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

241 lines
9.3 KiB
C

/**
* Example of .obj file format import in Evas-3D.
*
* Example demonstrates possibility to load and save mesh without tex_coords or/and normals.
*
* Read mesh from "sweet_home(parameters).obj".
* After that change some properties of material.
* After that save material to "saved_files/saved_home(parameters).mtl"
* and geometry to "saved_files/saved_home(parameters).obj".
* If material was not set it will be not saved.
*
* @verbatim
* gcc -o evas-3d-obj evas-3d-obj.c `pkg-config --libs --cflags efl 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 1900
#define HEIGHT 1080
#define COL_LITTLE 0.2
#define COL_BIG 1.0
#define COL_RED COL_BIG, COL_LITTLE, COL_LITTLE
#define COL_GREEN COL_LITTLE, COL_BIG, COL_LITTLE
#define COL_BLUE COL_LITTLE, COL_LITTLE, COL_BIG
#define ANIM_SPEED 0.02
#define COPY_OFFSET 5
#define GRID_SIZE 6
#define NUMBER_OF_MESHES 8
#define ADD_OBJ_MESH(path, Y, Z, num, shade_mode, name_of_material) \
mesh[num] = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
snprintf(full_file_path, PATH_MAX, "%s%s", path, ".obj"); \
efl_file_set(mesh[num], full_file_path, NULL); \
evas_canvas3d_mesh_frame_material_set(mesh[num], 0, name_of_material); \
evas_canvas3d_mesh_shader_mode_set(mesh[num], shade_mode); \
mesh_node[num] = 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[num]); \
evas_canvas3d_node_mesh_add(mesh_node[num], mesh[num]); \
evas_canvas3d_node_position_set(mesh_node[num], 0, Y, Z); \
#define ADD_OBJ_MESH_AND_SAVED_COPY(path, Y, Z, num, shade_mode, name_of_material)\
snprintf(buffer, PATH_MAX, "%s%s", input_template, #path); \
ADD_OBJ_MESH(buffer, Y, Z, num, shade_mode, name_of_material) \
snprintf(buffer, PATH_MAX, "%s%s%s", output_template, #path, ".obj"); \
efl_file_save(mesh[num], buffer, NULL, NULL); \
snprintf(buffer, PATH_MAX, "%s%s", output_template, #path); \
ADD_OBJ_MESH(buffer, Y + COPY_OFFSET, Z, num + 4, shade_mode, name_of_material)
#define ADD_TEXTURE(name, path) \
name = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); \
efl_file_set(name, path, NULL); \
evas_canvas3d_texture_filter_set(name, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, \
EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST); \
evas_canvas3d_texture_wrap_set(name, EVAS_CANVAS3D_WRAP_MODE_REPEAT, \
EVAS_CANVAS3D_WRAP_MODE_REPEAT);
#define ADD_MATERIAL(name) \
name = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); \
evas_canvas3d_material_enable_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE); \
evas_canvas3d_material_enable_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE); \
evas_canvas3d_material_enable_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE); \
evas_canvas3d_material_enable_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, EINA_TRUE); \
evas_canvas3d_material_color_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, \
COL_RED, 0.5); \
evas_canvas3d_material_color_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, \
COL_GREEN, 0.5); \
evas_canvas3d_material_color_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, \
COL_BLUE, 0.5); \
evas_canvas3d_material_shininess_set(name, 100.0);
static const char *texture_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/sweet_home_reversed.png";
static const char *output_template = PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES "/saved_";
static const char *input_template = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sweet_";
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[NUMBER_OF_MESHES];
Eo *mesh_node[NUMBER_OF_MESHES];
Eo *material_with_tex = NULL;
Eo *material = NULL;
Eo *texture = NULL;
Eo *light = NULL;
static float angle = 0;
static Eina_Bool
_animate_scene(void *data)
{
angle += 0.2;
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 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)
{
int i;
char buffer[PATH_MAX], full_file_path[PATH_MAX];
// 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, 20.0, 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, 100.0, 0.0, 0.0);
evas_canvas3d_node_look_at_set(camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, 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, 10.0, 0.0, 0.0);
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_TEXTURE(texture, texture_path)
ADD_MATERIAL(material)
ADD_MATERIAL(material_with_tex)
evas_canvas3d_material_texture_set(material_with_tex, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, texture);
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);
ADD_OBJ_MESH_AND_SAVED_COPY(home, -GRID_SIZE, -GRID_SIZE, 0,
EVAS_CANVAS3D_SHADER_MODE_PHONG, material_with_tex)
ADD_OBJ_MESH_AND_SAVED_COPY(home_without_normals, -GRID_SIZE, GRID_SIZE, 1,
EVAS_CANVAS3D_SHADER_MODE_DIFFUSE, material_with_tex)
ADD_OBJ_MESH_AND_SAVED_COPY(home_without_tex_coords, GRID_SIZE, -GRID_SIZE, 2,
EVAS_CANVAS3D_SHADER_MODE_PHONG, material)
ADD_OBJ_MESH_AND_SAVED_COPY(home_only_vertex_coords, GRID_SIZE, GRID_SIZE, 3,
EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER, NULL)
/* 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 MESHES. */
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);
for (i = 0; i < NUMBER_OF_MESHES; i++)
ecore_timer_add(ANIM_SPEED, _animate_scene, mesh_node[i]);
/* Enter main loop. */
ecore_main_loop_begin();
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();
return 0;
}