evas: frustum example uses sphere and cube primitives.

Reviewers: cedric, Hermet, raster

Subscribers: cedric

Differential Revision: https://phab.enlightenment.org/D2167

Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
This commit is contained in:
Bogdan Devichev 2015-03-18 14:46:06 +01:00 committed by Cedric BAIL
parent 31651a8842
commit ca111165e9
1 changed files with 63 additions and 163 deletions

View File

@ -4,13 +4,13 @@
* Use 't'/'g' key to move near frustum plane from/to the camera.
* Use '1'/'2' key to set camera to the first/second position.
* Use '3'/'4'/'5' key to set bounding sphere/aabb/central point mode.
* Use 'i', 'k', 'j', 'l', 'u' and 'o' keys to move mesh node in 3D.
* Use 'z', 'x', 'c', 'Z', 'X' and 'C' keys to change scaling constants of mesh.
* Use 'i', 'k', 'j', 'l', 'u' and 'o' keys to move mesh node (model) in 3D.
* Use 'z', 'x', 'c', 'Z', 'X' and 'C' keys to change scaling constants of mesh (model).
* See in terminal output value distance to far plane of frustum and value of visibility of node
* @see evas_3d_camera_node_visible_get.
*
* @verbatim
* gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm
* gcc -o evas-3d-frustum evas-3d-frustum.c evas-3d-primitives.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm
* @endverbatim
*/
@ -28,6 +28,7 @@
#include <Eo.h>
#include <math.h>
#include "evas-common.h"
#include "evas-3d-primitives.h"
#define WIDTH 800
#define HEIGHT 600
@ -46,7 +47,8 @@ typedef struct _Scene_Data
Eo *camera;
Eo *light;
Eo *mesh_model;
Eo *mesh;
Eo *mesh_sphere;
Eo *mesh_aabb;
Eo *material_model;
Eo *material;
Eo *texture_model;
@ -58,19 +60,7 @@ Evas_Real obj_x = 0.0, obj_y = 0.0, obj_z = 0.0, obj_sc_x = 10.0, obj_sc_y = 10.
Evas_Real fleft = -5, fright = 5, fbottom = -5, fup = 5, fnear = 20, ffar = 1000;
Evas_Real radius = 0;
Evas_3D_Frustum_Mode key = EVAS_3D_FRUSTUM_MODE_AABB;
typedef struct _vec3
{
float x;
float y;
float z;
} vec3;
static void
_set_ball(Eo *mesh, double r, double x, double y, double z, int p);
static void
_mesh_aabb(Eo *mesh_b, Eo *mesh_node);
static const vec2 tex_scale = {1, 1};
static void
_show_help()
@ -104,16 +94,54 @@ _on_canvas_resize(Ecore_Evas *ee)
static Eina_Bool
_redraw_bounding_object(void *data)
{
Evas_Real x, y, z;
Evas_Real px, py, pz, sx, sy, sz;
Evas_Real x0, y0, z0, x1, y1, z1, radius;
Scene_Data *scene = (Scene_Data *)data;
Eo *current_mesh;
Eina_List *meshes = NULL, *l;
eo_do(scene->mesh_node, meshes = (Eina_List *)evas_3d_node_mesh_list_get());
EINA_LIST_FOREACH(meshes, l, current_mesh)
{
eo_do(scene->mesh_node, evas_3d_node_mesh_del(current_mesh));
}
eo_do(scene->mesh_node_model, evas_3d_node_bounding_sphere_get(&x, &y, &z, &radius));
if (key == EVAS_3D_FRUSTUM_MODE_BSPHERE)
_set_ball(scene->mesh, radius, x, y, z, 100);
{
eo_do(scene->mesh_node_model,
evas_3d_node_bounding_sphere_get(&x0, &y0, &z0, &radius));
current_mesh = scene->mesh_sphere;
px = x0;
py = y0;
pz = z0;
sx = sy = sz = 2.0 * radius;
}
else if (key == EVAS_3D_FRUSTUM_MODE_AABB)
_mesh_aabb(scene->mesh, scene->mesh_node_model);
{
eo_do(scene->mesh_node_model, evas_3d_node_bounding_box_get(&x0, &y0, &z0,
&x1, &y1, &z1));
current_mesh = scene->mesh_aabb;
px = (x1 + x0) / 2;
py = (y1 + y0) / 2;
pz = (z1 + z0) / 2;
sx = x1 - x0;
sy = y1 - y0;
sz = z1 - z0;
}
else if (key == EVAS_3D_FRUSTUM_MODE_CENTRAL_POINT)
_set_ball(scene->mesh, 1, x, y, z, 1);
{
eo_do(scene->mesh_node_model,
evas_3d_node_bounding_sphere_get(&x0, &y0, &z0, &radius));
current_mesh = scene->mesh_sphere;
px = x0;
py = y0;
pz = z0;
sx = sy = sz = 0.1 * radius;
}
eo_do(scene->mesh_node, evas_3d_node_mesh_add(current_mesh),
evas_3d_node_position_set(px, py, pz),
evas_3d_node_scale_set(sx, sy, sz));
return ECORE_CALLBACK_RENEW;
}
@ -290,140 +318,6 @@ _light_setup(Scene_Data *data)
eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
}
static void
_mesh_aabb(Eo *mesh_b, Eo *mesh_node)
{
Evas_Real x0, y0, z0, x1, y1, z1;
eo_do(mesh_node, evas_3d_node_bounding_box_get(&x0, &y0, &z0, &x1, &y1, &z1));
float vertices[] =
{
x0, y0, z1,
x0, y1, z1,
x1, y1, z1,
x1, y0, z1,
x0, y0, z0,
x1, y0, z0,
x0, y1, z0,
x1, y1, z0,
x0, y0, z0,
x0, y1, z0,
x0, y0, z1,
x0, y1, z1,
x1, y0, z0,
x1, y1, z0,
x1, y1, z1,
x1, y0, z1,
x0, y1, z0,
x1, y1, z0,
x0, y1, z1,
x1, y1, z1,
x0, y0, z0,
x1, y0, z0,
x1, y0, z1,
x0, y0, z1
};
unsigned short indices[] =
{
0, 1, 2, 3, 1, 2, 0, 3,
4, 5, 5, 7, 7, 6, 6, 4,
8, 9, 9, 11, 11, 10, 10, 8,
12, 13, 13, 14, 14, 15, 15, 12,
16, 17, 17, 19, 19, 18, 18, 16,
20, 21, 21, 22, 22, 23, 23, 20
};
float *cube_vertices = (float *) malloc(1 * sizeof(vertices));
unsigned short *cube_indices = (unsigned short *) malloc(1 * sizeof(indices));
memcpy(cube_vertices, vertices, sizeof(vertices));
memcpy(cube_indices, indices, sizeof(indices));
eo_do(mesh_b,
evas_3d_mesh_vertex_count_set(24));
eo_do(mesh_b,
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
3 * sizeof(float),
&cube_vertices[ 0]),
evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
48, &cube_indices[0]));
free(cube_vertices);
free(cube_indices);
}
static void
_set_ball(Eo *mesh, double r, double x, double y, double z, int p)
{
int vcount, icount, vccount, i, j;
double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
unsigned short *indices, *index;
icount = p * p * 6;
vccount = p + 1;
vcount = vccount * vccount;
dtheta = M_PI / p;
dfi = 2 * M_PI / p;
vec3 *vertices = malloc(sizeof(vec3) * vcount);
vec3 *normals = malloc(sizeof(vec3) * vcount);
for (j = 0; j < vccount; j++)
{
theta = j * dtheta;
sinth = sin(theta);
costh = cos(theta);
for (i = 0; i < vccount; i++)
{
fi = i * dfi;
sinfi = sin(fi);
cosfi = cos(fi);
vertices[i + j * vccount].x = r * sinth * cosfi + x;
vertices[i + j * vccount].y = r * sinth * sinfi + y;
vertices[i + j * vccount].z = r * costh + z;
normals[i + j * vccount].x = sinth * cosfi;
normals[i + j * vccount].y = sinth * sinfi;
normals[i + j * vccount].z = costh;
}
}
indices = malloc(sizeof(short) * icount);
index = &indices[0];
for(j = 0; j < p; j++)
for(i = 0; i < p; i++)
{
*index++ = (unsigned short)(i + vccount * j);
*index++ = i + vccount * (j + 1);
*index++ = i + 1 + vccount * (j + 1);
*index++ = i + vccount * j;
*index++ = i + 1 + vccount * j;
*index++ = i + vccount * (j + 1) + 1;
}
eo_do(mesh,
evas_3d_mesh_vertex_count_set(vcount),
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
sizeof(vec3), &vertices[0]),
evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL,
sizeof(vec3), &normals[0]),
evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
icount , &indices[0]));
free(vertices);
free(normals);
free(indices);
}
static void
_mesh_setup(Scene_Data *data)
{
@ -439,18 +333,24 @@ _mesh_setup(Scene_Data *data)
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(100.0));
data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
eo_do(data->mesh,
evas_3d_mesh_frame_add(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));
data->mesh_aabb = eo_add(EVAS_3D_MESH_CLASS, evas);
evas_3d_add_cube_frame(data->mesh_aabb, 0);
eo_do(data->mesh_aabb,
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));
data->mesh_sphere = eo_add(EVAS_3D_MESH_CLASS, evas);
evas_3d_add_sphere_frame(data->mesh_sphere, 0, 20, tex_scale);
eo_do(data->mesh_sphere,
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));
data->mesh_node =
eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh_aabb));
}
static void