forked from enlightenment/efl
Evas: 3D: Example: Rotating Cube 2
Demonstrating key frame material animation and normal mapping.
This commit is contained in:
parent
c15c162016
commit
6daa0537df
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@ -175,6 +175,11 @@ evas_3d_cube_SOURCES = evas-3d-cube.c
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evas_3d_cube_LDADD = $(ECORE_EVAS_COMMON_LDADD)
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evas_3d_cube_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
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EXTRA_PROGRAMS += evas_3d_cube2
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evas_3d_cube2_SOURCES = evas-3d-cube2.c
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evas_3d_cube2_LDADD = $(ECORE_EVAS_COMMON_LDADD)
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evas_3d_cube2_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 +1,321 @@
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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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typedef struct _Scene_Data
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{
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Evas_3D_Scene *scene;
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Evas_3D_Node *root_node;
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Evas_3D_Node *camera_node;
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Evas_3D_Node *light_node;
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Evas_3D_Node *mesh_node;
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Evas_3D_Camera *camera;
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Evas_3D_Light *light;
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Evas_3D_Mesh *mesh;
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Evas_3D_Material *material0;
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Evas_3D_Material *material1;
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Evas_3D_Texture *texture0;
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Evas_3D_Texture *texture1;
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Evas_3D_Texture *texture_normal;
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} Scene_Data;
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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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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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static const unsigned int pixels0[] =
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{
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0xff0000ff, 0xff0000ff, 0xffff0000, 0xffff0000,
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0xff0000ff, 0xff0000ff, 0xffff0000, 0xffff0000,
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0xff00ff00, 0xff00ff00, 0xff000000, 0xff000000,
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0xff00ff00, 0xff00ff00, 0xff000000, 0xff000000,
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};
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static const unsigned int pixels1[] =
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{
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0xffff0000, 0xffff0000, 0xff00ff00, 0xff00ff00,
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0xffff0000, 0xffff0000, 0xff00ff00, 0xff00ff00,
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0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff,
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0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff,
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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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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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static int frame = 0;
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static int inc = 1;
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Scene_Data *scene = (Scene_Data *)data;
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angle += 0.2;
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evas_3d_node_orientation_angle_axis_set(scene->mesh_node, angle, 1.0, 1.0, 1.0);
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/* Rotate */
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if (angle > 360.0)
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angle -= 360.0f;
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frame += inc;
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if (frame >= 20)
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inc = -1;
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else if (frame <= 0)
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inc = 1;
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evas_3d_node_mesh_frame_set(scene->mesh_node, scene->mesh, frame);
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return EINA_TRUE;
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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 = evas_3d_camera_add(evas);
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evas_3d_camera_projection_perspective_set(data->camera, 60.0, 1.0, 2.0, 50.0);
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data->camera_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_CAMERA);
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evas_3d_node_camera_set(data->camera_node, data->camera);
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evas_3d_node_member_add(data->root_node, data->camera_node);
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evas_3d_node_position_set(data->camera_node, 0.0, 0.0, 10.0);
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evas_3d_node_look_at_set(data->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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}
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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 = evas_3d_light_add(evas);
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evas_3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
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evas_3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
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evas_3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
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data->light_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_LIGHT);
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evas_3d_node_light_set(data->light_node, data->light);
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evas_3d_node_member_add(data->root_node, data->light_node);
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evas_3d_node_position_set(data->light_node, 0.0, 0.0, 10.0);
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evas_3d_node_look_at_set(data->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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}
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static void
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_mesh_setup(Scene_Data *data)
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{
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/* Setup material. */
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data->material0 = evas_3d_material_add(evas);
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data->material1 = evas_3d_material_add(evas);
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evas_3d_material_enable_set(data->material0, EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE);
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evas_3d_material_enable_set(data->material0, EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE);
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evas_3d_material_enable_set(data->material0, EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE);
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evas_3d_material_enable_set(data->material0, EVAS_3D_MATERIAL_NORMAL, EINA_TRUE);
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evas_3d_material_color_set(data->material0, EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0);
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evas_3d_material_color_set(data->material0, EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0);
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evas_3d_material_color_set(data->material0, EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0);
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evas_3d_material_shininess_set(data->material0, 100.0);
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evas_3d_material_enable_set(data->material1, EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE);
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evas_3d_material_enable_set(data->material1, EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE);
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evas_3d_material_enable_set(data->material1, EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE);
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evas_3d_material_enable_set(data->material1, EVAS_3D_MATERIAL_NORMAL, EINA_TRUE);
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evas_3d_material_color_set(data->material1, EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0);
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evas_3d_material_color_set(data->material1, EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0);
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evas_3d_material_color_set(data->material1, EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0);
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evas_3d_material_shininess_set(data->material1, 100.0);
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data->texture0 = evas_3d_texture_add(evas);
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data->texture1 = evas_3d_texture_add(evas);
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data->texture_normal = evas_3d_texture_add(evas);
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evas_3d_texture_data_set(data->texture0, EVAS_3D_COLOR_FORMAT_RGBA,
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EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels0[0]);
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evas_3d_texture_data_set(data->texture1, EVAS_3D_COLOR_FORMAT_RGBA,
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EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels1[0]);
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evas_3d_texture_file_set(data->texture_normal, "normal_lego.png", NULL);
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evas_3d_material_texture_set(data->material0, EVAS_3D_MATERIAL_DIFFUSE, data->texture0);
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evas_3d_material_texture_set(data->material1, EVAS_3D_MATERIAL_DIFFUSE, data->texture1);
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evas_3d_material_texture_set(data->material1, EVAS_3D_MATERIAL_NORMAL, data->texture_normal);
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/* Setup mesh. */
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data->mesh = evas_3d_mesh_add(evas);
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evas_3d_mesh_vertex_count_set(data->mesh, 24);
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evas_3d_mesh_frame_add(data->mesh, 0);
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evas_3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_3D_VERTEX_POSITION,
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12 * sizeof(float), &cube_vertices[ 0]);
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evas_3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_3D_VERTEX_NORMAL,
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12 * sizeof(float), &cube_vertices[ 3]);
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evas_3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_3D_VERTEX_COLOR,
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12 * sizeof(float), &cube_vertices[ 6]);
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evas_3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_3D_VERTEX_TEXCOORD,
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12 * sizeof(float), &cube_vertices[10]);
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evas_3d_mesh_index_data_set(data->mesh, EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
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36, &cube_indices[0]);
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evas_3d_mesh_vertex_assembly_set(data->mesh, EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
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evas_3d_mesh_shade_mode_set(data->mesh, EVAS_3D_SHADE_MODE_NORMAL_MAP);
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evas_3d_mesh_frame_material_set(data->mesh, 0, data->material0);
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evas_3d_mesh_frame_add(data->mesh, 20);
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evas_3d_mesh_frame_material_set(data->mesh, 20, data->material1);
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data->mesh_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_MESH);
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evas_3d_node_member_add(data->root_node, data->mesh_node);
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evas_3d_node_mesh_add(data->mesh_node, data->mesh);
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}
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static void
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_scene_setup(Scene_Data *data)
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{
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data->scene = evas_3d_scene_add(evas);
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evas_3d_scene_size_set(data->scene, WIDTH, HEIGHT);
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evas_3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);
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data->root_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_NODE);
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_camera_setup(data);
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_light_setup(data);
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_mesh_setup(data);
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evas_3d_scene_root_node_set(data->scene, data->root_node);
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evas_3d_scene_camera_node_set(data->scene, data->camera_node);
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}
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int
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main(void)
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{
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Scene_Data data;
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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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_scene_setup(&data);
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/* Add a background rectangle 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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/* Add an image object for 3D scene rendering. */
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image = evas_object_image_filled_add(evas);
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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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/* Set the image object as render target for 3D scene. */
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evas_object_image_3d_scene_set(image, data.scene);
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/* Add animation timer callback. */
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ecore_timer_add(0.01, _animate_scene, &data);
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/* Enter main loop. */
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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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