/** * Simple Evas example illustrating .eet import/export * * Take mesh from md2. * Set material to it. * Show it in left side. * Save the first frame of this mesh to eet. (static only) * Take result to another mesh from eet. * Show it in right side. * * @verbatim * gcc -o evas-3d-eet evas-3d-eet.c `pkg-config --libs --cflags efl eina evas ecore ecore-evas ecore-file eo` * @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 #include "evas-common.h" #define WIDTH 1024 #define HEIGHT 1024 static const char *input_model_path = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sonic.md2"; static const char *output_model_path = PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES "/saved_Sonic_EET.eet"; 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 = NULL; Eo *mesh_node2 = NULL; Eo *mesh2 = NULL; Eo *material = NULL; Eo *light = NULL; static float angle = 0; static Eina_Bool _animate_eet(void *data) { angle += 0.5; evas_canvas3d_node_orientation_angle_axis_set((Evas_Canvas3D_Node *)data, angle, 1.0, 1.0, 1.0); /* Rotate */ if (angle > 360.0) angle -= 360.0f; return EINA_TRUE; } static Eina_Bool _animate_md2(void *data) { static int frame = 0; evas_canvas3d_node_mesh_frame_set((Evas_Canvas3D_Node *)data, mesh, frame); frame += 32; if (frame > 256 * 50) frame = 0; return EINA_TRUE; } 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_size_set(background, w, h); efl_gfx_size_set(image, w, h); } int main(void) { //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); ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize); ecore_evas_show(ecore_evas); evas = ecore_evas_get(ecore_evas); /* Add a scene object .*/ scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas); /* Add the root node for the scene. */ root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_NODE)); /* Add the camera. */ camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas); evas_canvas3d_camera_projection_perspective_set(camera, 60.0, 1.0, 1.0, 500.0); camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA)); evas_canvas3d_node_camera_set(camera_node, camera); evas_canvas3d_node_member_add(root_node, camera_node); evas_canvas3d_node_position_set(camera_node, 200.0, 0.0, 40.0); evas_canvas3d_node_look_at_set(camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 20.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0); /* Add the light. */ light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas); evas_canvas3d_light_ambient_set(light, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_light_diffuse_set(light, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_light_specular_set(light, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_light_directional_set(light, EINA_TRUE); light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT)); evas_canvas3d_node_light_set(light_node, light); evas_canvas3d_node_position_set(light_node, 1000.0, 0.0, 1000.0); evas_canvas3d_node_look_at_set(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(root_node, light_node); /* Add the meshes. */ mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); mesh2 = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); efl_file_set(mesh, input_model_path, NULL); evas_canvas3d_mesh_frame_material_set(mesh, 0, material); evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG); evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE); evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE); evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE); evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, EINA_TRUE); evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.50, 0.50, 0.00, 0.30); evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.00, 0.50, 0.50, 0.30); evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 0.50, 0.00, 0.50, 0.30); evas_canvas3d_material_shininess_set(material, 50.0); if (!ecore_file_mkpath(PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES)) fprintf(stderr, "Failed to create folder %s\n\n", PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES); efl_file_save(mesh, output_model_path, NULL, NULL); efl_file_set(mesh2, output_model_path, NULL); evas_canvas3d_mesh_shader_mode_set(mesh2, EVAS_CANVAS3D_SHADER_MODE_PHONG); mesh_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_member_add(root_node, mesh_node); evas_canvas3d_node_mesh_add(mesh_node, mesh); evas_canvas3d_node_position_set(mesh_node, 0.0, -40.0, 0.0); mesh_node2 = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_member_add(root_node, mesh_node2); evas_canvas3d_node_mesh_add(mesh_node2, mesh2); evas_canvas3d_node_position_set(mesh_node2, 0.0, 40.0, 0.0); /* Set up scene. */ evas_canvas3d_scene_root_node_set(scene, root_node); evas_canvas3d_scene_camera_node_set(scene, camera_node); evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT); /* Add a background rectangle objects. */ background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas); efl_gfx_color_set(background, 0, 0, 0, 255); efl_gfx_size_set(background, WIDTH, HEIGHT); efl_gfx_visible_set(background, EINA_TRUE); /* Add an image object for 3D scene rendering. */ image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas); efl_gfx_size_set(image, WIDTH, HEIGHT); efl_gfx_visible_set(image, EINA_TRUE); /* Set the image object as render target for 3D scene. */ efl_canvas_scene3d_set(image, scene); ecore_timer_add(0.01, _animate_md2, mesh_node); ecore_timer_add(0.01, _animate_eet, mesh_node2); /* Enter main loop. */ ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }