/** * Example of setting the texture source of an object in Evas-3D. * * Data which will be used as texture can be generated directly in application. * * @verbatim * gcc -o evas-3d-proxy evas-3d-proxy.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm * @endverbatim */ #ifdef HAVE_CONFIG_H #include "config.h" #else #define EFL_BETA_API_SUPPORT #define EFL_EO_API_SUPPORT #endif #include #include #include #include #define WIDTH 400 #define HEIGHT 400 #define IMG_WIDTH 256 #define IMG_HEIGHT 256 // undef this to test the legacy API for images #define USE_EO_IMAGE typedef struct _Scene_Data { Eo *scene; Eo *root_node; Eo *camera_node; Eo *light_node; Eo *mesh_node; Eo *camera; Eo *light; Eo *cube; Eo *mesh; Eo *material; Eo *texture; } Scene_Data; static Ecore_Evas *ecore_evas = NULL; static Evas *evas = NULL; static Eo *background = NULL; static Eo *image = NULL; static Eo *source = NULL; 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); efl_gfx_entity_size_set(background, EINA_SIZE2D(w, h)); efl_gfx_entity_size_set(image, EINA_SIZE2D(w, h)); } static Eina_Bool _animate_scene(void *data) { static float angle = 0.0f; Scene_Data *scene = (Scene_Data *)data; unsigned int *pixels; int i, j, stride; angle += 0.5; evas_canvas3d_node_orientation_angle_axis_set(scene->mesh_node, angle, 1.0, 1.0, 1.0); /* Rotate */ if (angle > 360.0) angle -= 360.0f; #ifdef USE_EO_IMAGE Eina_Rw_Slice slice; slice = efl_gfx_buffer_map(source, EFL_GFX_BUFFER_ACCESS_MODE_WRITE, NULL, EFL_GFX_COLORSPACE_ARGB8888, 0, &stride); pixels = slice.mem; if (!pixels) return EINA_TRUE; #else pixels = evas_object_image_data_get(source, EINA_TRUE); stride = evas_object_image_stride_get(source); #endif for (i = 0; i < IMG_HEIGHT; i++) { unsigned int *row = (unsigned int *)((char *)pixels + stride * i); for (j = 0; j < IMG_WIDTH; j++) { *row++ = rand() | 0xff000000; } } #ifdef USE_EO_IMAGE efl_gfx_buffer_unmap(source, slice); efl_gfx_buffer_update_add(source, NULL); #else evas_object_image_data_set(source, pixels); evas_object_image_data_update_add(source, 0, 0, IMG_WIDTH, IMG_HEIGHT); #endif return EINA_TRUE; } static void _camera_setup(Scene_Data *data) { data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas); evas_canvas3d_camera_projection_perspective_set(data->camera, 30.0, 1.0, 2.0, 50.0); data->camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_CAMERA)); evas_canvas3d_node_camera_set(data->camera_node, data->camera); evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 5.0); evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0); evas_canvas3d_node_member_add(data->root_node, data->camera_node); } static void _light_setup(Scene_Data *data) { data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas); evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0); evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0); data->light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_LIGHT)); evas_canvas3d_node_light_set(data->light_node, data->light); evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 10.0); evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0); evas_canvas3d_node_member_add(data->root_node, data->light_node); } static void _mesh_setup(Scene_Data *data) { /* Setup material. */ data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); data->texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); evas_canvas3d_texture_source_set(data->texture, source); evas_canvas3d_texture_source_visible_set(data->texture, EINA_TRUE); evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE); evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE); evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE); evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0); evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0); evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_material_shininess_set(data->material, 100.0); evas_canvas3d_material_texture_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, data->texture); /* Set data of primitive */ data->cube = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas); evas_canvas3d_primitive_form_set(data->cube, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE); /* Setup mesh. */ data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube); 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 = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_member_add(data->root_node, data->mesh_node); evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh); } static void _scene_setup(Scene_Data *data) { data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas); evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT); evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0); data->root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE)); _camera_setup(data); _light_setup(data); _mesh_setup(data); evas_canvas3d_scene_root_node_set(data->scene, data->root_node); evas_canvas3d_scene_camera_node_set(data->scene, data->camera_node); } int main(void) { // Unless Evas 3D supports Software renderer, we force use of the gl backend. setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1); Scene_Data data; 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); /* Add a background rectangle object. */ background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas); efl_gfx_color_set(background, 0, 0, 0, 255); efl_gfx_entity_size_set(background, EINA_SIZE2D(WIDTH, HEIGHT)); efl_gfx_entity_visible_set(background, EINA_TRUE); /* Add a background image. */ #ifdef USE_EO_IMAGE source = efl_add(EFL_CANVAS_IMAGE_CLASS, evas); efl_gfx_buffer_copy_set(source, NULL, EINA_SIZE2D(IMG_WIDTH, IMG_HEIGHT), 0, EFL_GFX_COLORSPACE_ARGB8888, 0); efl_gfx_entity_position_set(source, EINA_POSITION2D((WIDTH / 2), (HEIGHT / 2))); efl_gfx_entity_size_set(source, EINA_SIZE2D((WIDTH / 2), (HEIGHT / 2))); efl_gfx_entity_visible_set(source, EINA_TRUE); #else source = evas_object_image_filled_add(evas); evas_object_image_size_set(source, IMG_WIDTH, IMG_HEIGHT); evas_object_move(source, (WIDTH / 2), (HEIGHT / 2)); evas_object_resize(source, (WIDTH / 2), (HEIGHT / 2)); evas_object_show(source); #endif /* Add an image object for 3D scene rendering. */ image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas); efl_gfx_entity_size_set(image, EINA_SIZE2D((WIDTH / 2), (HEIGHT / 2))); efl_gfx_entity_visible_set(image, EINA_TRUE); /* Setup scene */ _scene_setup(&data); /* Set the image object as render target for 3D scene. */ efl_canvas_scene3d_set(image, data.scene); /* Add animation timer callback. */ ecore_timer_add(0.016, _animate_scene, &data); /* Enter main loop. */ ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }