forked from enlightenment/efl
Evas: 3D: Example: MD2 mesh file example
MD2 model file is from http://mb.srb2.org/showthread.php?t=34800 Thanks to Jeck Jim.
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@ -190,6 +190,11 @@ 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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EXTRA_PROGRAMS += evas_3d_md2
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evas_3d_md2_SOURCES = evas-3d-md2.c
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evas_3d_md2_LDADD = $(ECORE_EVAS_COMMON_LDADD)
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evas_3d_md2_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 +1,165 @@
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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_Node *light_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 = NULL;
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Evas_3D_Light *light = 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 int frame = 0;
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evas_3d_node_mesh_frame_set((Evas_3D_Node *)data, mesh, frame);
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frame += 32;
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if (frame > 256 * 50)
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frame = 0;
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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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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, 60.0, 1.0, 1.0, 500.0);
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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, 100.0, 0.0, 20.0);
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evas_3d_node_look_at_set(camera_node, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0,
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EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0);
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/* Add the light. */
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light = evas_3d_light_add(evas);
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evas_3d_light_ambient_set(light, 1.0, 1.0, 1.0, 1.0);
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evas_3d_light_diffuse_set(light, 1.0, 1.0, 1.0, 1.0);
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evas_3d_light_specular_set(light, 1.0, 1.0, 1.0, 1.0);
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light_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_LIGHT);
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evas_3d_node_light_set(light_node, light);
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evas_3d_node_member_add(root_node, light_node);
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evas_3d_node_position_set(light_node, 1000.0, 0.0, 1000.0);
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evas_3d_light_directional_set(light, EINA_TRUE);
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evas_3d_node_look_at_set(light_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 mesh. */
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mesh = evas_3d_mesh_add(evas);
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evas_3d_mesh_file_set(mesh, EVAS_3D_MESH_FILE_TYPE_MD2, "sonic.md2", NULL);
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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 = evas_3d_texture_add(evas);
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evas_3d_texture_file_set(texture, "sonic.png", NULL);
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evas_3d_texture_filter_set(texture, EVAS_3D_TEXTURE_FILTER_NEAREST, EVAS_3D_TEXTURE_FILTER_NEAREST);
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evas_3d_texture_wrap_set(texture, EVAS_3D_WRAP_MODE_REPEAT, EVAS_3D_WRAP_MODE_REPEAT);
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evas_3d_material_texture_set(material, EVAS_3D_MATERIAL_DIFFUSE, texture);
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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_enable_set(material, EVAS_3D_MATERIAL_NORMAL, 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_PHONG);
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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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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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return 0;
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}
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