diff --git a/src/examples/evas/Makefile.am b/src/examples/evas/Makefile.am index 9cb4284261..300f978674 100644 --- a/src/examples/evas/Makefile.am +++ b/src/examples/evas/Makefile.am @@ -248,7 +248,7 @@ evas_3d_cube_rotate_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@ evas_3d_cube_rotate_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS) EXTRA_PROGRAMS += evas_3d_shadows -evas_3d_shadows_SOURCES = evas-3d-shadows.c +evas_3d_shadows_SOURCES = evas-3d-shadows.c evas-3d-primitives.c evas-3d-primitives.h evas_3d_shadows_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@ evas_3d_shadows_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS) diff --git a/src/examples/evas/evas-3d-primitives.c b/src/examples/evas/evas-3d-primitives.c index 6892054c2a..ab96cd8193 100644 --- a/src/examples/evas/evas-3d-primitives.c +++ b/src/examples/evas/evas-3d-primitives.c @@ -1,131 +1,192 @@ -#include -#include -#include -#include -#include +#define EFL_EO_API_SUPPORT +#define EFL_BETA_API_SUPPORT -#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); +#include "evas-3d-primitives.h" -typedef struct _vec3 +// TODO Use an external library of linear algebra. +inline void +_vec3_subtract(vec3 *out, const vec3 *a, const vec3 *b) { - float x; - float y; - float z; -} vec3; + out->x = a->x - b->x; + out->y = a->y - b->y; + out->z = a->z - b->z; +} -static const float cube_vertices[] = +inline void +_vec3_copy(vec3 *dst, const vec3 *src) +{ + dst->x = src->x; + dst->y = src->y; + dst->z = src->z; +} + +inline void +_vec3_cross_product(vec3 *out, const vec3 *a, const vec3 *b) +{ + vec3 tmp; + + tmp.x = a->y * b->z - a->z * b->y; + tmp.y = a->z * b->x - a->x * b->z; + tmp.z = a->x * b->y - a->y * b->x; + + _vec3_copy(out, &tmp); +} + +inline void +_vec3_normalize(vec3 *out) +{ + float size = out->x * out->x + out->y *out->y + out->z * out->z; + size = sqrt(size); + out->x /= size; + out->y /= size; + out->z /= size; +} + +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, + -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, 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, 1.0, 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, 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, 1.0, 0.0, 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, + 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, 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, 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, 0.0, 0.0, -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, -1.0, 0.0, 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, + -1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 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, 0.0, 0.0, 1.0, + -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 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, 0.0, 0.0, 0.0, 1.0, /* 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, + 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 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, 0.0, 0.0, -1.0, + 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 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, 0.0, 0.0, 0.0, -1.0, /* 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, + -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, 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, 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, 0.0, 0.0, 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, 1.0, 0.0, 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, + 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, 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, 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, 0.0, 0.0, -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, -1.0, 0.0, 0.0, }; -static const unsigned short cube_indices[] = +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[] = +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, + -1.0, 1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, + 1.0, 1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, + -1.0, -1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, + 1.0, -1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, }; -static const unsigned short square_indices[] = {0, 1, 2, 2, 1, 3}; +const unsigned short square_indices[] = {0, 1, 2, 2, 1, 3}; -static void -_set_grid_indices(Eo *mesh, int count) +#define ALLOCATE_VERTEX_DATA \ + vec3 *vertices = malloc(sizeof(vec3) * vcount); \ + vec3 *normals = malloc(sizeof(vec3) * vcount); \ + vec2 *tex_coord = malloc(sizeof(vec2) * vcount); \ + vec3 *tangents = malloc(sizeof(vec3) * vcount); \ + unsigned short *indices = malloc(sizeof(short) * icount); + +#define SET_VERTEX_DATA(frame) \ + eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount), \ + evas_3d_mesh_frame_add(frame), \ + evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_POSITION, \ + sizeof(vec3), &vertices[0]), \ + evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_NORMAL, \ + sizeof(vec3), &normals[0]), \ + evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_TEXCOORD, \ + sizeof(vec2), &tex_coord[0]), \ + evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_TANGENT, \ + sizeof(vec3), &tangents[0]), \ + evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, \ + icount , &indices[0])); \ + free(vertices); \ + free(normals); \ + free(tangents); \ + free(tex_coord); \ + free(indices); + +#define SET_VERTEX_DATA_FROM_ARRAY(mesh, frame, v_array, v_count, i_array, i_count) \ + eo_do(mesh, \ + evas_3d_mesh_vertex_count_set(v_count), \ + evas_3d_mesh_frame_add(frame), \ + evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_POSITION, \ + 15 * sizeof(float), &v_array[ 0]), \ + evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_NORMAL, \ + 15 * sizeof(float), &v_array[ 3]), \ + evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_COLOR, \ + 15 * sizeof(float), &v_array[ 6]), \ + evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_TEXCOORD, \ + 15 * sizeof(float), &v_array[10]), \ + evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_TANGENT, \ + 15 * sizeof(float), &v_array[12]), \ + evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, \ + i_count, &i_array[0]), \ + evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES)); + +vec3 _get_func_normal(Surface *func, float x, float y) +{ + vec3 v00, v01, v10, d1, d2, normal; + + v00 = func(x, y); + v01 = func(x, y + 0.01); + v10 = func(x + 0.01, y); + _vec3_subtract(&d1, &v00, &v01); + _vec3_subtract(&d2, &v01, &v10); + + _vec3_cross_product(&normal, &d1, &d2); + + _vec3_normalize(&normal); + + return normal; +} + +void +_generate_grid_indices(unsigned short *indices, int count) { int i, j; - unsigned short *index, *indices; + unsigned short *index = &indices[0]; 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++ = (unsigned short)(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; + *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) +void +_generate_tape_indices(unsigned short *indices, int count) { - unsigned short *index, *indices; int i, vccount = count + 1; - int icount = count * 6; - indices = malloc(sizeof(short) * icount); - index = indices; + unsigned short *index = &indices[0]; for(i = 0; i < count; i++) { @@ -133,31 +194,26 @@ _set_tape_indices(Eo *mesh, int count) *index++ = i + 1; *index++ = i + 1 + vccount; - *index++ = i; - *index++ = i + vccount; - *index++ = i + vccount + 1; + *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) +void +evas_3d_add_sphere_frame(Eo *mesh, int frame, int p, vec2 tex_scale) { - int vcount, vccount, i, j; - double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi; - + int vcount, icount, vccount, i, j; + icount = p * p * 6; vccount = p + 1; vcount = vccount * vccount; + ALLOCATE_VERTEX_DATA + + double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi; 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; @@ -168,125 +224,199 @@ _set_ball(Eo *mesh, int p) 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; + vertices[i + j * vccount].x = sinth * sinfi; + vertices[i + j * vccount].y = costh; + vertices[i + j * vccount].z = sinth * cosfi; - 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; + normals[i + j * vccount] = vertices[i + j * vccount]; + + tangents[i + j * vccount].x = vertices[i + j * vccount].z; + tangents[i + j * vccount].y = vertices[i + j * vccount].y; + tangents[i + j * vccount].z = -vertices[i + j * vccount].x; + + tex_coord[i+ j * vccount].x = i / (float)(vccount-1) * tex_scale.x; + tex_coord[i+ j *vccount].y = tex_scale.y - j / (float)(vccount-1) * tex_scale.y; } } - _set_grid_indices(mesh, p); + _generate_grid_indices(indices, p); - SET_VERTEX_DATA + SET_VERTEX_DATA(frame) } -static void -_set_cylinder(Eo *mesh, int p) +void +evas_3d_add_func_surface_frame(Eo *mesh, int frame, Surface func, int p, vec2 tex_scale) { - int vcount, vccount, i; - double dfi, fi, sinfi, cosfi; - + int vcount, icount, vccount, i, j; + icount = p * p * 6; vccount = p + 1; - vcount = 2 * vccount; + vcount = vccount * vccount; - dfi = 2 * M_PI / p; + ALLOCATE_VERTEX_DATA - vec3 *vertices = malloc(sizeof(vec3) * vcount); - vec3 *normals = malloc(sizeof(vec3) * vcount); + double v, u, d = 1.0 / p; - for (i = 0; i < vccount; i++) + for (j = 0; j < vccount; j++) { - 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; + u = j * d - 0.5; + for (i = 0; i < vccount; i++) + { + v = i * d - 0.5; + vertices[i + j * vccount] = func(v, u); + normals[i + j * vccount] = _get_func_normal(func, v, u); - normals[i + vccount].x = normals[i].x = cosfi; - normals[i + vccount].y = normals[i].y = 0; - normals[i + vccount].z = normals[i].z = sinfi; + tex_coord[i+ j * vccount].x = i / (float)(vccount-1) * tex_scale.x; + tex_coord[i+ j *vccount].y = tex_scale.y - j / (float)(vccount-1) * tex_scale.y; + } } - _set_tape_indices(mesh, p); - - SET_VERTEX_DATA + _generate_grid_indices(indices, p); + SET_VERTEX_DATA(frame) } -static void -_set_cone(Eo *mesh, int p) +void +evas_3d_add_torus_frame(Eo *mesh, int frame, float rratio, int p, vec2 tex_scale) { - int vcount, vccount, i; - double dfi, fi, sinfi, cosfi; + int vcount, icount, vccount, i, j; + icount = p * p * 6; + vccount = p + 1; + vcount = vccount * vccount; + ALLOCATE_VERTEX_DATA + + double d, sinth, costh, fi, theta, sinfi, cosfi; + + d = 2 * M_PI / p; + + for (j = 0; j < vccount; j++) + { + theta = j * d; + sinth = sin(theta); + costh = cos(theta); + for (i = 0; i < vccount; i++) + { + fi = i * d; + sinfi = sin(fi); + cosfi = cos(fi); + vertices[i + j * vccount].x = (1 + rratio * cosfi) * costh; + vertices[i + j * vccount].y = (1 + rratio * cosfi) * sinth; + vertices[i + j * vccount].z = rratio * sinfi; + + normals[i + j * vccount].x = cosfi * costh; + normals[i + j * vccount].y = cosfi * sinth; + normals[i + j * vccount].z = sinfi; + + tangents[i + j * vccount].x = - sinfi * costh; + tangents[i + j * vccount].y = - sinfi * sinth; + tangents[i + j * vccount].z = cosfi; + + _vec3_normalize(&normals[i + j * vccount]); + + tex_coord[i+ j * vccount].x = i / (float)(vccount-1) * tex_scale.x; + tex_coord[i+ j *vccount].y = tex_scale.y - j / (float)(vccount-1) * tex_scale.y; + } + } + + _generate_grid_indices(indices, p); + + SET_VERTEX_DATA(frame) +} + +void +evas_3d_add_cylinder_frame(Eo *mesh, int frame, int p, vec2 tex_scale) +{ + int vcount, icount, vccount, i; + icount = p * 6; vccount = p + 1; vcount = 2 * vccount; - dfi = 2 * M_PI / p; + ALLOCATE_VERTEX_DATA - vec3 *vertices = malloc(sizeof(vec3) * vcount); - vec3 *normals = malloc(sizeof(vec3) * vcount); + double dfi, fi, sinfi, cosfi; + dfi = 2 * M_PI / p; for (i = 0; i < vccount; i++) { fi = i * dfi; sinfi = sin(fi); cosfi = cos(fi); - vertices[i].x = cosfi; + vertices[i + vccount].x = vertices[i].x = sinfi ; + vertices[i].y = -0.5; + vertices[i + vccount].z = vertices[i].z = cosfi; + vertices[i + vccount].y = 0.5; + + normals[i + vccount].x = normals[i].x = sinfi; + normals[i + vccount].y = normals[i].y = 0; + normals[i + vccount].z = normals[i].z = cosfi; + + tangents[i + vccount].x = tangents[i].x = cosfi; + tangents[i + vccount].y = tangents[i].y = 0; + tangents[i + vccount].z = tangents[i].z = -sinfi; + + tex_coord[i].x = i / (float)(vccount-1) * tex_scale.x; + tex_coord[i].y = 0; + tex_coord[i+ vccount].x = i / (float)(vccount-1) * tex_scale.x; + tex_coord[i+ vccount].y = tex_scale.y; + } + + _generate_tape_indices(indices, p); + + SET_VERTEX_DATA(frame) +} + +void +evas_3d_add_cone_frame(Eo *mesh, int frame, int p, vec2 tex_scale) +{ + int vcount, icount, vccount, i; + double dfi, fi, sinfi, cosfi; + + icount = p * 6; + vccount = p + 1; + vcount = 2 * vccount; + + dfi = 2.0 * M_PI / p; + + ALLOCATE_VERTEX_DATA + + for (i = 0; i < vccount; i++) + { + fi = i * dfi; + sinfi = sin(fi); + cosfi = cos(fi); + vertices[i].x = sinfi; vertices[i].y = 0; - vertices[i].z = sinfi; + vertices[i].z = cosfi; 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].x = normals[i].x = sinfi * 0.71; normals[i + vccount].y = normals[i].y = 0.71; - normals[i + vccount].z = normals[i].z = sinfi * 0.71; + normals[i + vccount].z = normals[i].z = cosfi * 0.71; + + tangents[i + vccount].x = tangents[i].x = cosfi; + tangents[i + vccount].y = tangents[i].y = 0; + tangents[i + vccount].z = tangents[i].z = -sinfi; + + tex_coord[i].x = i / (float)(vccount-1) * tex_scale.x; + tex_coord[i].y = 0; + tex_coord[i+ vccount].x = tex_coord[i].x; + tex_coord[i+ vccount].y = tex_scale.y; } - _set_tape_indices(mesh, p); + _generate_tape_indices(indices, p); - SET_VERTEX_DATA + SET_VERTEX_DATA(frame) } -static void -_set_square(Eo *mesh) +void +evas_3d_add_square_frame(Eo *mesh, int frame) { - 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)); + SET_VERTEX_DATA_FROM_ARRAY(mesh, frame, square_vertices, 4, square_indices, 6) } -static void -_set_cube(Eo *mesh) +void +evas_3d_add_cube_frame(Eo *mesh, int frame) { - 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)); + SET_VERTEX_DATA_FROM_ARRAY(mesh, frame, cube_vertices, 24, cube_indices, 36) } diff --git a/src/examples/evas/evas-3d-primitives.h b/src/examples/evas/evas-3d-primitives.h new file mode 100644 index 0000000000..3281f5d81b --- /dev/null +++ b/src/examples/evas/evas-3d-primitives.h @@ -0,0 +1,55 @@ +#ifndef EVAS_3D_PRIMITIVES_H +#define EVAS_3D_PRIMITIVES_H + +#include +#include +#include + +// TODO Use an external library of linear algebra. +typedef struct _vec3 +{ + float x; + float y; + float z; +} vec3; + +typedef struct _vec2 +{ + float x; + float y; +} vec2; + +/* The type of user-defined parametric surface function.*/ +typedef vec3 (Surface)(float x, float y); + +/* Set frame as sphere. */ +void +evas_3d_add_sphere_frame(Eo *mesh, int frame, int precision, vec2 tex_scale); + +/* Set frame as user defined parametric surface.A parametric surface is a + * surface in the Euclidean space R3 which is defined by a parametric equation + * with two parameters. */ +void +evas_3d_add_func_surface_frame(Eo *mesh, int frame, Surface func, int precision, vec2 tex_scale); + +/* Set frame as sphere as torus */ +void +evas_3d_add_torus_frame(Eo *mesh, int frame, float rratio, int precision, vec2 tex_scale); + +/* Set frame as cylinder. */ +void +evas_3d_add_cylinder_frame(Eo *mesh, int frame, int precision, vec2 tex_scale); + +/* Set frame as cone. */ +void +evas_3d_add_cone_frame(Eo *mesh, int frame, int precision, vec2 tex_scale); + +/* Set frame as square. */ +void +evas_3d_add_square_frame(Eo *mesh, int frame); + +/* Set frame as cube. */ +void +evas_3d_add_cube_frame(Eo *mesh, int frame); + +#endif // EVAS_3D_PRIMITIVES_H diff --git a/src/examples/evas/evas-3d-shadows.c b/src/examples/evas/evas-3d-shadows.c index 86903f62ec..710507c40b 100644 --- a/src/examples/evas/evas-3d-shadows.c +++ b/src/examples/evas/evas-3d-shadows.c @@ -5,7 +5,7 @@ * @see evas_3d_scene_shadows_enable_set(Eina_Bool _shadows_enabled) * @see evas_3d_object_callback_register * - * Compile with gcc -o evas-3d-shadows evas-3d-shadows.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo eina` -lm + * Compile with gcc -o gcc -o evas-3d-shadows evas-3d-shadows.c evas-3d-primitives.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo eina` -lm */ #ifdef HAVE_CONFIG_H @@ -23,8 +23,8 @@ #include #include #include -#include "evas-3d-primitives.c" -#include "evas-3d-common.h" +#include "evas-3d-primitives.h" +#include "evas-common.h" #define WIDTH 1024 #define HEIGHT 1024 @@ -37,6 +37,7 @@ static const char *model_path = PACKAGE_EXAMPLES_DIR EVAS_3D_MODEL_FOLDER "/sonic.md2"; static const char *image_path = PACKAGE_EXAMPLES_DIR EVAS_3D_IMAGE_FOLDER "/sonic.png"; +static const vec2 tex_scale = {1, 1}; Ecore_Evas *ecore_evas = NULL; Evas *evas = NULL; @@ -171,7 +172,7 @@ static void _sphere_setup(Body_3D *sphere) { sphere->mesh = eo_add(EVAS_3D_MESH_CLASS, evas); - _set_ball(sphere->mesh, 50); + evas_3d_add_sphere_frame(sphere->mesh, 0, 50, tex_scale); _body_material_set(sphere, 1, 0.0, 0.0); sphere->node = @@ -185,7 +186,7 @@ static void _cone_setup(Body_3D *cone) { cone->mesh = eo_add(EVAS_3D_MESH_CLASS, evas); - _set_cone(cone->mesh, 100); + evas_3d_add_cone_frame(cone->mesh, 0, 100, tex_scale); _body_material_set(cone, 0.8, 0.5, 0.5); cone->node = @@ -200,7 +201,7 @@ static void _cylinder_setup(Body_3D *cylinder) { cylinder->mesh = eo_add(EVAS_3D_MESH_CLASS, evas); - _set_cylinder(cylinder->mesh, 50); + evas_3d_add_cylinder_frame(cylinder->mesh, 0, 50, tex_scale); _body_material_set(cylinder, 0.0, 0.0, 1.0); cylinder->node = @@ -214,9 +215,9 @@ static void _square_setup(Body_3D *square) { square->mesh = eo_add(EVAS_3D_MESH_CLASS, evas); - _set_square(square->mesh); + evas_3d_add_square_frame(square->mesh, 0); - _body_material_set(square, 0.9, 1, 1); + _body_material_set(square, 0.4, 0.4, 0.4); square->node = eo_add(EVAS_3D_NODE_CLASS, evas, @@ -231,7 +232,7 @@ static void _box_setup(Body_3D *box) { box->mesh = eo_add(EVAS_3D_MESH_CLASS, evas); - _set_cube(box->mesh); + evas_3d_add_cube_frame(box->mesh, 0); _body_material_set(box, 0, 1, 0);