/** * Example of static LOD techniques in Evas-3D. * * Main idea using several meshes with different quantity of polygons, * render mesh depends on distance to the camera node. * Use key up/down to change animtion style: * Up (default) object motion * Down camera motion * @verbatim * gcc -o evas-3d-static-lod evas-3d-static-lod.c `pkg-config --libs --cflags efl evas ecore ecore-evas eina eo` -lm * @endverbatim */ #ifdef HAVE_CONFIG_H #include "config.h" #else #define PACKAGE_EXAMPLES_DIR "." #define EFL_BETA_API_SUPPORT #define EFL_EO_API_SUPPORT #endif #include #include #include #include #include "evas-common.h" #define WIDTH 600 #define HEIGHT 600 #define NUMBER_MESHS 2 #define DNEAR 90.0 #define DFAR 1000.0 static const char *model_path = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/lod/iso_sphere"; typedef struct _Scene_Data { Eo *scene; Eo *root_node; Eo *complex_node; Eo *camera_node; Eo *light_node; Eo *lod_mesh_node1; Eo *lod_mesh_node2; Eo *camera; Eo *light; Eo *material; } Scene_Data; static Ecore_Evas *ecore_evas = NULL; static Evas *evas = NULL; static Eo *background = NULL; static Eo *image = NULL; Eina_Bool animation_type = EINA_FALSE; 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; Evas_Real x, y, z; Scene_Data *scene = (Scene_Data *)data; static Eina_Bool pass = EINA_TRUE; if (animation_type) //Camera motion { evas_canvas3d_node_position_set(scene->complex_node, -20.0, 0.0, 50.0); evas_canvas3d_node_position_get(scene->camera_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z); if (pass) z -= 4.0; else z += 4.0; if (z == DNEAR * 2.0) pass = EINA_FALSE; if (z == DFAR / 2.0) pass = EINA_TRUE; evas_canvas3d_node_position_set(scene->camera_node, x , y , z); evas_canvas3d_node_look_at_set(scene->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0); } else //Object motion { evas_canvas3d_node_position_set(scene->camera_node, 0.0, 0.0, 300.0); evas_canvas3d_node_look_at_set(scene->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_position_get(scene->complex_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z); evas_canvas3d_node_position_set( scene->complex_node, sin(angle) * 100 - 20 , y , cos(angle) * 200); angle += 0.02f; if (angle > 360.0) angle -= 360.0f; } 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, DNEAR, 1.0, 2.0, DFAR); 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, 300.0); 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, 300.0); 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) { int i = 0; Evas_Real distances[NUMBER_MESHS + 2] = {DNEAR, 150.0, 300.0, 500.0}; Evas_Real m_distances[NUMBER_MESHS + 2] = {DNEAR, 200.0, 500.0, 500.0}; /* Setup material. */ data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); 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); data->lod_mesh_node1 = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_position_set(data->lod_mesh_node1, 2.0, 0.0, 0.0); data->lod_mesh_node2 = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH)); data->complex_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE)); evas_canvas3d_node_scale_set(data->complex_node, 30.0, 30.0, 30.0); /* Setup mesh. One model, two meshes object with different lod distances.*/ for (i = 0; i <= NUMBER_MESHS; i++) { Eo *mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); Eina_Stringshare *str = eina_stringshare_printf("%s%d%s", model_path, i, ".obj"); efl_file_set(mesh, str, NULL); evas_canvas3d_mesh_frame_material_set(mesh, 0, data->material); evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG); evas_canvas3d_mesh_lod_boundary_set(mesh, distances[i], distances[i + 1]); evas_canvas3d_node_mesh_add(data->lod_mesh_node1, mesh); mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); efl_file_set(mesh, str, NULL); evas_canvas3d_mesh_frame_material_set(mesh, 0, data->material); evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG); evas_canvas3d_mesh_lod_boundary_set(mesh, m_distances[i], m_distances[i + 1]); evas_canvas3d_node_mesh_add(data->lod_mesh_node2, mesh); eina_stringshare_del(str); } evas_canvas3d_node_lod_enable_set(data->lod_mesh_node1, EINA_TRUE); evas_canvas3d_node_lod_enable_set(data->lod_mesh_node2, EINA_TRUE); evas_canvas3d_node_member_add(data->complex_node, data->lod_mesh_node1); evas_canvas3d_node_member_add(data->complex_node, data->lod_mesh_node2); evas_canvas3d_node_member_add(data->root_node, data->complex_node); } 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); } static void _on_key_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info) { Evas_Event_Key_Down *ev = event_info; if(!strcmp("Up", ev->key)) animation_type = EINA_FALSE; else if(!strcmp("Down", ev->key)) animation_type = EINA_TRUE; } 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); _scene_setup(&data); /* 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 an image object for 3D scene rendering. */ image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas); efl_gfx_entity_size_set(image, EINA_SIZE2D(WIDTH, HEIGHT)); efl_gfx_entity_visible_set(image, EINA_TRUE); evas_object_focus_set(image, EINA_TRUE); /* Set the image object as render target for 3D scene. */ efl_canvas_scene3d_set(image, data.scene); /* Add animation timer callback. */ ecore_animator_add(_animate_scene, &data); evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data); /* Enter main loop. */ ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }