2014-11-13 22:11:09 -08:00
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/**
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2015-02-23 08:59:05 -08:00
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* Simple Evas example illustrating import/export of .ply format.
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*
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* Read meshes from "tested_man_all_with_mods.ply", "tested_man_only_geometry.ply" and "tested_man_without_UVs.ply".
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2017-04-25 16:28:15 -07:00
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* After that change some properties of material.
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2015-02-23 08:59:05 -08:00
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* After that save material to "saved_man.mtl"
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* and geometry to "saved_man_all_with_mods.ply", "saved_man_only_geometry.ply" and "saved_man_without_UVs.ply".
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*
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* @verbatim
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* gcc -o evas-3d-ply evas-3d-ply.c `pkg-config --libs --cflags efl evas ecore ecore-evas ecore-file eo`
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* @endverbatim
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*/
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2014-11-13 22:11:09 -08:00
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2015-02-20 03:02:08 -08:00
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#else
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#define PACKAGE_EXAMPLES_DIR "."
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2014-11-13 22:11:09 -08:00
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#define EFL_BETA_API_SUPPORT
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2016-06-21 08:01:16 -07:00
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#define EFL_EO_API_SUPPORT
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2015-02-20 08:59:27 -08:00
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#endif
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2014-11-13 22:11:09 -08:00
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#include <Eo.h>
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#include <Evas.h>
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#include <Ecore.h>
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#include <Ecore_Evas.h>
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2015-02-20 08:59:27 -08:00
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#include <Ecore_File.h>
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#include "evas-common.h"
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2014-11-13 22:11:09 -08:00
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#define WIDTH 1024
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#define HEIGHT 1024
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#define NUMBER_OF_MESHES 32
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2015-03-02 18:44:40 -08:00
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static const char *image_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/star.jpg";
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2015-02-20 08:59:27 -08:00
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static const char *input_template = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/";
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static const char *output_template = PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES "/";
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2015-02-20 03:02:08 -08:00
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static const char *file_name[8] = {"Normal_UVs_Colors.ply",
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"Normal_UVs_NoColors.ply",
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"Normal_NoUVs_Colors.ply",
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"Normal_NoUVs_NoColors.ply",
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"NoNormal_UVs_Colors.ply",
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"NoNormal_UVs_NoColors.ply",
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"NoNormal_NoUVs_Colors.ply",
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"NoNormal_NoUVs_NoColors.ply"};
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2016-04-14 04:28:20 -07:00
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int draw_mode[8] = {EVAS_CANVAS3D_SHADER_MODE_PHONG,
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EVAS_CANVAS3D_SHADER_MODE_PHONG,
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EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
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EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER,
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EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
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EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER,
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EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
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EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER};
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2014-11-13 22:11:09 -08:00
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Ecore_Evas *ecore_evas = NULL;
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Evas *evas = NULL;
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Eo *background = NULL;
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Eo *image = NULL;
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Eo *scene = NULL;
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Eo *root_node = NULL;
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Eo *camera_node = NULL;
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Eo *light_node = NULL;
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Eo *camera = NULL;
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Eo *mesh_node[NUMBER_OF_MESHES];
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Eo *mesh[NUMBER_OF_MESHES];
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Eo *material = NULL;
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Eo *texture = NULL;
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Eo *light = NULL;
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Ecore_Animator *anim = NULL;
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static float angle = 0;
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static Eina_Bool
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_animate_scene(void *data)
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{
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2015-03-02 18:44:40 -08:00
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angle += 0.2;
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2014-11-13 22:11:09 -08:00
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2016-03-01 10:06:28 -08:00
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evas_canvas3d_node_orientation_angle_axis_set((Evas_Canvas3D_Node *)data, angle, 1.0, 1.0, 1.0);
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2014-11-13 22:11:09 -08:00
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/* Rotate */
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if (angle > 360.0) angle -= 360.0f;
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return EINA_TRUE;
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}
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static void
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_on_delete(Ecore_Evas *ee EINA_UNUSED)
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{
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ecore_main_loop_quit();
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}
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static void
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_on_canvas_resize(Ecore_Evas *ee)
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{
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int w, h;
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ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
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2016-03-01 10:06:28 -08:00
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efl_gfx_size_set(background, w, h);
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efl_gfx_size_set(image, w, h);
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2014-11-13 22:11:09 -08:00
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}
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int
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main(void)
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{
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char buffer[PATH_MAX];
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int i;
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for (i = 0; i < NUMBER_OF_MESHES; i++)
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{
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mesh_node[i] = NULL;
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mesh[i] = NULL;
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}
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2017-04-25 16:28:15 -07:00
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// Unless Evas 3D supports Software renderer, we set gl backend forcely.
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2014-11-13 22:11:09 -08:00
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setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
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if (!ecore_evas_init()) return 0;
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ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
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if (!ecore_evas) return 0;
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ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
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ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
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ecore_evas_show(ecore_evas);
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evas = ecore_evas_get(ecore_evas);
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/* Add a scene object .*/
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2016-08-15 06:44:41 -07:00
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scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
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2014-11-13 22:11:09 -08:00
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/* Add the root node for the scene. */
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2016-09-05 08:57:35 -07:00
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root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE));
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2014-11-13 22:11:09 -08:00
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/* Add the camera. */
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2016-08-15 06:44:41 -07:00
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camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
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2016-03-01 10:06:28 -08:00
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evas_canvas3d_camera_projection_perspective_set(camera, 60.0, 1.0, 1.0, 500.0);
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2016-09-05 08:57:35 -07:00
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camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_added, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
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2016-03-01 10:06:28 -08:00
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evas_canvas3d_node_camera_set(camera_node, camera);
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evas_canvas3d_node_member_add(root_node, camera_node);
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evas_canvas3d_node_position_set(camera_node, 15.0, 0.0, 0.0);
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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);
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2014-11-13 22:11:09 -08:00
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/* Add the light. */
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2016-08-15 06:44:41 -07:00
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light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
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2016-03-01 10:06:28 -08:00
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evas_canvas3d_light_ambient_set(light, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_light_diffuse_set(light, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_light_specular_set(light, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_light_directional_set(light, EINA_TRUE);
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2016-09-05 08:57:35 -07:00
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light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_added, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
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2016-03-01 10:06:28 -08:00
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evas_canvas3d_node_light_set(light_node, light);
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evas_canvas3d_node_position_set(light_node, 1000.0, 0.0, 1000.0);
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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);
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evas_canvas3d_node_member_add(root_node, light_node);
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2014-11-13 22:11:09 -08:00
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2016-08-15 06:44:41 -07:00
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material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
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texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
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2016-03-01 10:06:28 -08:00
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evas_canvas3d_texture_file_set(texture, image_path, NULL);
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evas_canvas3d_texture_filter_set(texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
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evas_canvas3d_texture_wrap_set(texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
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evas_canvas3d_material_texture_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, texture);
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evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
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evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
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evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
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evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, EINA_TRUE);
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evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.01, 0.01, 0.01, 1.0);
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evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_material_shininess_set(material, 50.0);
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2014-11-13 22:11:09 -08:00
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2015-02-20 08:59:27 -08:00
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if (!ecore_file_mkpath(PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES))
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2015-02-20 03:02:08 -08:00
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fprintf(stderr, "Failed to create folder %s\n\n",
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2015-02-20 08:59:27 -08:00
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PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES);
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2015-02-20 03:02:08 -08:00
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2014-11-13 22:11:09 -08:00
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/* Add the meshes. */
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for (i = 0; i < NUMBER_OF_MESHES; i++)
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{
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2016-08-15 06:44:41 -07:00
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mesh[i] = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
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2014-11-13 22:11:09 -08:00
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2015-02-20 03:02:08 -08:00
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snprintf(buffer, PATH_MAX, "%s%s", input_template, file_name[i % 8]);
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2016-03-01 10:06:28 -08:00
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efl_file_set(mesh[i], buffer, NULL);
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evas_canvas3d_mesh_frame_material_set(mesh[i], 0, material);
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2016-04-14 04:28:20 -07:00
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evas_canvas3d_mesh_shader_mode_set(mesh[i], draw_mode[(i % 8)]);
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2014-11-13 22:11:09 -08:00
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2015-02-20 03:02:08 -08:00
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snprintf(buffer, PATH_MAX, "%s%s", output_template, file_name[i % 8]);
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2016-03-01 10:06:28 -08:00
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efl_file_save(mesh[i], buffer, NULL, NULL);
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2014-11-13 22:11:09 -08:00
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if (i > 15)
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2014-12-22 06:16:19 -08:00
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{
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2016-03-01 10:06:28 -08:00
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efl_file_set(mesh[i], buffer, NULL);
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evas_canvas3d_mesh_frame_material_set(mesh[i], 0, material);
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2016-04-14 04:28:20 -07:00
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evas_canvas3d_mesh_shader_mode_set(mesh[i], draw_mode[(i % 8)]);
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2014-12-22 06:16:19 -08:00
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}
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2014-11-13 22:11:09 -08:00
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2016-09-05 08:57:35 -07:00
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mesh_node[i] = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
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2016-03-01 10:06:28 -08:00
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evas_canvas3d_node_member_add(root_node, mesh_node[i]);
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evas_canvas3d_node_mesh_add(mesh_node[i], mesh[i]);
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evas_canvas3d_node_position_set(mesh_node[i], 0, ((i % 4) * 4) + ((i / 16) * 1) - 6.5, (((i % 16) / 4) * 4) - 6);
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2014-11-13 22:11:09 -08:00
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}
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/* Set up scene. */
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2016-03-01 10:06:28 -08:00
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evas_canvas3d_scene_root_node_set(scene, root_node);
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evas_canvas3d_scene_camera_node_set(scene, camera_node);
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evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT);
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2014-11-13 22:11:09 -08:00
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2017-04-25 16:28:15 -07:00
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/* Add a background rectangle object. */
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2016-08-15 06:44:41 -07:00
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background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
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2016-03-01 10:06:28 -08:00
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efl_gfx_color_set(background, 100, 100, 100, 255);
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efl_gfx_size_set(background, WIDTH, HEIGHT);
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efl_gfx_visible_set(background, EINA_TRUE);
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2014-11-13 22:11:09 -08:00
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/* Add an image object for 3D scene rendering. */
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2016-08-15 06:44:41 -07:00
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image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
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2016-03-01 10:06:28 -08:00
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efl_gfx_size_set(image, WIDTH, HEIGHT);
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efl_gfx_visible_set(image, EINA_TRUE);
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2014-11-13 22:11:09 -08:00
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/* Set the image object as render target for 3D scene. */
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2016-03-07 21:11:07 -08:00
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efl_canvas_scene3d_set(image, scene);
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2014-11-13 22:11:09 -08:00
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2014-12-22 06:16:19 -08:00
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ecore_animator_frametime_set(0.03);
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2014-11-13 22:11:09 -08:00
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for (i = 0; i < NUMBER_OF_MESHES; i++)
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anim = ecore_animator_add(_animate_scene, mesh_node[i]);
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/* Enter main loop. */
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ecore_main_loop_begin();
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ecore_animator_del(anim);
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ecore_evas_free(ecore_evas);
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ecore_evas_shutdown();
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return 0;
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}
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