/* * This example shows how to work frustum culling. * Use keys Up/Down for moving far plane of frustum. * Use keys Left/Right for changing camera view. * See in terminal output value of z coordinate of far plane of frustum * and check OBB's points inside frustum. * @see evas_3d_node_obb_frustum_check. * Compile with "gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags evas ecore ecore-evas eo`" */ #define EFL_EO_API_SUPPORT #define EFL_BETA_API_SUPPORT #include #include #include #include #define WIDTH 800 #define HEIGHT 600 typedef struct _Scene_Data { Eo *root_node; Eo *camera_node; Eo *light_node; Eo *mesh_node_model; Eo *scene; Eo *camera; Eo *light; Eo *mesh_model; Eo *material_model; Eo *texture_model; } Scene_Data; Evas *evas; Evas_Object *background,*image; Evas_Real fleft = -5, fright = 5, fbottom = -5, fup = 5, fnear = 20, ffar = 40; 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); evas_object_resize(background, w, h); evas_object_resize(image, w, h); evas_object_move(image, 0, 0); } static void _on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info) { Scene_Data *scene = (Scene_Data *)data; Evas_Event_Key_Down *ev = event_info; int frustum; if (!strcmp("Up", ev->key)) { ffar += 5; eo_do(scene->camera, evas_3d_camera_projection_frustum_set(fleft, fright, fbottom, fup, fnear, ffar)); eo_do(scene->mesh_node_model, frustum = evas_3d_node_obb_frustum_check(scene->camera_node)); fprintf(stdout, "far - %f frustum - %d \n", ffar, frustum); } else if(!strcmp("Down", ev->key)) { ffar -= 5; eo_do(scene->camera, evas_3d_camera_projection_frustum_set(fleft, fright, fbottom, fup, fnear, ffar)); eo_do(scene->mesh_node_model, frustum = evas_3d_node_obb_frustum_check(scene->camera_node)); fprintf(stdout, "far - %f frustum - %d \n", ffar, frustum); } else if(!strcmp("Return", ev->key)) { eo_do(scene->mesh_node_model, frustum = evas_3d_node_obb_frustum_check(scene->camera_node)); fprintf(stdout, "far - %f frustum - %d \n", ffar, frustum); } else if (!strcmp("Left", ev->key)) { eo_do(scene->camera_node, evas_3d_node_position_set(50.0, 0.0, 0.0), evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0)); fprintf(stdout, "Changed position and view of camera\n"); } else if (!strcmp("Right", ev->key)) { eo_do(scene->camera_node, evas_3d_node_position_set(0.0, 0.0, 50.0); evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, -1.0, 0.0)); fprintf(stdout, "Changed position and view of camera\n"); } else fprintf(stdout, "Press Right/Left/Up/Bottom keys\n"); } static Eina_Bool _animate_scene_model(void *data) { static int frame = 0; Scene_Data *scene = (Scene_Data *)data; eo_do(scene->mesh_node_model, evas_3d_node_mesh_frame_set(scene->mesh_model, frame), evas_3d_node_orientation_angle_axis_set(90, 1.0, 0.0, 0.0)); frame += 20; if (frame > 256 * 18) frame = 0; return ECORE_CALLBACK_RENEW; } static void _camera_setup(Scene_Data *data) { data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas); data->camera_node = eo_add_custom(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, 0.0, 50.0); evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, -1.0, 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( 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)); data->light_node = eo_add_custom(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(0.0, 0.0, 0.0), evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0)); eo_do(data->root_node, evas_3d_node_member_add(data->light_node)); } static void _mesh_setup_model(Scene_Data *data) { data->mesh_model = eo_add(EVAS_3D_MESH_CLASS, evas); data->material_model = eo_add(EVAS_3D_MATERIAL_CLASS, evas); data->texture_model = eo_add(EVAS_3D_TEXTURE_CLASS, evas); eo_do(data->texture_model, evas_3d_texture_file_set("eagle.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(data->material_model, evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE), 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, 0.01, 0.01, 0.01, 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_texture_set( EVAS_3D_MATERIAL_DIFFUSE, data->texture_model), evas_3d_material_shininess_set(100.0)); eo_do(data->mesh_model, evas_3d_mesh_file_set(EVAS_3D_MESH_FILE_TYPE_MD2, "eagle.md2", NULL), evas_3d_mesh_frame_material_set(0, data->material_model), evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE)); } static void _scene_setup(Scene_Data *data) { data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas); data->root_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE)); _camera_setup(data); _light_setup(data); _mesh_setup_model(data); data->mesh_node_model = eo_add_custom(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH)); eo_do(data->mesh_node_model, evas_3d_node_position_set(0, 0, 0); evas_3d_node_scale_set(0.3, 0.3, 0.3), evas_3d_node_orientation_angle_axis_set(90, 1.0, 1.0, 0.0)); eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node_model)); eo_do(data->mesh_node_model, evas_3d_node_mesh_add(data->mesh_model)); eo_do(data->scene, evas_3d_scene_size_set( WIDTH, HEIGHT), evas_3d_scene_background_color_set(0.5, 0.5, 0.5, 0.0), evas_3d_scene_root_node_set(data->root_node); evas_3d_scene_camera_node_set(data->camera_node)); } int main(void) { Scene_Data data; Ecore_Evas *ecore_evas; if (!ecore_evas_init()) return 0; setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1); ecore_evas = ecore_evas_new(NULL, 0, 0, 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); background = evas_object_rectangle_add(evas); evas_object_color_set(background, 0, 0, 0, 255); evas_object_move(background, 0, 0); evas_object_resize(background, WIDTH, HEIGHT); evas_object_show(background); image = evas_object_image_filled_add(evas); evas_object_move(image, 0, 0); evas_object_resize(image, WIDTH, HEIGHT); evas_object_show(image); evas_object_focus_set(image, EINA_TRUE); eo_do(image, evas_obj_image_scene_set(data.scene)); ecore_timer_add(0.1, _animate_scene_model, &data); evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data); ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }