the light. */
light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
eo_do(light,
evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0),
evas_3d_light_projection_perspective_set(60.0, 1.0, 2.0, 1000.0));
light_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
eo_do(light_node,
evas_3d_node_light_set(light),
evas_3d_node_position_set(100.0, 30.0, 20.0),
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0,
EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
eo_do(root_node,
evas_3d_node_member_add(light_node));
/* Add the mesh. */
mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(mesh,
efl_file_set("sonic.md2", NULL),
evas_3d_mesh_frame_material_set(0, material),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
texture = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
eo_do(texture,
evas_3d_texture_file_set("sonic.png", NULL),
evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST,
EVAS_3D_TEXTURE_FILTER_NEAREST),
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
EVAS_3D_WRAP_MODE_REPEAT));
eo_do(material,
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, texture),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, texture),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT,
1.0, 1.0, 1.0, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE,
1.0, 1.0, 1.0, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR,
1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(50.0));
mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(root_node,
evas_3d_node_member_add(mesh_node));
eo_do(mesh_node,
evas_3d_node_mesh_add(mesh));
material1 = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(material1,
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(100.0));
mesh1 = eo_add(EVAS_3D_MESH_CLASS, evas);
_set_ball(mesh1, 100, -200, 0, 0, 100, material1);
mesh_node1 =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(root_node, evas_3d_node_member_add(mesh_node1));
eo_do(mesh_node1, evas_3d_node_mesh_add(mesh1));
/* Set up scene. */
eo_do(scene,
evas_3d_scene_root_node_set(root_node),
evas_3d_scene_camera_node_set(camera_node),
evas_3d_scene_size_set(WIDTH, HEIGHT),
evas_3d_scene_shadows_enable_set(EINA_TRUE));
_scene_setup(&data);
/* Add a background rectangle objects. */
background = eo_add(EVAS_RECTANGLE_CLASS, evas);
@ -296,14 +328,15 @@ main(void)
evas_obj_visibility_set(EINA_TRUE));
/* Set the image object as render target for 3D scene. */
eo_do(image, evas_obj_image_scene_set(scene));
eo_do(image, evas_obj_image_scene_set(data.scene));
/* Add animator. */
ecore_animator_frametime_set(0.008);
anim = ecore_animator_add(_animate_scene, mesh_node);
anim = ecore_animator_add(_animate_scene, &data.model);
/* Enter main loop. */
ecore_main_loop_begin();
ecore_animator_del(anim);
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();

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@ -0,0 +1,292 @@
#include <Eo.h>
#include <Evas.h>
#include <Ecore.h>
#include <Ecore_Evas.h>
#include <math.h>
#define SET_VERTEX_DATA eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount),\
evas_3d_mesh_frame_add(0);\
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,\
sizeof(vec3), &vertices[0]);\
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL,\
sizeof(vec3), &normals[0]));\
free(vertices);\
free(normals);
typedef struct _vec3
{
float x;
float y;
float z;
} vec3;
static const float cube_vertices[] =
{
/* Front */
-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
/* Back */
1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
/* Left */
-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
/* Right */
1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
/* Top */
-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
/* Bottom */
1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
};
static const unsigned short cube_indices[] =
{
/* Front */
0, 1, 2, 2, 1, 3,
/* Back */
4, 5, 6, 6, 5, 7,
/* Left */
8, 9, 10, 10, 9, 11,
/* Right */
12, 13, 14, 14, 13, 15,
/* Top */
16, 17, 18, 18, 17, 19,
/* Bottom */
20, 21, 22, 22, 21, 23
};
static const float square_vertices[] =
{
1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
-1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0,
1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0,
-1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0,
};
static const unsigned short square_indices[] = {0, 1, 2, 2, 1, 3};
static void
_set_grid_indices(Eo *mesh, int count)
{
int i, j;
unsigned short *index, *indices;
int vccount = count + 1;
int icount = count * count * 6;
indices = malloc(sizeof(short) * icount);
index = indices;
for(j = 0; j < count; j++)
for(i = 0; i < count; i++)
{
*index++ = i + vccount * j;
*index++ = i + vccount * (j + 1);
*index++ = i + 1 + vccount * (j + 1);
*index++ = i + vccount * j;
*index++ = i + 1 + vccount * j;
*index++ = i + vccount * (j + 1) + 1;
}
eo_do(mesh,
evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
icount , &indices[0]));
free(indices);
}
static void
_set_tape_indices(Eo *mesh, int count)
{
unsigned short *index, *indices;
int i, vccount = count + 1;
int icount = count * 6;
indices = malloc(sizeof(short) * icount);
index = indices;
for(i = 0; i < count; i++)
{
*index++ = i;
*index++ = i + 1;
*index++ = i + 1 + vccount;
*index++ = i;
*index++ = i + vccount;
*index++ = i + vccount + 1;
}
eo_do(mesh,
evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
icount , &indices[0]));
free(indices);
}
static void
_set_ball(Eo *mesh, int p)
{
int vcount, vccount, i, j;
double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
vccount = p + 1;
vcount = vccount * vccount;
dtheta = M_PI / p;
dfi = 2 * M_PI / p;
vec3 *vertices = malloc(sizeof(vec3) * vcount);
vec3 *normals = malloc(sizeof(vec3) * vcount);
for (j = 0; j < vccount; j++)
{
theta = j * dtheta;
sinth = sin(theta);
costh = cos(theta);
for (i = 0; i < vccount; i++)
{
fi = i * dfi;
sinfi = sin(fi);
cosfi = cos(fi);
vertices[i + j * vccount].x = sinth * cosfi;
vertices[i + j * vccount].y = sinth * sinfi;
vertices[i + j * vccount].z = costh;
normals[i + j * vccount].x = vertices[i + j * vccount].x;
normals[i + j * vccount].y = vertices[i + j * vccount].y;
normals[i + j * vccount].z = vertices[i + j * vccount].z;
}
}
_set_grid_indices(mesh, p);
SET_VERTEX_DATA
}
static void
_set_cylinder(Eo *mesh, int p)
{
int vcount, vccount, i;
double dfi, fi, sinfi, cosfi;
vccount = p + 1;
vcount = 2 * vccount;
dfi = 2 * M_PI / p;
vec3 *vertices = malloc(sizeof(vec3) * vcount);
vec3 *normals = malloc(sizeof(vec3) * vcount);
for (i = 0; i < vccount; i++)
{
fi = i * dfi;
sinfi = sin(fi);
cosfi = cos(fi);
vertices[i + vccount].x = vertices[i].x = cosfi;
vertices[i].y = -0.5;
vertices[i + vccount].z = vertices[i].z = sinfi;
vertices[i + vccount].y = 0.5;
normals[i + vccount].x = normals[i].x = cosfi;
normals[i + vccount].y = normals[i].y = 0;
normals[i + vccount].z = normals[i].z = sinfi;
}
_set_tape_indices(mesh, p);
SET_VERTEX_DATA
}
static void
_set_cone(Eo *mesh, int p)
{
int vcount, vccount, i;
double dfi, fi, sinfi, cosfi;
vccount = p + 1;
vcount = 2 * vccount;
dfi = 2 * M_PI / p;
vec3 *vertices = malloc(sizeof(vec3) * vcount);
vec3 *normals = malloc(sizeof(vec3) * vcount);
for (i = 0; i < vccount; i++)
{
fi = i * dfi;
sinfi = sin(fi);
cosfi = cos(fi);
vertices[i].x = cosfi;
vertices[i].y = 0;
vertices[i].z = sinfi;
vertices[i + vccount].x = 0;
vertices[i + vccount].y = 1;
vertices[i + vccount].z = 0;
normals[i + vccount].x = normals[i].x = cosfi * 0.71;
normals[i + vccount].y = normals[i].y = 0.71;
normals[i + vccount].z = normals[i].z = sinfi * 0.71;
}
_set_tape_indices(mesh, p);
SET_VERTEX_DATA
}
static void
_set_square(Eo *mesh)
{
eo_do(mesh, evas_3d_mesh_vertex_count_set(4),
evas_3d_mesh_frame_add(0);
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
8 * sizeof(float), &square_vertices[0]);
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL,
8 * sizeof(float), &square_vertices[3]),
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_TEXCOORD,
8 * sizeof(float), &square_vertices[6]);
evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
6 , &square_indices[0]);
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
}
static void
_set_cube(Eo *mesh)
{
eo_do(mesh,
evas_3d_mesh_vertex_count_set(24),
evas_3d_mesh_frame_add(0),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
12 * sizeof(float), &cube_vertices[0]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
12 * sizeof(float), &cube_vertices[3]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
12 * sizeof(float), &cube_vertices[6]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
12 * sizeof(float), &cube_vertices[10]),
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
36, &cube_indices[0]),
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES));
}