forked from enlightenment/efl
Evas: 3D: Example: Picking example
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578413e103
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0899e30be6
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@ -185,6 +185,11 @@ evas_3d_proxy_SOURCES = evas-3d-proxy.c
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evas_3d_proxy_LDADD = $(ECORE_EVAS_COMMON_LDADD)
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evas_3d_proxy_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
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EXTRA_PROGRAMS += evas_3d_pick
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evas_3d_pick_SOURCES = evas-3d-pick.c
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evas_3d_pick_LDADD = $(ECORE_EVAS_COMMON_LDADD)
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evas_3d_pick_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
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.edc.edj:
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$(AM_V_EDJ)$(EDJE_CC) $(EDJE_CC_FLAGS) $< $(builddir)/$(@F)
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@ -0,0 +1,397 @@
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#include <Ecore.h>
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#include <Ecore_Evas.h>
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#include <stdio.h>
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#include <math.h>
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#include <Evas_3D.h>
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#define WIDTH 1024
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#define HEIGHT 1024
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Ecore_Evas *ecore_evas = NULL;
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Evas *evas = NULL;
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Evas_Object *background = NULL;
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Evas_Object *image = NULL;
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Evas_3D_Scene *scene = NULL;
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Evas_3D_Node *root_node = NULL;
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Evas_3D_Node *camera_node = NULL;
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Evas_3D_Camera *camera = NULL;
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Evas_3D_Node *mesh_node = NULL;
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Evas_3D_Mesh *mesh = NULL;
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Evas_3D_Material *material = NULL;
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Evas_3D_Texture *texture_diffuse = NULL;
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static Eina_Bool
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_animate_scene(void *data)
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{
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static float angle = 0.0f;
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angle += 0.3;
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evas_3d_node_orientation_angle_axis_set((Evas_3D_Node *)data, angle, 0.0, 1.0, 0.0);
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/* Rotate */
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if (angle > 360.0)
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angle -= 360.0f;
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return EINA_TRUE;
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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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evas_object_move(image, 0, 0);
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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 = sqrt(v->x * v->x + v->y * v->y + v->z * v->z);
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vec3 vec;
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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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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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if (vertices)
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free(vertices);
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if (indices)
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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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for (i = 0; i <= precision; i++)
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{
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double lati = (M_PI * (double)i) / (double)precision;
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double y = cos(lati);
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double r = fabs(sin(lati));
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for (j = 0; j <= precision; j++)
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{
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double longi = (M_PI * 2.0 * j) / precision;
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vertex *v = &vertices[i * (precision + 1) + j];
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if (j == 0 || j == precision)
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v->position.x = 0.0;
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else
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v->position.x = r * sin(longi);
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v->position.y = y;
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if (j == 0 || j == precision)
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v->position.z = r;
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else
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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)
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v->texcoord.x = 1.0;
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else if (j == 0)
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v->texcoord.x = 0.0;
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else
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v->texcoord.x = (double)j / (double)precision;
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if (i == precision)
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v->texcoord.y = 1.0;
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else if (i == 0)
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v->texcoord.y = 0.0;
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else
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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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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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for (i = 0; i < index_count; i += 3)
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{
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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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vec3 e1, e2;
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float du1, du2, dv1, dv2, f;
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vec3 tangent;
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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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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 = &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_mouse_down(void *data EINA_UNUSED,
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Evas *e EINA_UNUSED,
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Evas_Object *o,
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void *einfo)
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{
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Evas_Event_Mouse_Down *ev = einfo;
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Evas_Coord x, y, w, h;
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Evas_Coord obj_x, obj_y;
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int scene_w, scene_h;
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Evas_Real scene_x, scene_y;
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Evas_Real s, t;
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Evas_3D_Node *n;
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Evas_3D_Mesh *m;
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evas_object_geometry_get(o, &x, &y, &w, &h);
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obj_x = ev->canvas.x - x;
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obj_y = ev->canvas.y - y;
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evas_3d_scene_size_get(scene, &scene_w, &scene_h);
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scene_x = obj_x * scene_w / (Evas_Real)w;
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scene_y = obj_y * scene_h / (Evas_Real)h;
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if (evas_3d_scene_pick(scene, scene_x, scene_y, &n, &m, &s, &t))
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printf("Picked : ");
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else
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printf("Not picked : ");
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printf("output(%d, %d) canvas(%d, %d) object(%d, %d) scene(%f, %f) texcoord(%f, %f) "
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"node(%p) mesh(%p)\n",
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ev->output.x, ev->output.y,
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ev->canvas.x, ev->canvas.y,
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obj_x, obj_y,
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scene_x, scene_y,
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s, t, n, m);
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}
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int
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main(void)
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{
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if (!ecore_evas_init())
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return 0;
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ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
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if (!ecore_evas)
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return 0;
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ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
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ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
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ecore_evas_show(ecore_evas);
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evas = ecore_evas_get(ecore_evas);
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/* Add a scene object .*/
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scene = evas_3d_scene_add(evas);
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/* Add the root node for the scene. */
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root_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_NODE);
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/* Add the camera. */
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camera = evas_3d_camera_add(evas);
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evas_3d_camera_projection_perspective_set(camera, 30.0, 1.0, 1.0, 100.0);
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camera_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_CAMERA);
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evas_3d_node_camera_set(camera_node, camera);
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evas_3d_node_member_add(root_node, camera_node);
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evas_3d_node_position_set(camera_node, 0.0, 0.0, 5.0);
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evas_3d_node_look_at_set(camera_node, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0);
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/* Add the cube mesh. */
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_sphere_init(100);
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mesh = evas_3d_mesh_add(evas);
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evas_3d_mesh_vertex_count_set(mesh, vertex_count);
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evas_3d_mesh_frame_add(mesh, 0);
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evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_POSITION,
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sizeof(vertex), &vertices[0].position);
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evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_NORMAL,
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sizeof(vertex), &vertices[0].normal);
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evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_TANGENT,
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sizeof(vertex), &vertices[0].tangent);
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evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_COLOR,
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sizeof(vertex), &vertices[0].color);
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evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_TEXCOORD,
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sizeof(vertex), &vertices[0].texcoord);
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evas_3d_mesh_index_data_set(mesh, EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]);
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evas_3d_mesh_vertex_assembly_set(mesh, EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
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material = evas_3d_material_add(evas);
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evas_3d_mesh_frame_material_set(mesh, 0, material);
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texture_diffuse = evas_3d_texture_add(evas);
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evas_3d_texture_file_set(texture_diffuse, "EarthDiffuse.png", NULL);
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evas_3d_texture_filter_set(texture_diffuse, EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR);
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evas_3d_material_texture_set(material, EVAS_3D_MATERIAL_DIFFUSE, texture_diffuse);
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evas_3d_material_enable_set(material, EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE);
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evas_3d_material_enable_set(material, EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE);
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evas_3d_material_enable_set(material, EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE);
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evas_3d_material_color_set(material, EVAS_3D_MATERIAL_AMBIENT, 0.01, 0.01, 0.01, 1.0);
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evas_3d_material_color_set(material, EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0);
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evas_3d_material_color_set(material, EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0);
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evas_3d_material_shininess_set(material, 50.0);
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mesh_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_MESH);
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evas_3d_node_member_add(root_node, mesh_node);
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evas_3d_node_mesh_add(mesh_node, mesh);
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evas_3d_mesh_shade_mode_set(mesh, EVAS_3D_SHADE_MODE_DIFFUSE);
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/* Set up scene. */
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evas_3d_scene_root_node_set(scene, root_node);
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evas_3d_scene_camera_node_set(scene, camera_node);
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evas_3d_scene_size_set(scene, WIDTH, HEIGHT);
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/* Add evas objects. */
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background = evas_object_rectangle_add(evas);
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evas_object_color_set(background, 0, 0, 0, 255);
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evas_object_move(background, 0, 0);
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evas_object_resize(background, WIDTH, HEIGHT);
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evas_object_show(background);
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image = evas_object_image_filled_add(evas);
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evas_object_image_size_set(image, WIDTH, HEIGHT);
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evas_object_image_3d_scene_set(image, scene);
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evas_object_move(image, 0, 0);
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evas_object_resize(image, WIDTH, HEIGHT);
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evas_object_show(image);
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evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _on_mouse_down, NULL);
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ecore_timer_add(0.01, _animate_scene, mesh_node);
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printf ("Enter main loop\n");
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ecore_main_loop_begin();
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ecore_evas_free(ecore_evas);
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ecore_evas_shutdown();
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_sphere_fini();
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return 0;
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}
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