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

237 lines
8.8 KiB
C

/**
* Example of .ply file format import/export in Evas-3D.
*
* Read meshes from "tested_man_all_with_mods.ply", "tested_man_only_geometry.ply" and "tested_man_without_UVs.ply".
* After that change some properties of material.
* After that save material to "saved_man.mtl"
* and geometry to "saved_man_all_with_mods.ply", "saved_man_only_geometry.ply" and "saved_man_without_UVs.ply".
*
* @verbatim
* gcc -o evas-3d-ply evas-3d-ply.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 1024
#define HEIGHT 1024
#define NUMBER_OF_MESHES 32
static const char *image_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/star.jpg";
static const char *input_template = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/";
static const char *output_template = PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES "/";
static const char *file_name[8] = {"Normal_UVs_Colors.ply",
"Normal_UVs_NoColors.ply",
"Normal_NoUVs_Colors.ply",
"Normal_NoUVs_NoColors.ply",
"NoNormal_UVs_Colors.ply",
"NoNormal_UVs_NoColors.ply",
"NoNormal_NoUVs_Colors.ply",
"NoNormal_NoUVs_NoColors.ply"};
int draw_mode[8] = {EVAS_CANVAS3D_SHADER_MODE_PHONG,
EVAS_CANVAS3D_SHADER_MODE_PHONG,
EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER,
EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER,
EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER};
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[NUMBER_OF_MESHES];
Eo *mesh[NUMBER_OF_MESHES];
Eo *material = NULL;
Eo *texture = NULL;
Eo *light = NULL;
Ecore_Animator *anim = 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)
{
char buffer[PATH_MAX];
int i;
for (i = 0; i < NUMBER_OF_MESHES; i++)
{
mesh_node[i] = NULL;
mesh[i] = NULL;
}
// 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, 15.0, 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, 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);
material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
efl_file_set(texture, image_path, NULL);
evas_canvas3d_texture_filter_set(texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
evas_canvas3d_material_texture_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, texture);
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, 0.01, 0.01, 0.01, 1.0);
evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
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);
/* Add the meshes. */
for (i = 0; i < NUMBER_OF_MESHES; i++)
{
mesh[i] = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
snprintf(buffer, PATH_MAX, "%s%s", input_template, file_name[i % 8]);
efl_file_set(mesh[i], buffer, NULL);
evas_canvas3d_mesh_frame_material_set(mesh[i], 0, material);
evas_canvas3d_mesh_shader_mode_set(mesh[i], draw_mode[(i % 8)]);
snprintf(buffer, PATH_MAX, "%s%s", output_template, file_name[i % 8]);
efl_file_save(mesh[i], buffer, NULL, NULL);
if (i > 15)
{
efl_file_set(mesh[i], buffer, NULL);
evas_canvas3d_mesh_frame_material_set(mesh[i], 0, material);
evas_canvas3d_mesh_shader_mode_set(mesh[i], draw_mode[(i % 8)]);
}
mesh_node[i] = 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[i]);
evas_canvas3d_node_mesh_add(mesh_node[i], mesh[i]);
evas_canvas3d_node_position_set(mesh_node[i], 0, ((i % 4) * 4) + ((i / 16) * 1) - 6.5, (((i % 16) / 4) * 4) - 6);
}
/* 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, 100, 100, 100, 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_animator_frametime_set(0.03);
for (i = 0; i < NUMBER_OF_MESHES; i++)
anim = ecore_animator_add(_animate_scene, mesh_node[i]);
/* Enter main loop. */
ecore_main_loop_begin();
ecore_animator_del(anim);
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();
return 0;
}