774 lines
24 KiB
C
774 lines
24 KiB
C
/*
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* This example illustrates the work of different callbacks of events from mouse
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* and keyboard.
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*
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* Next tests are available:
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* 1. All animations of scene will stop on mouse click on the background.
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* 2. Clicking of any object on scene causes stop of its movement, but if click on
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* the moon while it is in front of a planet will stop them both.
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* 3. Camera position can be changed by pressing 'down' or 'up' key. Position of
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* the camera changes in the respective direction.
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* 4. The 'n' key pressing returns camera to its default position.
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* 5. One of four types of vertex assembly of planet could be chosen by clicking on
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* a number from 1 to 4 on keyboard.
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* Compile with:
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* gcc -o evas-3d-moon-space evas-3d-moon-space.c -g `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm
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*/
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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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#define EFL_EO_API_SUPPORT
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#define EFL_BETA_API_SUPPORT
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#endif
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#include <Ecore_Evas.h>
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#include <Ecore.h>
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#include <Evas.h>
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#include <stdio.h>
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#include <math.h>
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#include <Eo.h>
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#include "evas-common.h"
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#define WIDTH 1024
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#define HEIGHT 1024
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static const char *bg_image = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/bg_space.jpg";
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static const char *moon_image = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/moon.png";
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static const char *earth_image = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/EarthDiffuse.png";
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typedef struct _Scene_Data
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{
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Eo *texture_diffuse_moon;
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Eo *texture_diffuse_planet;
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Eo *root_node;
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Eo *camera_node;
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Eo *light_node;
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Eo *mesh_node_cube;
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Eo *mesh_node_planet;
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Eo *mesh_node_moon;
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Eo *scene;
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Eo *camera;
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Eo *light;
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Eo *mesh_cube;
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Eo *mesh_planet;
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Eo *mesh_moon;
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Eo *material_planet;
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Eo *material_moon;
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Eo *material_cube;
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} Scene_Data;
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Evas_3D_Vertex_Assembly assembly = EVAS_3D_VERTEX_ASSEMBLY_LINES;
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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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float d_angle_planet = 0.1;
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float d_angle_moon = 0.4;
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float d_angle_cube = 0.5;
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float camera_position = 15.0;
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int d_i = 1;
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static const float cube_vertices[] =
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{
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/* Front */
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-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
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-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
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/* Back */
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1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
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1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
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/* Left */
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-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
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-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
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/* Right */
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1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
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1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
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/* Top */
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-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
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/* Bottom */
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1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
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1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
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};
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static const unsigned short cube_indices[] =
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{
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/* Front */
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0, 1, 2, 2, 1, 3,
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/* Back */
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4, 5, 6, 6, 5, 7,
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/* Left */
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8, 9, 10, 10, 9, 11,
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/* Right */
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12, 13, 14, 14, 13, 15,
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/* Top */
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16, 17, 18, 18, 17, 19,
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/* Bottom */
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20, 21, 22, 22, 21, 23
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};
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typedef struct _vec4
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{
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float x;
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float y;
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float z;
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float w;
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} vec4;
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typedef struct _vec3
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{
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float x;
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float y;
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float z;
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} vec3;
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typedef struct _vec2
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{
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float x;
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float y;
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} vec2;
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typedef struct _vertex
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{
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vec3 position;
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vec3 normal;
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vec3 tangent;
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vec4 color;
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vec3 texcoord;
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} vertex;
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static int vertex_count = 0;
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static vertex *vertices = NULL;
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static int index_count = 0;
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static unsigned short *indices = NULL;
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static inline vec3
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_normalize(const vec3 *v)
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{
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double l;
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vec3 vec;
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l = sqrt((v->x * v->x) + (v->y * v->y) + (v->z * v->z));
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if (l != 0)
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{
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vec.x = v->x / l;
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vec.y = v->y / l;
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vec.z = v->z / l;
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}
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return vec;
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}
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static void
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_sphere_fini()
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{
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free(vertices);
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free(indices);
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}
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static void
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_sphere_init(int precision)
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{
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int i, j;
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unsigned short *index;
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vertex_count = (precision + 1) * (precision + 1);
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index_count = precision * precision * 6;
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/* Allocate buffer. */
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vertices = malloc(sizeof(vertex) * vertex_count);
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indices = malloc(sizeof(unsigned short) * index_count);
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/* Calculate vertices position of the sphere mesh by using
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splitting of sphere by latitude and longitude. */
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for (i = 0; i <= precision; i++)
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{
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double lati, y, r;
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lati = (M_PI * (double)i) / (double)precision;
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y = cos(lati);
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r = fabs(sin(lati));
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for (j = 0; j <= precision; j++)
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{
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double longi;
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vertex *v;
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longi = (M_PI * 2.0 * j) / precision;
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v = &vertices[(i * (precision + 1)) + j];
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if ((j == 0) || (j == precision)) v->position.x = 0.0;
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else v->position.x = r * sin(longi);
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v->position.y = y;
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if ((j == 0) || (j == precision)) v->position.z = r;
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else v->position.z = r * cos(longi);
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v->normal = v->position;
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if (v->position.x > 0.0)
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{
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v->tangent.x = -v->normal.y;
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v->tangent.y = v->normal.x;
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v->tangent.z = v->normal.z;
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}
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else
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{
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v->tangent.x = v->normal.y;
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v->tangent.y = -v->normal.x;
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v->tangent.z = v->normal.z;
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}
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v->color.x = v->position.x;
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v->color.y = v->position.y;
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v->color.z = v->position.z;
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v->color.w = 1.0;
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if (j == precision) v->texcoord.x = 1.0;
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else if (j == 0) v->texcoord.x = 0.0;
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else v->texcoord.x = (double)j / (double)precision;
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if (i == precision) v->texcoord.y = 1.0;
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else if (i == 0) v->texcoord.y = 0.0;
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else v->texcoord.y = 1.0 - ((double)i / (double)precision);
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}
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}
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index = &indices[0];
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/* Calculate and fill in the buffer of indices,
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prepare stage for gl triangulation. */
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for (i = 0; i < precision; i++)
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{
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for (j = 0; j < precision; j++)
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{
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*index++ = (i * (precision + 1)) + j;
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*index++ = (i * (precision + 1)) + j + 1;
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*index++ = ((i + 1) * (precision + 1)) + j;
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*index++ = ((i + 1) * (precision + 1)) + j;
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*index++ = (i * (precision + 1)) + j + 1;
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*index++ = ((i + 1) * (precision + 1)) + j + 1;
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}
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}
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/* Triangulation of sphere mesh in appliance with buffer of indices. */
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for (i = 0; i < index_count; i += 3)
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{
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vec3 e1, e2;
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float du1, du2, dv1, dv2, f;
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vec3 tangent;
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vertex *v0 = &vertices[indices[i + 0]];
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vertex *v1 = &vertices[indices[i + 1]];
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vertex *v2 = &vertices[indices[i + 2]];
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e1.x = v1->position.x - v0->position.x;
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e1.y = v1->position.y - v0->position.y;
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e1.z = v1->position.z - v0->position.z;
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e2.x = v2->position.x - v0->position.x;
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e2.y = v2->position.y - v0->position.y;
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e2.z = v2->position.z - v0->position.z;
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du1 = v1->texcoord.x - v0->texcoord.x;
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dv1 = v1->texcoord.y - v0->texcoord.y;
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du2 = v2->texcoord.x - v0->texcoord.x;
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dv2 = v2->texcoord.y - v0->texcoord.y;
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f = 1.0 / ((du1 * dv2) - (du2 * dv1));
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tangent.x = f * ((dv2 * e1.x) - (dv1 * e2.x));
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tangent.y = f * ((dv2 * e1.y) - (dv1 * e2.y));
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tangent.z = f * ((dv2 * e1.z) - (dv1 * e2.z));
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v0->tangent = tangent;
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}
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/* Coupling between vertices by calculation of tangent parametr correct value. */
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for (i = 0; i <= precision; i++)
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{
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for (j = 0; j <= precision; j++)
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{
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if (j == precision)
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{
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vertex *v;
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v = &vertices[(i * (precision + 1)) + j];
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v->tangent = vertices[i * (precision + 1)].tangent;
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}
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}
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}
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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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evas_object_resize(background, w, h);
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evas_object_resize(image, w, h);
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}
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static void
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_key_down(void *data EINA_UNUSED,
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Evas *e EINA_UNUSED,
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Evas_Object *eo EINA_UNUSED,
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void *event_info)
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{
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Evas_Event_Key_Down *ev = event_info;
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if (!strcmp(ev->key, "Up"))
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{
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if (camera_position < 99.0)
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camera_position += 0.5;
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}
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else if (!strcmp(ev->key, "Down"))
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{
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if (camera_position > 5.0)
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camera_position -= 0.5;
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}
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else if (!strcmp(ev->key, "n"))
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camera_position = 15.0;
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else if (!strcmp(ev->key, "1"))
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{
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assembly = EVAS_3D_VERTEX_ASSEMBLY_LINES;
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printf("Vertex assembly = EVAS_3D_VERTEX_ASSEMBLY_LINES\n");
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}
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else if (!strcmp(ev->key, "2"))
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{
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assembly = EVAS_3D_VERTEX_ASSEMBLY_LINE_STRIP;
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printf("Vertex assembly = EVAS_3D_VERTEX_ASSEMBLY_LINE_STRIP\n");
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}
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else if (!strcmp(ev->key, "3"))
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{
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assembly = EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES;
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printf("Vertex assembly = EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES\n");
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}
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else if (!strcmp(ev->key, "4"))
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{
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assembly = EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_FAN;
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printf("Vertex assembly = EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_FAN\n");
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}
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}
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static void
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_camera_setup(Scene_Data *data)
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{
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data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
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eo_do(data->camera,
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evas_3d_camera_projection_perspective_set(30.0, 1.0, 1.0, 100.0));
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data->camera_node = eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
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eo_do(data->camera_node,
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evas_3d_node_camera_set(data->camera),
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evas_3d_node_position_set(0.0, 0.0, 15.0),
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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));
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eo_do(data->root_node, evas_3d_node_member_add(data->camera_node));
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}
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static void
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_light_setup(Scene_Data *data)
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{
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data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
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eo_do(data->light,
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evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
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evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
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data->light_node = eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
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eo_do(data->light_node,
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evas_3d_node_light_set(data->light),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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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));
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eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
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}
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static void
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_mesh_setup(Scene_Data *data)
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{
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_sphere_init(100);
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data->mesh_planet = eo_add(EVAS_3D_MESH_CLASS, evas);
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data->mesh_cube = eo_add(EVAS_3D_MESH_CLASS, evas);
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data->mesh_moon = eo_add(EVAS_3D_MESH_CLASS, evas);
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data->material_planet = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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data->material_cube = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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data->material_moon = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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data->texture_diffuse_planet = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
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data->texture_diffuse_moon = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
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|
|
data->mesh_node_planet = eo_add(EVAS_3D_NODE_CLASS, evas,
|
|
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
|
|
data->mesh_node_cube = eo_add(EVAS_3D_NODE_CLASS, evas,
|
|
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
|
|
data->mesh_node_moon = eo_add(EVAS_3D_NODE_CLASS, evas,
|
|
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
|
|
|
|
/* Setup material for cube. */
|
|
eo_do(data->material_cube,
|
|
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(70.0));
|
|
|
|
/* Setup material and texture for planet. */
|
|
eo_do(data->texture_diffuse_planet,
|
|
evas_3d_texture_file_set(earth_image, NULL),
|
|
evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR));
|
|
|
|
eo_do(data->material_planet,
|
|
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture_diffuse_planet),
|
|
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, 0.01, 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));
|
|
|
|
/* Setup material and texture for moon. */
|
|
eo_do(data->texture_diffuse_moon,
|
|
evas_3d_texture_file_set(moon_image, NULL),
|
|
evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR));
|
|
|
|
eo_do(data->material_moon,
|
|
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture_diffuse_moon),
|
|
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, 0.01, 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));
|
|
|
|
/* Setup mesh for moon. */
|
|
eo_do(data->mesh_moon,
|
|
evas_3d_mesh_vertex_count_set(vertex_count),
|
|
evas_3d_mesh_frame_add(0),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
|
|
sizeof(vertex), &vertices[0].position),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
|
|
sizeof(vertex), &vertices[0].normal),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TANGENT,
|
|
sizeof(vertex), &vertices[0].tangent),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
|
|
sizeof(vertex), &vertices[0].color),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
|
|
sizeof(vertex), &vertices[0].texcoord),
|
|
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]),
|
|
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES),
|
|
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE),
|
|
evas_3d_mesh_frame_material_set(0, data->material_moon));
|
|
|
|
eo_do(data->root_node,
|
|
evas_3d_node_member_add(data->mesh_node_moon));
|
|
|
|
eo_do(data->mesh_node_moon,
|
|
evas_3d_node_mesh_add(data->mesh_moon));
|
|
|
|
eo_do(data->mesh_node_moon, evas_3d_node_scale_set(0.2, 0.2, 0.2));
|
|
|
|
/* Setup mesh for cube. */
|
|
eo_do(data->mesh_cube,
|
|
evas_3d_mesh_vertex_count_set(24),
|
|
evas_3d_mesh_frame_add(0),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
|
|
12 * sizeof(float), &cube_vertices[ 0]),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
|
|
12 * sizeof(float), &cube_vertices[ 3]),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
|
|
12 * sizeof(float), &cube_vertices[ 6]),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
|
|
12 * sizeof(float), &cube_vertices[10]),
|
|
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
|
|
36, &cube_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, data->material_cube));
|
|
|
|
eo_do(data->root_node,
|
|
evas_3d_node_member_add(data->mesh_node_cube));
|
|
|
|
eo_do(data->mesh_node_cube,
|
|
evas_3d_node_mesh_add(data->mesh_cube));
|
|
|
|
eo_do(data->mesh_node_cube,
|
|
evas_3d_node_scale_set(0.55, 0.55, 0.55));
|
|
|
|
/* Setup mesh for planet. */
|
|
eo_do(data->mesh_planet,
|
|
evas_3d_mesh_vertex_count_set(vertex_count),
|
|
evas_3d_mesh_frame_add(0),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
|
|
sizeof(vertex), &vertices[0].position),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
|
|
sizeof(vertex), &vertices[0].normal),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TANGENT,
|
|
sizeof(vertex), &vertices[0].tangent),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
|
|
sizeof(vertex), &vertices[0].color),
|
|
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
|
|
sizeof(vertex), &vertices[0].texcoord),
|
|
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]),
|
|
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_LINES),
|
|
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE),
|
|
evas_3d_mesh_frame_material_set(0, data->material_planet));
|
|
|
|
eo_do(data->root_node,
|
|
evas_3d_node_member_add(data->mesh_node_planet));
|
|
|
|
eo_do(data->mesh_node_planet,
|
|
evas_3d_node_mesh_add(data->mesh_planet));
|
|
}
|
|
|
|
static void
|
|
_scene_setup(Scene_Data *data)
|
|
{
|
|
data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
|
|
|
|
/* Add the root node for the scene. */
|
|
data->root_node = eo_add(EVAS_3D_NODE_CLASS, evas,
|
|
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
|
|
|
|
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));
|
|
|
|
_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));
|
|
}
|
|
|
|
static void
|
|
_stop_scene(void *data,
|
|
Evas *e EINA_UNUSED,
|
|
Evas_Object *eo EINA_UNUSED,
|
|
void *event_info)
|
|
{
|
|
Evas_Event_Mouse_Down *ev = event_info;
|
|
Evas_3D_Node *n;
|
|
Evas_3D_Mesh *m;
|
|
Evas_Real s, t;
|
|
Scene_Data *d = (Scene_Data *)data;
|
|
Evas_3D_Node *pick;
|
|
const Eina_List *nodes = NULL;
|
|
Eina_List *picked_nodes = NULL;
|
|
int root_count = 0, picked_count = 0;
|
|
|
|
eo_do(d->scene,
|
|
evas_3d_scene_pick(ev->canvas.x, ev->canvas.y, &n, &m, &s, &t));
|
|
|
|
if (d->mesh_cube == m)
|
|
d_angle_cube = 0;
|
|
else if (d->mesh_moon == m)
|
|
{
|
|
d_angle_moon = 0;
|
|
d_i = 0;
|
|
}
|
|
else if (d->mesh_planet == m)
|
|
d_angle_planet = 0;
|
|
else
|
|
{
|
|
d_angle_planet = 0;
|
|
d_angle_cube = 0;
|
|
d_angle_moon = 0;
|
|
d_i = 0;
|
|
}
|
|
|
|
pick = eo_do(d->scene,
|
|
evas_3d_scene_exist(ev->canvas.x, ev->canvas.y, d->mesh_node_planet));
|
|
|
|
if (pick) d_angle_planet = 0;
|
|
|
|
nodes = eo_do(d->root_node, evas_3d_node_member_list_get());
|
|
picked_nodes = eo_do(d->scene, evas_3d_scene_pick_member_list_get(ev->canvas.x, ev->canvas.y));
|
|
|
|
root_count = eina_list_count(nodes);
|
|
picked_count = eina_list_count(picked_nodes);
|
|
|
|
printf("Count of members in the root node = %d, count of the picked members = %d\n", root_count, picked_count);
|
|
}
|
|
|
|
static void
|
|
_play_scene(void *data EINA_UNUSED,
|
|
Evas *e EINA_UNUSED,
|
|
Evas_Object *eo EINA_UNUSED,
|
|
void *event_info EINA_UNUSED)
|
|
{
|
|
d_angle_planet = 0.1;
|
|
d_angle_cube = 0.5;
|
|
d_angle_moon = 0.4;
|
|
d_i = 1;
|
|
}
|
|
|
|
static Eina_Bool
|
|
_animate_planet(void *data)
|
|
{
|
|
static float angle = 0.0f;
|
|
Scene_Data *scene = (Scene_Data *)data;
|
|
|
|
angle += d_angle_planet;
|
|
|
|
eo_do(scene->mesh_node_planet,
|
|
evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0));
|
|
eo_do(scene->mesh_planet,
|
|
evas_3d_mesh_vertex_assembly_set(assembly));
|
|
|
|
/* Rotate */
|
|
if (angle > 360.0) angle -= 360.0f;
|
|
|
|
return EINA_TRUE;
|
|
}
|
|
|
|
static Eina_Bool
|
|
_animate_moon(void *data)
|
|
{
|
|
static float angle = 0.0f;
|
|
static float longi = 0.0f;
|
|
static int i = 0;
|
|
Scene_Data *scene = (Scene_Data *)data;
|
|
|
|
i += d_i;
|
|
longi = (2 * M_PI * i)/2000;
|
|
angle += d_angle_moon;
|
|
|
|
eo_do(scene->mesh_node_moon,
|
|
evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0),
|
|
evas_3d_node_position_set(2.0 * sin(longi), 0.7 * sin(longi), 2.0 * cos(longi)));
|
|
|
|
/* Rotate */
|
|
if (angle > 360.0) angle -= 360.0f;
|
|
|
|
return EINA_TRUE;
|
|
}
|
|
|
|
static Eina_Bool
|
|
_animate_cube(void *data)
|
|
{
|
|
static float angle = 0.0f;
|
|
Scene_Data *scene = (Scene_Data *)data;
|
|
|
|
angle += d_angle_cube;
|
|
|
|
eo_do(scene->mesh_node_cube,
|
|
evas_3d_node_orientation_angle_axis_set(angle, 1.0, 0.0, 1.0));
|
|
|
|
/* Rotate */
|
|
if (angle > 360.0) angle -= 360.0f;
|
|
|
|
return EINA_TRUE;
|
|
}
|
|
|
|
static Eina_Bool
|
|
_animate_camera(void *data)
|
|
{
|
|
Scene_Data *scene = (Scene_Data *)data;
|
|
|
|
eo_do(scene->camera_node,
|
|
evas_3d_node_position_set(0.0, 0.0, camera_position));
|
|
|
|
return EINA_TRUE;
|
|
}
|
|
|
|
int
|
|
main(void)
|
|
{
|
|
Scene_Data data;
|
|
|
|
//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);
|
|
|
|
_scene_setup(&data);
|
|
|
|
/* Add evas objects. */
|
|
background = evas_object_image_filled_add(evas);
|
|
evas_object_image_file_set(background, bg_image, NULL),
|
|
evas_object_resize(background, WIDTH, HEIGHT),
|
|
evas_object_show(background);
|
|
|
|
image = evas_object_image_filled_add(evas);
|
|
evas_object_resize(image, WIDTH, HEIGHT),
|
|
evas_object_show(image),
|
|
evas_object_focus_set(image, EINA_TRUE);
|
|
|
|
eo_do(image,
|
|
evas_obj_image_scene_set(data.scene));
|
|
|
|
evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _stop_scene, &data);
|
|
evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_UP, _play_scene, &data);
|
|
evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _key_down, &data);
|
|
|
|
ecore_timer_add(0.016, _animate_cube, &data);
|
|
ecore_timer_add(0.016, _animate_camera, &data);
|
|
ecore_timer_add(0.01, _animate_planet, &data);
|
|
ecore_timer_add(0.01, _animate_moon, &data);
|
|
|
|
ecore_main_loop_begin();
|
|
|
|
ecore_evas_free(ecore_evas);
|
|
ecore_evas_shutdown();
|
|
_sphere_fini();
|
|
|
|
return 0;
|
|
}
|