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

691 lines
28 KiB
C

/**
* Example of setting up an animated Evas-3D scene with lighting and anti-aliasing.
*
* This example illustrates use of shadows, callbacks(clicked, collision),
* technic of the billboard and post proccesing render with anti-aliasing.
*
* Model and cube are clickable. Model detects collision with sphere.
* Cube detects collision with sphere, model and cone. Model and cude are moveable.
* @see evas_canvas3d_scene_shadows_enable_set(Eina_Bool _shadows_enabled)
* @see evas_canvas3d_object_callback_register
* @see evas_canvas3d_billboard_set/get
* @see evas_object_anti_alias_set/get
*
* Control keys and description:
* 'w'/'s' key to move up/down object;
* 'a'/'d' key to move left/right object;
* 'q'/'e' key to move near/far object;
* '1'/'2' key to change kind of node - billboard/normal model\n");
* '3'/'4' key to enable/disable post proccesing render;
* '5'/'6' key to enable/disable shadow effect;
* Up/Down key to change position of camera;
* 'i' key to return initial view of scene;
* @verbatim
* gcc -o evas-3d-shadows evas-3d-shadows.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo eina` -lm
* @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 <Eina.h>
#include <math.h>
#include "evas-common.h"
#define WIDTH 1024
#define HEIGHT 1024
#define STEP 0.1
#define BG_COLOR 0.2, 0.2, 0.2
#define AMBIENT_LIGHT 0.2, 0.2, 0.2
#define DIFFUSE_LIGHT 1.0, 1.0, 1.0
#define SPECULAR_LIGHT 1.0, 1.0, 1.0
static const char *model_path = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sonic.md2";
static const char *image_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/sonic.png";
static const char *b_image_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/billboard.png";
Ecore_Evas *ecore_evas = NULL;
Evas *evas = NULL;
Eo *background = NULL;
Eo *image = NULL;
Evas_Canvas3D_Node *choosed_node = NULL;
typedef struct _Body_3D
{
Eo *primitive;
Eo *material;
Eo *mesh;
Eo *node;
Eo *texture;
} Body_3D;
typedef struct _Scene_Data
{
Eo *scene;
Eo *root_node;
Eo *camera_node;
Eo *camera;
Eo *light_node;
Eo *light;
Eo *mediator;
Body_3D sphere;
Body_3D cube;
Body_3D square;
Body_3D cylinder;
Body_3D model;
Body_3D cone;
Body_3D fence;
Body_3D billboard;
Eina_Bool init;
} Scene_Data;
void
_cb_clicked(void *data EINA_UNUSED, const Efl_Event *event)
{
Eina_List *meshes = NULL, *l;
Evas_Canvas3D_Mesh *m;
Evas_Canvas3D_Node *billboard = NULL;
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get((Evas_Canvas3D_Node *)event->info);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
if (choosed_node != (Evas_Canvas3D_Node *)event->info)
{
billboard = evas_canvas3d_node_billboard_target_get(choosed_node);
if (!billboard)
{
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(choosed_node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
}
choosed_node = (Evas_Canvas3D_Node *)event->info;
}
}
void
_cb_collision(void *data EINA_UNUSED, const Efl_Event *event)
{
Eina_List *meshes = NULL, *l;
Evas_Canvas3D_Mesh *m;
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get((Evas_Canvas3D_Node *)event->info);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
}
static void
_show_help()
{
printf("Press 'w'/'s' key to move up/down object\n");
printf("Press 'a'/'d' key to move left/right object\n");
printf("Press 'q'/'e' key to move near/far object\n");
printf("Cude and model can be moved.\n");
printf("Cube detects intersection with model, sphere, cone\n");
printf("Model detects intersection with sphere\n");
printf("Press '1'/'2' key to change kind of node - billboard/normal model\n");
printf("Press '3'/'4' key to enable/disable post render with anti-aliasing\n");
printf("Press '5'/'6' key to enable/disable shadow effect\n");
printf("Press Up/Down key to change position of camera\n");
printf("Press 'i' key to return initial view of scene\n");
}
static Eina_Bool
_animate_scene(void *data)
{
static float angle = 0;
Evas_Real x, y, z;
Scene_Data *scene = (Scene_Data *)data;
if (scene->init)
{
evas_canvas3d_node_position_get(scene->mediator, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
evas_canvas3d_node_position_set(scene->mediator, sin(angle) * 20, y, cos(angle) * 20);
evas_canvas3d_node_look_at_set(scene->mediator, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 3.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 5.0, 0.0);
angle += 0.005;
if (angle > 360) angle = 0.0;
}
else
{
evas_canvas3d_node_position_set(scene->mediator, 0.0, 6.0, 12.0);
evas_canvas3d_node_look_at_set(scene->mediator, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 3.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 5.0, 0.0);
}
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));
}
static void
_body_material_set(Body_3D *body, float r, float g, float b)
{
body->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
evas_canvas3d_material_color_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, r, g, b, 1.0);
evas_canvas3d_material_color_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, r, g, b, 1.0);
evas_canvas3d_material_color_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(body->material, 100.0);
evas_canvas3d_mesh_shader_mode_set(body->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(body->mesh, 0, body->material);
}
static void
_sphere_setup(Body_3D *sphere)
{
sphere->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(sphere->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE);
evas_canvas3d_primitive_precision_set(sphere->primitive, 50);
sphere->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(sphere->mesh, 0, sphere->primitive);
_body_material_set(sphere, 1, 0.0, 0.0);
sphere->node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH), evas_canvas3d_node_position_set(efl_added, 3.0, 3.0, 0.0));
evas_canvas3d_node_mesh_add(sphere->node, sphere->mesh);
}
static void
_cone_setup(Body_3D *cone)
{
cone->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(cone->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CONE);
evas_canvas3d_primitive_precision_set(cone->primitive, 50);
cone->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(cone->mesh, 0, cone->primitive);
_body_material_set(cone, 0.8, 0.5, 0.5);
cone->node =
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(cone->node, cone->mesh);
evas_canvas3d_node_orientation_angle_axis_set(cone->node, -90.0, 1.0, 0.0, 0.0);
evas_canvas3d_node_position_set(cone->node, -4.0, 0.0, -3.0);
}
static void
_cylinder_setup(Body_3D *cylinder)
{
cylinder->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(cylinder->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CYLINDER);
evas_canvas3d_primitive_precision_set(cylinder->primitive, 50);
cylinder->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(cylinder->mesh, 0, cylinder->primitive);
_body_material_set(cylinder, 0.0, 0.0, 1.0);
cylinder->node =
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(cylinder->node, cylinder->mesh);
evas_canvas3d_node_orientation_angle_axis_set(cylinder->node, -90.0, 1.0, 0.0, 0.0);
evas_canvas3d_node_position_set(cylinder->node, -2.0, 3.0, 1.0);
}
static void
_fence_setup(Body_3D *fence)
{
Eo *texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_atlas_enable_set(texture, EINA_FALSE);
efl_file_set(texture, PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/grid.png", 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);
Eo *texture1 = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_atlas_enable_set(texture1, EINA_FALSE);
efl_file_set(texture1, PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/grid_n.png", NULL);
evas_canvas3d_texture_filter_set(texture1, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(texture1, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
fence->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_texture_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, texture);
evas_canvas3d_material_texture_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, texture);
evas_canvas3d_material_enable_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
evas_canvas3d_material_enable_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, EINA_TRUE);
evas_canvas3d_material_texture_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, texture1);
evas_canvas3d_material_color_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_color_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_color_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(fence->material, 100.0);
fence->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(fence->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CYLINDER);
evas_canvas3d_primitive_mode_set(fence->primitive, EVAS_CANVAS3D_PRIMITIVE_MODE_WITHOUT_BASE);
evas_canvas3d_primitive_tex_scale_set(fence->primitive, 160.0, 12.0);
evas_canvas3d_primitive_precision_set(fence->primitive, 50);
fence->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(fence->mesh, 0, fence->primitive);
evas_canvas3d_mesh_frame_material_set(fence->mesh, 0, fence->material);
evas_canvas3d_mesh_alpha_func_set(fence->mesh, EVAS_CANVAS3D_COMPARISON_GREATER, 0);
evas_canvas3d_mesh_alpha_test_enable_set(fence->mesh, EINA_TRUE);
evas_canvas3d_mesh_shader_mode_set(fence->mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
fence->node =
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(fence->node, fence->mesh);
evas_canvas3d_node_orientation_angle_axis_set(fence->node, -90.0, 1.0, 0.0, 0.0);
evas_canvas3d_node_scale_set(fence->node, 10.0, 10.0, 5.0);
evas_canvas3d_node_position_set(fence->node, 0.0, -1.0, -2.0);
}
static void
_square_setup(Body_3D *square)
{
square->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(square->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_SQUARE);
square->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(square->mesh, 0, square->primitive);
_body_material_set(square, 0.4, 0.4, 0.4);
square->node =
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(square->node, square->mesh);
evas_canvas3d_node_position_set(square->node, 0.0, -1.0, 0.0);
evas_canvas3d_node_scale_set(square->node, 30.0, 30.0, 30.0);
evas_canvas3d_node_orientation_angle_axis_set(square->node, 90.0, 1.0, 0.0, 0.0);
}
static void
_box_setup(Body_3D *box)
{
box->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(box->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
box->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(box->mesh, 0, box->primitive);
_body_material_set(box, 0, 1, 0);
box->node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(box->node, box->mesh);
evas_canvas3d_node_position_set(box->node, 3.0, 0.0, -3.0);
}
static void
_model_setup(Body_3D *model)
{
model->texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
efl_file_set(model->texture, image_path, NULL);
evas_canvas3d_texture_filter_set(model->texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(model->texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
model->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_texture_set(model->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, model->texture);
evas_canvas3d_material_texture_set(model->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, model->texture);
evas_canvas3d_material_enable_set(model->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(model->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(model->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
evas_canvas3d_material_shininess_set(model->material, 100.0);
model->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
efl_file_set(model->mesh, model_path, NULL);
evas_canvas3d_mesh_frame_material_set(model->mesh, 0, model->material);
evas_canvas3d_mesh_shader_mode_set(model->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
model->node =
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(model->node, model->mesh);
evas_canvas3d_node_scale_set(model->node, 0.1, 0.1, 0.1);
evas_canvas3d_node_orientation_angle_axis_set(model->node, 120.0, -0.577, -0.577, -0.577);
}
static void
_billboard_setup(Scene_Data *data)
{
data->billboard.texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
efl_file_set(data->billboard.texture, b_image_path, NULL);
evas_canvas3d_texture_filter_set(data->billboard.texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(data->billboard.texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
data->billboard.primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->billboard.primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_SQUARE);
data->billboard.mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->billboard.mesh, 0, data->billboard.primitive);
_body_material_set(&(data->billboard), 1.0, 1.0, 1.0);
evas_canvas3d_material_texture_set(data->billboard.material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, data->billboard.texture);
evas_canvas3d_mesh_frame_material_set(data->billboard.mesh, 0, data->billboard.material);
evas_canvas3d_mesh_alpha_func_set(data->billboard.mesh, EVAS_CANVAS3D_COMPARISON_GREATER, 0);
evas_canvas3d_mesh_alpha_test_enable_set(data->billboard.mesh, EINA_TRUE);
evas_canvas3d_mesh_shader_mode_set(data->billboard.mesh, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_blending_enable_set(data->billboard.mesh, EINA_TRUE);
evas_canvas3d_mesh_blending_func_set(data->billboard.mesh, EVAS_CANVAS3D_BLEND_FUNC_SRC_ALPHA, EVAS_CANVAS3D_BLEND_FUNC_ONE_MINUS_SRC_ALPHA);
data->billboard.node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(data->billboard.node, data->billboard.mesh);
evas_canvas3d_node_position_set(data->billboard.node, 0.0, 2.0, 0.0);
evas_canvas3d_node_scale_set(data->billboard.node, 2.2, 4.6, 4.0);
evas_canvas3d_node_billboard_target_set(data->billboard.node, data->mediator);
}
static void
_camera_setup(Scene_Data *data)
{
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
data->mediator = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE));
evas_canvas3d_camera_projection_perspective_set(data->camera, 50.0, 1.0, 2.0, 100.0);
data->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(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->mediator, 0.0, 6.0, 12.0);
evas_canvas3d_node_look_at_set(data->mediator, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 3.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 5.0, 0.0);
evas_canvas3d_node_member_add(data->mediator, data->camera_node);
evas_canvas3d_node_member_add(data->root_node, data->mediator);
}
static void
_light_setup(Scene_Data *data)
{
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, AMBIENT_LIGHT, 1.0);
evas_canvas3d_light_diffuse_set(data->light, DIFFUSE_LIGHT, 1.0);
evas_canvas3d_light_specular_set(data->light, SPECULAR_LIGHT, 1.0);
evas_canvas3d_light_spot_cutoff_set(data->light, 20);
evas_canvas3d_light_projection_perspective_set(data->light, 40.0, 1.0, 2.0, 1000.0);
data->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(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 50.0, 50.0, 70.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 15.0, 0.0, -5.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0);
evas_canvas3d_node_member_add(data->root_node, data->light_node);
}
static void
_scene_setup(Scene_Data *data)
{
data->init = EINA_FALSE;
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(data->scene, BG_COLOR, 1);
data->root_node =
efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE));
_camera_setup(data);
_light_setup(data);
_box_setup(&data->cube);
_sphere_setup(&data->sphere);
_cylinder_setup(&data->cylinder);
_square_setup(&data->square);
_model_setup(&data->model);
_cone_setup(&data->cone);
_fence_setup(&data->fence);
_billboard_setup(data);
evas_canvas3d_node_member_add(data->root_node, data->sphere.node);
evas_canvas3d_node_member_add(data->root_node, data->cube.node);
evas_canvas3d_node_member_add(data->root_node, data->cylinder.node);
evas_canvas3d_node_member_add(data->root_node, data->square.node);
evas_canvas3d_node_member_add(data->root_node, data->model.node);
evas_canvas3d_node_member_add(data->root_node, data->cone.node);
evas_canvas3d_node_member_add(data->root_node, data->fence.node);
evas_canvas3d_scene_root_node_set(data->scene, data->root_node);
evas_canvas3d_scene_camera_node_set(data->scene, data->camera_node);
evas_canvas3d_scene_shadows_enable_set(data->scene, EINA_TRUE);
}
static void
_on_key_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
{
Evas_Event_Key_Down *ev = event_info;
Scene_Data *scene = (Scene_Data *)data;
if (!strcmp("w", ev->key))
{
Evas_Real x, y, z;
evas_canvas3d_node_position_get(choosed_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
evas_canvas3d_node_position_set(choosed_node, x, y + STEP, z);
}
else if(!strcmp("s", ev->key))
{
Evas_Real x, y, z;
evas_canvas3d_node_position_get(choosed_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
evas_canvas3d_node_position_set(choosed_node, x, y - STEP, z);
}
else if(!strcmp("a", ev->key))
{
Evas_Real x, y, z;
evas_canvas3d_node_position_get(choosed_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
evas_canvas3d_node_position_set(choosed_node, x - STEP, y, z);
}
else if(!strcmp("d", ev->key))
{
Evas_Real x, y, z;
evas_canvas3d_node_position_get(choosed_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
evas_canvas3d_node_position_set(choosed_node, x + STEP, y, z);
}
else if(!strcmp("q", ev->key))
{
Evas_Real x, y, z;
evas_canvas3d_node_position_get(choosed_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
evas_canvas3d_node_position_set(choosed_node, x, y, z - STEP);
}
else if(!strcmp("e", ev->key))
{
Evas_Real x, y, z;
evas_canvas3d_node_position_get(choosed_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
evas_canvas3d_node_position_set(choosed_node, x, y, z + STEP);
}
else if(!strcmp("1", ev->key))
{
evas_canvas3d_node_member_del(scene->root_node, scene->model.node);
evas_canvas3d_node_member_add(scene->root_node, scene->billboard.node);
}
else if(!strcmp("2", ev->key))
{
evas_canvas3d_node_member_add(scene->root_node, scene->model.node);
evas_canvas3d_node_member_del(scene->root_node, scene->billboard.node);
}
else if(!strcmp("3", ev->key))
{
evas_object_anti_alias_set(image, EINA_TRUE);
}
else if(!strcmp("4", ev->key))
{
evas_object_anti_alias_set(image, EINA_FALSE);
}
else if(!strcmp("5", ev->key))
{
evas_canvas3d_scene_shadows_enable_set(scene->scene, EINA_TRUE);
}
else if(!strcmp("6", ev->key))
{
evas_canvas3d_scene_shadows_enable_set(scene->scene, EINA_FALSE);
}
else if(!strcmp("Up", ev->key))
{
Evas_Real x, y, z;
evas_canvas3d_node_position_get(scene->camera_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
evas_canvas3d_node_position_set(scene->camera_node, x, y, z + STEP);
}
else if(!strcmp("Down", ev->key))
{
Evas_Real x, y, z;
evas_canvas3d_node_position_get(scene->camera_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
evas_canvas3d_node_position_set(scene->camera_node, x, y, z - STEP);
}
else if (!strcmp("i", ev->key))
{
scene->init = !scene->init;
evas_canvas3d_node_position_set(scene->model.node, 0.0, 0.0, 0.0);
evas_canvas3d_node_position_set(scene->billboard.node, 0.0, 2.0, 0.0);
}
else
{
_show_help();
}
}
static void _init(Scene_Data *data)
{
Eina_List *meshes = NULL, *l;
Evas_Canvas3D_Mesh *m;
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->sphere.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cube.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cylinder.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->model.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cone.node);
EINA_LIST_FOREACH(meshes, l, m)
{
evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
}
static void
_on_mouse_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
{
Scene_Data *d = (Scene_Data *)data;
Evas_Event_Mouse_Down *ev = event_info;
Evas_Canvas3D_Node *n = NULL;
Evas_Canvas3D_Mesh *m = NULL;
Evas_Real s, t;
if (ev->button == 3)
{
_init(d);
return;
}
evas_canvas3d_scene_pick(d->scene, ev->canvas.x, ev->canvas.y, &n, &m, &s, &t);
}
int
main(void)
{
Scene_Data data;
Ecore_Animator *anim;
Eina_List *nodes1 = NULL, *nodes2 = 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);
_scene_setup(&data);
/* 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);
evas_object_anti_alias_set(image, EINA_TRUE);
evas_object_focus_set(image, EINA_TRUE);
/* Set the image object as render target for 3D scene. */
efl_canvas_scene3d_set(image, data.scene);
nodes1 = eina_list_append(nodes1, data.sphere.node);
nodes2 = eina_list_append(nodes2, data.sphere.node);
nodes2 = eina_list_append(nodes2, data.model.node);
nodes2 = eina_list_append(nodes2, data.cone.node);
/*Set callbacks*/
efl_event_callback_add(data.cube.node, EVAS_CANVAS3D_OBJECT_EVENT_CLICKED, _cb_clicked, NULL);
efl_event_callback_add(data.cube.node, EVAS_CANVAS3D_OBJECT_EVENT_COLLISION, _cb_collision, nodes2);
efl_event_callback_add(data.model.node, EVAS_CANVAS3D_OBJECT_EVENT_CLICKED, _cb_clicked, NULL);
efl_event_callback_add(data.model.node, EVAS_CANVAS3D_OBJECT_EVENT_COLLISION, _cb_collision, nodes1);
efl_event_callback_add(data.billboard.node, EVAS_CANVAS3D_OBJECT_EVENT_CLICKED, _cb_clicked, NULL);
efl_event_callback_add(data.billboard.node, EVAS_CANVAS3D_OBJECT_EVENT_COLLISION, _cb_collision, nodes1);
evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _on_mouse_down, &data);
evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data);
/* Add animator. */
ecore_animator_frametime_set(0.008);
anim = ecore_animator_add(_animate_scene, &data);
/* Enter main loop. */
ecore_main_loop_begin();
ecore_animator_del(anim);
eina_list_free(nodes1);
eina_list_free(nodes2);
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();
return 0;
}