/** * Simple Evas example illustrating import/export of .ply format. * * Read meshes from "tested_man_all_with_mods.ply", "tested_man_only_geometry.ply" and "tested_man_without_UVs.ply". * After that cheange 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_EO_API_SUPPORT #define EFL_BETA_API_SUPPORT #endif #include #include #include #include #include #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_SHADE_MODE_PHONG, EVAS_CANVAS3D_SHADE_MODE_PHONG, EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR, EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER, EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR, EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER, EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR, EVAS_CANVAS3D_SHADE_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_size_set(background, w, h); efl_gfx_size_set(image, 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 set gl backened forcely. 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 .*/ eo_add(&scene, EVAS_CANVAS3D_SCENE_CLASS, evas); /* Add the root node for the scene. */ eo_add(&root_node, EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(root_node, EVAS_CANVAS3D_NODE_TYPE_NODE)); /* Add the camera. */ eo_add(&camera, EVAS_CANVAS3D_CAMERA_CLASS, evas); evas_canvas3d_camera_projection_perspective_set(camera, 60.0, 1.0, 1.0, 500.0); eo_add(&camera_node, EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(camera_node, 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. */ eo_add(&light, 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); eo_add(&light_node, EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(light_node, 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); eo_add(&material, EVAS_CANVAS3D_MATERIAL_CLASS, evas); eo_add(&texture, EVAS_CANVAS3D_TEXTURE_CLASS, evas); evas_canvas3d_texture_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++) { eo_add(&mesh[i], 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_shade_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_shade_mode_set(mesh[i], draw_mode[(i % 8)]); } eo_add(&mesh_node[i], EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(mesh_node[i], 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 objects. */ eo_add(&background, EVAS_RECTANGLE_CLASS, evas); efl_gfx_color_set(background, 100, 100, 100, 255); efl_gfx_size_set(background, WIDTH, HEIGHT); efl_gfx_visible_set(background, EINA_TRUE); /* Add an image object for 3D scene rendering. */ image = evas_object_image_filled_add(evas); efl_gfx_size_set(image, WIDTH, HEIGHT); efl_gfx_visible_set(image, EINA_TRUE); /* Set the image object as render target for 3D scene. */ evas_obj_image_scene_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; }