efl/src/examples/evas/evas-3d-eet.c

212 lines
7.1 KiB
C

/**
* Example of .eet file format import/export in Evas-3D.
*
* 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 <Eo.h>
#include <Evas.h>
#include <Ecore.h>
#include <Ecore_Evas.h>
#include <Ecore_File.h>
#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_entity_size_set(background, EINA_SIZE2D(w, h));
efl_gfx_entity_size_set(image, EINA_SIZE2D(w, h));
}
int
main(void)
{
// Unless Evas 3D supports Software renderer, we force use of the gl backend.
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_type_set(efl_added, 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_type_set(efl_added, 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_type_set(efl_added, 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_type_set(efl_added, 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_type_set(efl_added, 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 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);
/* 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;
}