/** * Example illustrating usage of parallax occlusion shading and texture animation. * * Press "n" for use normal mapping shading. Pres "p" for use parallax occlusion mapping shading. * * @verbatim * gcc -o evas-3d-parallax-occlusion evas-3d-parallax-occlusion.c evas-3d-primitives.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm * @endverbatim */ #ifdef HAVE_CONFIG_H #include "config.h" #else #define PACKAGE_EXAMPLES_DIR "." #define EFL_EO_API_SUPPORT #define EFL_BETA_API_SUPPORT #endif #include #include #include #include #include "evas-3d-primitives.h" #include "evas-common.h" #define WIDTH 400 #define HEIGHT 400 static const char *rock_diffuse = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/rocks.jpg"; static const char *rock_n_and_height_map = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/rocks_NM_height.tga"; static const char *wood_diffuse = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/wood.jpg"; static const char *wood_n_and_height_map = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/four_NM_height.tga"; typedef struct _Scene_Data { Eo *scene; Eo *root_node; Eo *camera_node; Eo *light_node; Eo *mesh_node; Eo *camera; Eo *light; Eo *mesh; Eo *material_rocks; Eo *material_wood; Eo *texture_rocks; Eo *texture_rocks_n; Eo *texture_wood; Eo *texture_four_n; } Scene_Data; static Ecore_Evas *ecore_evas = NULL; static Evas *evas = NULL; static Eo *background = NULL; static Eo *image = NULL; 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; if (!strcmp("n", ev->key)) eo_do(scene->mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_NORMAL_MAP)); if (!strcmp("p", ev->key)) eo_do(scene->mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION)); } 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); eo_do(background, efl_gfx_size_set(w, h)); eo_do(image, efl_gfx_size_set(w, h)); } static Eina_Bool _animate_scene(void *data) { static float angle = 0.0f; Scene_Data *scene = (Scene_Data *)data; angle += 0.5; eo_do(scene->mesh_node, evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0)); eo_do(scene->mesh_node, evas_3d_node_mesh_frame_set(scene->mesh, 50 * (1 + sin(angle / 180.0 * M_PI)))); /* Rotate */ if (angle > 360.0) angle = 0.0f; return EINA_TRUE; } static void _camera_setup(Scene_Data *data) { data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas); eo_do(data->camera, evas_3d_camera_projection_perspective_set(30.0, 1.0, 2.0, 50.0)); data->camera_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA)); eo_do(data->camera_node, evas_3d_node_camera_set(data->camera), evas_3d_node_position_set(0.0, 0.0, 10.0), evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0)); eo_do(data->root_node, evas_3d_node_member_add(data->camera_node)); } static void _light_setup(Scene_Data *data) { data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas); eo_do(data->light, evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0), evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0), evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0)); data->light_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT)); eo_do(data->light_node, evas_3d_node_light_set(data->light), evas_3d_node_position_set(-20.0, 20.0, 50.0), evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0)); eo_do(data->root_node, evas_3d_node_member_add(data->light_node)); } static void _mesh_setup(Scene_Data *data) { /* Setup material. */ data->material_rocks = eo_add(EVAS_3D_MATERIAL_CLASS, evas); data->texture_rocks = eo_add(EVAS_3D_TEXTURE_CLASS, evas); data->texture_rocks_n = eo_add(EVAS_3D_TEXTURE_CLASS, evas); eo_do(data->texture_rocks, evas_3d_texture_file_set(rock_diffuse, NULL), evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT, EVAS_3D_WRAP_MODE_REPEAT)); eo_do(data->texture_rocks_n, evas_3d_texture_file_set(rock_n_and_height_map, NULL), evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT, EVAS_3D_WRAP_MODE_REPEAT)); eo_do(data->material_rocks, evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, data->texture_rocks_n), evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture_rocks), evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, data->texture_rocks), evas_3d_material_texture_set(EVAS_3D_MATERIAL_SPECULAR, data->texture_rocks), evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE), evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE), evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE), evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE), evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.1, 0.1, 0.1, 1.0), evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0), evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0), evas_3d_material_shininess_set(100.0)); data->material_wood = eo_add(EVAS_3D_MATERIAL_CLASS, evas); data->texture_wood = eo_add(EVAS_3D_TEXTURE_CLASS, evas); data->texture_four_n = eo_add(EVAS_3D_TEXTURE_CLASS, evas); eo_do(data->texture_wood, evas_3d_texture_file_set(wood_diffuse, NULL), evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT, EVAS_3D_WRAP_MODE_REPEAT)); eo_do(data->texture_four_n, evas_3d_texture_file_set(wood_n_and_height_map, NULL), evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT, EVAS_3D_WRAP_MODE_REPEAT)); eo_do(data->material_wood, evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, data->texture_four_n), evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture_wood), evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, data->texture_wood), evas_3d_material_texture_set(EVAS_3D_MATERIAL_SPECULAR, data->texture_wood), evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE), evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE), evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE), evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE), evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.1, 0.1, 0.1, 1.0), evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0), evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0), evas_3d_material_shininess_set(100.0)); /* Setup mesh. */ data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas); evas_3d_add_cube_frame(data->mesh, 0); evas_3d_add_cube_frame(data->mesh, 100); eo_do(data->mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION), evas_3d_mesh_frame_material_set(0, data->material_rocks)); eo_do(data->mesh, evas_3d_mesh_frame_material_set(100, data->material_wood)); data->mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH)); eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node)); eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh), evas_3d_node_scale_set(3, 3, 3)); } static void _scene_setup(Scene_Data *data) { data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas); eo_do(data->scene, evas_3d_scene_size_set(WIDTH, HEIGHT); evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0)); data->root_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE)); _camera_setup(data); _light_setup(data); _mesh_setup(data); eo_do(data->scene, evas_3d_scene_root_node_set(data->root_node), evas_3d_scene_camera_node_set(data->camera_node)); } int main(void) { //Unless Evas 3D supports Software renderer, we set gl backened forcely. setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1); Scene_Data data; 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 objects. */ background = eo_add(EVAS_RECTANGLE_CLASS, evas); eo_do(background, efl_gfx_color_set(0, 0, 0, 255), efl_gfx_size_set(WIDTH, HEIGHT), efl_gfx_visible_set(EINA_TRUE)); /* Add an image object for 3D scene rendering. */ image = evas_object_image_filled_add(evas); eo_do(image, efl_gfx_size_set(WIDTH, HEIGHT), efl_gfx_visible_set(EINA_TRUE), evas_object_focus_set(image, EINA_TRUE)); /* Set the image object as render target for 3D scene. */ eo_do(image, evas_obj_image_scene_set(data.scene)); /* Add animation timer callback. */ ecore_timer_add(0.01, _animate_scene, &data); evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data); /* Enter main loop. */ ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }