319 lines
8.8 KiB
C
319 lines
8.8 KiB
C
/**
|
|
* Example illustrating usage of fog effect.
|
|
*
|
|
* @verbatim
|
|
* gcc -o evas-3d-fog evas-3d-fog.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm
|
|
* @endverbatim
|
|
*/
|
|
|
|
#define EFL_EO_API_SUPPORT
|
|
#define EFL_BETA_API_SUPPORT
|
|
|
|
#include <math.h>
|
|
#include <Eo.h>
|
|
#include <Evas.h>
|
|
#include <Ecore.h>
|
|
#include <Ecore_Evas.h>
|
|
|
|
#define WIDTH 1024
|
|
#define HEIGHT 1024
|
|
#define FOG_COLOR 0.5, 0.5, 0.5
|
|
#define FOG_FACTOR 0.2
|
|
|
|
static double pi = 3.14159265359;
|
|
|
|
typedef struct _Scene_Data
|
|
{
|
|
Eo *scene;
|
|
Eo *root_node;
|
|
Eo *camera_node;
|
|
Eo *light_node;
|
|
Eo *mesh_node;
|
|
Eo *mesh_node1;
|
|
|
|
Eo *camera;
|
|
Eo *light;
|
|
Eo *mesh;
|
|
Eo *mesh1;
|
|
Eo *material;
|
|
} Scene_Data;
|
|
|
|
typedef struct _vec3
|
|
{
|
|
float x;
|
|
float y;
|
|
float z;
|
|
} vec3;
|
|
|
|
typedef struct _vec4
|
|
{
|
|
float x;
|
|
float y;
|
|
float z;
|
|
float w;
|
|
} vec4;
|
|
|
|
Ecore_Evas *ecore_evas = NULL;
|
|
Evas *evas = NULL;
|
|
Eo *background = NULL;
|
|
Eo *image = NULL;
|
|
|
|
|
|
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);
|
|
eo_do(background, evas_obj_size_set(w, h));
|
|
eo_do(image, evas_obj_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));
|
|
|
|
if (angle > 360.0) angle -= 360.0f;
|
|
|
|
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(60.0, 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(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->light_node));
|
|
}
|
|
|
|
static void
|
|
_set_ball(Eo *mesh, double r, double x, double y, double z, int p, Evas_3D_Material *material)
|
|
{
|
|
int vcount, icount, vccount, i, j;
|
|
double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
|
|
unsigned short *indices, *index;
|
|
|
|
icount = p * p * 6;
|
|
vccount = p + 1;
|
|
vcount = vccount * vccount;
|
|
|
|
dtheta = pi / p;
|
|
dfi = 2 * pi / p;
|
|
|
|
vec3 *vertices = malloc(sizeof(vec3) * vcount);
|
|
vec3 *normals = malloc(sizeof(vec3) * vcount);
|
|
|
|
for (j = 0; j < vccount; j++)
|
|
{
|
|
theta = j * dtheta;
|
|
sinth = sin(theta);
|
|
costh = cos(theta);
|
|
for (i = 0; i < vccount; i++)
|
|
{
|
|
fi = i * dfi;
|
|
sinfi = sin(fi);
|
|
cosfi = cos(fi);
|
|
vertices[i + j * vccount].x = r * sinth * cosfi + x;
|
|
vertices[i + j * vccount].y = r * sinth * sinfi + y;
|
|
vertices[i + j * vccount].z = r * costh + z;
|
|
|
|
normals[i + j * vccount].x = sinth * cosfi;
|
|
normals[i + j * vccount].y = sinth * sinfi;
|
|
normals[i + j * vccount].z = costh;
|
|
}
|
|
}
|
|
|
|
indices = malloc(sizeof(short) * icount);
|
|
index = &indices[0];
|
|
|
|
for(j = 0; j < p; j++)
|
|
for(i = 0; i < p; i++)
|
|
{
|
|
*index++ = (unsigned short)(i + vccount * j);
|
|
*index++ = i + vccount * (j + 1);
|
|
*index++ = i + 1 + vccount * (j + 1);
|
|
|
|
*index++ = i + vccount * j;
|
|
*index++ = i + 1 + vccount * j;
|
|
*index++ = i + vccount * (j + 1) + 1;
|
|
}
|
|
|
|
eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount),
|
|
evas_3d_mesh_frame_add(0);
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
|
|
sizeof(vec3), &vertices[0]);
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
|
|
sizeof(vec3), &normals[0]);
|
|
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
|
|
icount , &indices[0]);
|
|
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
|
|
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG);
|
|
evas_3d_mesh_frame_material_set(0, material));
|
|
}
|
|
|
|
|
|
static void
|
|
_mesh_setup(Scene_Data *data)
|
|
{
|
|
data->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
|
|
|
|
eo_do(data->material,
|
|
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, 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, 0.2, 0.2, 0.2, 1.0),
|
|
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 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->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
|
|
data->mesh1 = eo_add(EVAS_3D_MESH_CLASS, evas);
|
|
|
|
|
|
_set_ball(data->mesh, 1, 4, 0, 0, 100, data->material);
|
|
_set_ball(data->mesh1, 2, 0, 0, 0, 100, data->material);
|
|
|
|
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));
|
|
|
|
data->mesh_node1 =
|
|
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_node1));
|
|
eo_do(data->mesh_node1, evas_3d_node_mesh_add(data->mesh1));
|
|
|
|
eo_do(data->mesh, evas_3d_mesh_fog_enable_set(EINA_TRUE), evas_3d_mesh_fog_color_set(FOG_COLOR, FOG_FACTOR));
|
|
eo_do(data->mesh1, evas_3d_mesh_fog_enable_set(EINA_TRUE), evas_3d_mesh_fog_color_set(FOG_COLOR, FOG_FACTOR));
|
|
}
|
|
|
|
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(FOG_COLOR, 1));
|
|
|
|
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;
|
|
Ecore_Animator *anim;
|
|
|
|
if (!ecore_evas_init()) return 0;
|
|
|
|
ecore_evas = ecore_evas_new("opengl_x11", 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,
|
|
evas_obj_color_set(0, 0, 0, 255),
|
|
evas_obj_size_set(WIDTH, HEIGHT),
|
|
evas_obj_visibility_set(EINA_TRUE));
|
|
|
|
/* Add an image object for 3D scene rendering. */
|
|
image = evas_object_image_filled_add(evas);
|
|
|
|
eo_do(image,
|
|
evas_obj_size_set(WIDTH, HEIGHT),
|
|
evas_obj_visibility_set(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_animator_frametime_set(0.008);
|
|
anim = ecore_animator_add(_animate_scene, &data);
|
|
|
|
/* Enter main loop. */
|
|
ecore_main_loop_begin();
|
|
|
|
ecore_evas_free(ecore_evas);
|
|
ecore_evas_shutdown();
|
|
ecore_animator_del(anim);
|
|
|
|
return 0;
|
|
}
|