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

447 lines
16 KiB
C

/**
* Example of frustum culling in Evas-3D.
*
* Use 'w'/'s' key to move far frustum plane from/to the camera.
* Use 't'/'g' key to move near frustum plane from/to the camera.
* Use '1'/'2' key to set camera to the first/second position.
* Use '3'/'4'/'5' key to set bounding sphere/aabb/central point mode.
* Use 'i', 'k', 'j', 'l', 'u' and 'o' keys to move mesh node (model) in 3D.
* Use 'z', 'x', 'c', 'Z', 'X' and 'C' keys to change scaling constants of mesh (model).
* See in terminal output value distance to far plane of frustum and value of visibility of node
* @see evas_canvas3d_camera_node_visible_get.
*
* @verbatim
* gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm
* @endverbatim
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#else
#define PACKAGE_EXAMPLES_DIR "."
#define EFL_BETA_API_SUPPORT
#endif
#include <Ecore.h>
#include <Ecore_Evas.h>
#include <Evas.h>
#include <Eo.h>
#include <math.h>
#include "evas-common.h"
#define WIDTH 800
#define HEIGHT 600
static const char *texture_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/sweet_home_reversed.png";
static const char *mesh_path = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sweet_home.obj";
typedef struct _Scene_Data
{
Eo *root_node;
Eo *camera_node;
Eo *light_node;
Eo *mesh_node_model;
Eo *mesh_node;
Eo *scene;
Eo *camera;
Eo *light;
Eo *mesh_model;
Eo *sphere;
Eo *cube;
Eo *mesh_sphere;
Eo *mesh_aabb;
Eo *material_model;
Eo *material;
Eo *texture_model;
} Scene_Data;
Evas *evas;
Evas_Object *background,*image;
Evas_Real obj_x = 0.0, obj_y = 0.0, obj_z = 0.0, obj_sc_x = 10.0, obj_sc_y = 10.0, obj_sc_z = 10.0;
Evas_Real fleft = -5, fright = 5, fbottom = -5, fup = 5, fnear = 20, ffar = 1000;
Evas_Real radius = 0;
Evas_Canvas3D_Frustum_Mode key = EVAS_CANVAS3D_FRUSTUM_MODE_AABB;
static void
_show_help()
{
printf("Press 'w'/'s' key to move far frustum plane from/to the camera\n");
printf("Press 't'/'g' key to move near frustum plane from/to the camera\n");
printf("Press '1'/'2' key to set camera to the first/second position\n");
printf("Press '3'/'4'/'5' key to set bounding sphere/aabb/central point mode\n");
printf("Press 'i', 'k', 'j', 'l', 'u' and 'o' keys to move mesh node in 3D\n");
printf("Press 'z', 'x', 'c', 'Z', 'X' and 'C' keys to change scaling constants of mesh\n");
}
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 Eina_Bool
_redraw_bounding_object(void *data)
{
Evas_Real px, py, pz, sx, sy, sz;
Evas_Real x0, y0, z0, x1, y1, z1, rad;
Scene_Data *scene = (Scene_Data *)data;
Eo *current_mesh;
Eina_List *meshes = NULL, *l;
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(scene->mesh_node);
EINA_LIST_FOREACH(meshes, l, current_mesh)
{
evas_canvas3d_node_mesh_del(scene->mesh_node, current_mesh);
}
switch (key)
{
case EVAS_CANVAS3D_FRUSTUM_MODE_BSPHERE:
{
evas_canvas3d_node_bounding_sphere_get(scene->mesh_node_model, &x0, &y0, &z0, &rad);
current_mesh = scene->mesh_sphere;
px = x0;
py = y0;
pz = z0;
sx = sy = sz = 2.0 * rad;
break;
}
case EVAS_CANVAS3D_FRUSTUM_MODE_AABB:
{
evas_canvas3d_node_bounding_box_get(scene->mesh_node_model, &x0, &y0, &z0, &x1, &y1, &z1);
current_mesh = scene->mesh_aabb;
px = (x1 + x0) / 2;
py = (y1 + y0) / 2;
pz = (z1 + z0) / 2;
sx = x1 - x0;
sy = y1 - y0;
sz = z1 - z0;
break;
}
case EVAS_CANVAS3D_FRUSTUM_MODE_CENTRAL_POINT:
{
evas_canvas3d_node_bounding_sphere_get(scene->mesh_node_model, &x0, &y0, &z0, &rad);
current_mesh = scene->mesh_sphere;
px = x0;
py = y0;
pz = z0;
sx = sy = sz = 0.1 * rad;
break;
}
default:
return ECORE_CALLBACK_RENEW;
}
evas_canvas3d_node_mesh_add(scene->mesh_node, current_mesh);
evas_canvas3d_node_position_set(scene->mesh_node, px, py, pz);
evas_canvas3d_node_scale_set(scene->mesh_node, sx, sy, sz);
return ECORE_CALLBACK_RENEW;
}
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;
Eina_Bool frustum;
if (!strcmp("w", ev->key))
{
ffar += 20;
evas_canvas3d_camera_projection_frustum_set(scene->camera, fleft, fright, fbottom, fup, fnear, ffar);
}
else if(!strcmp("s", ev->key))
{
ffar -= 20;
evas_canvas3d_camera_projection_frustum_set(scene->camera, fleft, fright, fbottom, fup, fnear, ffar);
}
else if(!strcmp("t", ev->key))
{
fnear += 2;
evas_canvas3d_camera_projection_frustum_set(scene->camera, fleft, fright, fbottom, fup, fnear, ffar);
}
else if(!strcmp("g", ev->key))
{
fnear -= 2;
evas_canvas3d_camera_projection_frustum_set(scene->camera, fleft, fright, fbottom, fup, fnear, ffar);
}
else if(!strcmp("i", ev->key))
{
obj_y++;
evas_canvas3d_node_position_set(scene->mesh_node_model, obj_x, obj_y, obj_z);
}
else if(!strcmp("k", ev->key))
{
obj_y--;
evas_canvas3d_node_position_set(scene->mesh_node_model, obj_x, obj_y, obj_z);
}
else if(!strcmp("o", ev->key))
{
obj_z++;
evas_canvas3d_node_position_set(scene->mesh_node_model, obj_x, obj_y, obj_z);
}
else if(!strcmp("u", ev->key))
{
obj_z--;
evas_canvas3d_node_position_set(scene->mesh_node_model, obj_x, obj_y, obj_z);
}
else if(!strcmp("l", ev->key))
{
obj_x++;
evas_canvas3d_node_position_set(scene->mesh_node_model, obj_x, obj_y, obj_z);
}
else if(!strcmp("j", ev->key))
{
obj_x--;
evas_canvas3d_node_position_set(scene->mesh_node_model, obj_x, obj_y, obj_z);
}
else if(!strcmp("z", ev->key))
{
obj_sc_y+=0.02;
evas_canvas3d_node_scale_set(scene->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
}
else if(!strcmp("Z", ev->key))
{
obj_sc_y-=0.02;
evas_canvas3d_node_scale_set(scene->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
}
else if(!strcmp("x", ev->key))
{
obj_sc_z+=0.02;
evas_canvas3d_node_scale_set(scene->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
}
else if(!strcmp("X", ev->key))
{
obj_sc_z-=0.02;
evas_canvas3d_node_scale_set(scene->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
}
else if(!strcmp("c", ev->key))
{
obj_sc_x+=0.02;
evas_canvas3d_node_scale_set(scene->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
}
else if(!strcmp("C", ev->key))
{
obj_sc_x-=0.02;
evas_canvas3d_node_scale_set(scene->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
}
else if(!strcmp("Return", ev->key))
{
evas_canvas3d_camera_projection_frustum_set(scene->camera, fleft, fright, fbottom, fup, fnear, ffar);
}
else if (!strcmp("1", ev->key))
{
evas_canvas3d_node_position_set(scene->camera_node, 0.0, 0.0, 300.0);
evas_canvas3d_node_look_at_set(scene->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
printf("Changed position and view of camera\n");
}
else if (!strcmp("2", ev->key))
{
evas_canvas3d_node_position_set(scene->camera_node, 300.0, 300.0, 300.0);
evas_canvas3d_node_look_at_set(scene->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
printf("Changed position and view of camera\n");
}
else if (!strcmp("3", ev->key))
{
key = EVAS_CANVAS3D_FRUSTUM_MODE_BSPHERE;
}
else if (!strcmp("4", ev->key))
{
key = EVAS_CANVAS3D_FRUSTUM_MODE_AABB;
}
else if (!strcmp("5", ev->key))
{
key = EVAS_CANVAS3D_FRUSTUM_MODE_CENTRAL_POINT;
}
else
{
_show_help();
}
_redraw_bounding_object(data);
frustum = evas_canvas3d_camera_node_visible_get(scene->camera, scene->camera_node, scene->mesh_node_model, key);
printf("far - %f frustum - %d radius - %f\n", ffar, frustum, radius);
}
static void
_camera_setup(Scene_Data *data)
{
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
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->camera_node, 0.0, 0.0, 300.0);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
evas_canvas3d_camera_projection_frustum_set(data->camera, fleft, fright, fbottom, fup, fnear, ffar);
evas_canvas3d_node_member_add(data->root_node, data->camera_node);
}
static void
_light_setup(Scene_Data *data)
{
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
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, 0.0, 0.0, 200.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0);
evas_canvas3d_node_member_add(data->root_node, data->light_node);
}
static void
_mesh_setup(Scene_Data *data)
{
data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0);
evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(data->material, 100.0);
data->cube = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->cube, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
data->sphere = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->sphere, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE);
evas_canvas3d_primitive_precision_set(data->sphere, 20);
data->mesh_aabb = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh_aabb, 0, data->cube);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_aabb, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
evas_canvas3d_mesh_shader_mode_set(data->mesh_aabb, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_frame_material_set(data->mesh_aabb, 0, data->material);
data->mesh_sphere = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh_sphere, 0, data->sphere);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_sphere, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
evas_canvas3d_mesh_shader_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_frame_material_set(data->mesh_sphere, 0, data->material);
data->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(data->root_node, data->mesh_node);
evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh_aabb);
}
static void
_mesh_setup_model(Scene_Data *data)
{
data->mesh_model = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->material_model = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->texture_model = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
efl_file_simple_load(data->texture_model, texture_path, NULL);
evas_canvas3d_texture_filter_set(data->texture_model, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
evas_canvas3d_texture_wrap_set(data->texture_model, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
evas_canvas3d_material_enable_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, EINA_TRUE);
evas_canvas3d_material_color_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.01, 0.01, 0.01, 1.0);
evas_canvas3d_material_color_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_color_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_texture_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, data->texture_model);
evas_canvas3d_material_shininess_set(data->material_model, 100.0);
efl_file_simple_load(data->mesh_model, mesh_path, NULL);
evas_canvas3d_mesh_frame_material_set(data->mesh_model, 0, data->material_model);
evas_canvas3d_mesh_shader_mode_set(data->mesh_model, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
static void
_scene_setup(Scene_Data *data)
{
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE));
_light_setup(data);
_mesh_setup_model(data);
_camera_setup(data);
data->mesh_node_model = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_position_set(data->mesh_node_model, obj_x, obj_y, obj_z);
evas_canvas3d_node_orientation_angle_axis_set(data->mesh_node_model, -90, 1.0, 0.0, 0.0);
evas_canvas3d_node_scale_set(data->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
evas_canvas3d_node_member_add(data->root_node, data->mesh_node_model);
evas_canvas3d_node_mesh_add(data->mesh_node_model, data->mesh_model);
_mesh_setup(data);
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(data->scene, 0.5, 0.5, 0.5, 0.0);
evas_canvas3d_scene_root_node_set(data->scene, data->root_node);
evas_canvas3d_scene_camera_node_set(data->scene, data->camera_node);
}
int
main(void)
{
Scene_Data data;
Ecore_Evas *ecore_evas = NULL;
if (!ecore_evas_init()) return 0;
putenv("ECORE_EVAS_ENGINE=opengl_x11");
ecore_evas = ecore_evas_new("opengl_x11", 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 = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
evas_object_move(image, 0, 0);
evas_object_resize(image, WIDTH, HEIGHT);
evas_object_show(image);
evas_object_focus_set(image, EINA_TRUE);
efl_canvas_scene3d_set(image, data.scene);
_redraw_bounding_object(&data);
_show_help();
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;
}