256 lines
8.4 KiB
C
256 lines
8.4 KiB
C
/**
|
|
* 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 <Eo.h>
|
|
#include <Evas.h>
|
|
#include <Ecore.h>
|
|
#include <Ecore_Evas.h>
|
|
#include <Ecore_File.h>
|
|
#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[2] = {EVAS_3D_SHADE_MODE_PHONG, EVAS_3D_SHADE_MODE_VERTEX_COLOR};
|
|
|
|
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;
|
|
|
|
eo_do((Evas_3D_Node *)data, evas_3d_node_orientation_angle_axis_set(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);
|
|
eo_do(background, evas_obj_size_set(w, h));
|
|
eo_do(image, evas_obj_size_set(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 .*/
|
|
scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
|
|
|
|
/* Add the root node for the scene. */
|
|
root_node = eo_add(EVAS_3D_NODE_CLASS, evas,
|
|
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
|
|
|
|
/* Add the camera. */
|
|
camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
|
|
eo_do(camera,
|
|
evas_3d_camera_projection_perspective_set(60.0, 1.0, 1.0, 500.0));
|
|
|
|
camera_node = eo_add(EVAS_3D_NODE_CLASS, evas,
|
|
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
|
|
eo_do(camera_node,
|
|
evas_3d_node_camera_set(camera));
|
|
eo_do(root_node,
|
|
evas_3d_node_member_add(camera_node));
|
|
eo_do(camera_node,
|
|
evas_3d_node_position_set(15.0, 0.0, 0.0),
|
|
evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
|
|
EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
|
|
/* Add the light. */
|
|
light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
|
|
eo_do(light,
|
|
evas_3d_light_ambient_set(1.0, 1.0, 1.0, 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),
|
|
evas_3d_light_directional_set(EINA_TRUE));
|
|
|
|
light_node = eo_add(EVAS_3D_NODE_CLASS, evas,
|
|
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
|
|
eo_do(light_node,
|
|
evas_3d_node_light_set(light),
|
|
evas_3d_node_position_set(1000.0, 0.0, 1000.0),
|
|
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(root_node,
|
|
evas_3d_node_member_add(light_node));
|
|
|
|
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
|
|
texture = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
|
|
eo_do(texture,
|
|
evas_3d_texture_file_set(image_path, NULL),
|
|
evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST,
|
|
EVAS_3D_TEXTURE_FILTER_NEAREST),
|
|
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
|
|
EVAS_3D_WRAP_MODE_REPEAT));
|
|
eo_do(material,
|
|
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, texture),
|
|
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_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
|
|
evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT,
|
|
0.01, 0.01, 0.01, 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(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++)
|
|
{
|
|
mesh[i] = eo_add(EVAS_3D_MESH_CLASS, evas);
|
|
|
|
snprintf(buffer, PATH_MAX, "%s%s", input_template, file_name[i % 8]);
|
|
eo_do(mesh[i],
|
|
efl_file_set(buffer, NULL),
|
|
evas_3d_mesh_frame_material_set(0, material),
|
|
evas_3d_mesh_shade_mode_set(draw_mode[(i % 16) / 8]));
|
|
|
|
snprintf(buffer, PATH_MAX, "%s%s", output_template, file_name[i % 8]);
|
|
eo_do(mesh[i], efl_file_save(buffer, NULL, NULL));
|
|
|
|
if (i > 15)
|
|
{
|
|
eo_do(mesh[i],
|
|
efl_file_set(buffer, NULL),
|
|
evas_3d_mesh_frame_material_set(0, material),
|
|
evas_3d_mesh_shade_mode_set(draw_mode[(i % 16) / 8]));
|
|
}
|
|
|
|
mesh_node[i] = eo_add(EVAS_3D_NODE_CLASS, evas,
|
|
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
|
|
eo_do(root_node, evas_3d_node_member_add(mesh_node[i]));
|
|
eo_do(mesh_node[i],
|
|
evas_3d_node_mesh_add(mesh[i]),
|
|
evas_3d_node_position_set(0, ((i % 4) * 4) + ((i / 16) * 1) - 6.5, (((i % 16) / 4) * 4) - 6));
|
|
}
|
|
|
|
/* Set up scene. */
|
|
eo_do(scene,
|
|
evas_3d_scene_root_node_set(root_node),
|
|
evas_3d_scene_camera_node_set(camera_node),
|
|
evas_3d_scene_size_set(WIDTH, HEIGHT));
|
|
|
|
/* Add a background rectangle objects. */
|
|
background = eo_add(EVAS_RECTANGLE_CLASS, evas);
|
|
eo_do(background,
|
|
evas_obj_color_set(100, 100, 100, 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(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;
|
|
}
|