/** * Example of .obj file format import in Evas-3D. * * Example demonstrates possibility to load and save mesh without tex_coords or/and normals. * * Read mesh from "sweet_home(parameters).obj". * After that change some properties of material. * After that save material to "saved_files/saved_home(parameters).mtl" * and geometry to "saved_files/saved_home(parameters).obj". * If material was not set it will be not saved. * * @verbatim * gcc -o evas-3d-obj evas-3d-obj.c `pkg-config --libs --cflags efl evas ecore ecore-evas ecore-file eo` * @endverbatim */ #ifdef HAVE_CONFIG_H #include "config.h" #else #define PACKAGE_EXAMPLES_DIR "." #define EFL_BETA_API_SUPPORT #endif #include #include #include #include #include #include "evas-common.h" #define WIDTH 1900 #define HEIGHT 1080 #define COL_LITTLE 0.2 #define COL_BIG 1.0 #define COL_RED COL_BIG, COL_LITTLE, COL_LITTLE #define COL_GREEN COL_LITTLE, COL_BIG, COL_LITTLE #define COL_BLUE COL_LITTLE, COL_LITTLE, COL_BIG #define ANIM_SPEED 0.02 #define COPY_OFFSET 5 #define GRID_SIZE 6 #define NUMBER_OF_MESHES 8 #define ADD_OBJ_MESH(path, Y, Z, num, shade_mode, name_of_material) \ mesh[num] = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); \ snprintf(full_file_path, sizeof(full_file_path), "%s.obj", path); \ efl_file_simple_load(mesh[num], full_file_path, NULL); \ evas_canvas3d_mesh_frame_material_set(mesh[num], 0, name_of_material); \ evas_canvas3d_mesh_shader_mode_set(mesh[num], shade_mode); \ mesh_node[num] = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH)); \ evas_canvas3d_node_member_add(root_node, mesh_node[num]); \ evas_canvas3d_node_mesh_add(mesh_node[num], mesh[num]); \ evas_canvas3d_node_position_set(mesh_node[num], 0, Y, Z); \ #define ADD_OBJ_MESH_AND_SAVED_COPY(path, Y, Z, num, shade_mode, name_of_material)\ snprintf(buffer, sizeof(buffer), "%s%s", input_template, #path); \ ADD_OBJ_MESH(buffer, Y, Z, num, shade_mode, name_of_material) \ snprintf(buffer, sizeof(buffer), "%s%s.obj", output_template, #path); \ efl_file_save(mesh[num], buffer, NULL, NULL); \ snprintf(buffer, PATH_MAX, "%s%s", output_template, #path); \ ADD_OBJ_MESH(buffer, Y + COPY_OFFSET, Z, num + 4, shade_mode, name_of_material) #define ADD_TEXTURE(name, path) \ name = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); \ efl_file_simple_load(name, path, NULL); \ evas_canvas3d_texture_filter_set(name, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, \ EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST); \ evas_canvas3d_texture_wrap_set(name, EVAS_CANVAS3D_WRAP_MODE_REPEAT, \ EVAS_CANVAS3D_WRAP_MODE_REPEAT); #define ADD_MATERIAL(name) \ name = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); \ evas_canvas3d_material_enable_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE); \ evas_canvas3d_material_enable_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE); \ evas_canvas3d_material_enable_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE); \ evas_canvas3d_material_enable_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, EINA_TRUE); \ evas_canvas3d_material_color_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, \ COL_RED, 0.5); \ evas_canvas3d_material_color_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, \ COL_GREEN, 0.5); \ evas_canvas3d_material_color_set(name, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, \ COL_BLUE, 0.5); \ evas_canvas3d_material_shininess_set(name, 100.0); static const char *texture_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/sweet_home_reversed.png"; static const char *output_template = PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES "/saved_"; static const char *input_template = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sweet_"; Ecore_Evas *ecore_evas = NULL; Evas *evas = NULL; Eo *background = NULL; Eo *image = NULL; Eo *scene = NULL; Eo *root_node = NULL; Eo *camera_node = NULL; Eo *light_node = NULL; Eo *camera = NULL; Eo *mesh[NUMBER_OF_MESHES]; Eo *mesh_node[NUMBER_OF_MESHES]; Eo *material_with_tex = NULL; Eo *material = NULL; Eo *texture = NULL; Eo *light = NULL; static float angle = 0; static Eina_Bool _animate_scene(void *data) { angle += 0.2; evas_canvas3d_node_orientation_angle_axis_set((Evas_Canvas3D_Node *)data, angle, 1.0, 1.0, -1.0); /* Rotate */ if (angle > 360.0) angle -= 360.0f; return EINA_TRUE; } static void _on_delete(Ecore_Evas *ee EINA_UNUSED) { ecore_main_loop_quit(); } static void _on_canvas_resize(Ecore_Evas *ee) { int w, h; ecore_evas_geometry_get(ee, NULL, NULL, &w, &h); efl_gfx_entity_size_set(background, EINA_SIZE2D(w, h)); efl_gfx_entity_size_set(image, EINA_SIZE2D(w, h)); } int main(void) { int i; char buffer[PATH_MAX], full_file_path[PATH_MAX + 4]; // Unless Evas 3D supports Software renderer, we force use of the gl backend. putenv("ECORE_EVAS_ENGINE=opengl_x11"); 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); /* Add a scene object .*/ scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas); /* Add the root node for the scene. */ root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE)); /* Add the camera. */ camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas); evas_canvas3d_camera_projection_perspective_set(camera, 20.0, 1.0, 1.0, 500.0); camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_CAMERA)); evas_canvas3d_node_camera_set(camera_node, camera); evas_canvas3d_node_member_add(root_node, camera_node); evas_canvas3d_node_position_set(camera_node, 100.0, 0.0, 0.0); evas_canvas3d_node_look_at_set(camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0); /* Add the light. */ light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas); evas_canvas3d_light_ambient_set(light, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_light_diffuse_set(light, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_light_specular_set(light, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_light_directional_set(light, EINA_TRUE); light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_LIGHT)); evas_canvas3d_node_light_set(light_node, light); evas_canvas3d_node_position_set(light_node, 10.0, 0.0, 0.0); evas_canvas3d_node_look_at_set(light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0); evas_canvas3d_node_member_add(root_node, light_node); ADD_TEXTURE(texture, texture_path) ADD_MATERIAL(material) ADD_MATERIAL(material_with_tex) evas_canvas3d_material_texture_set(material_with_tex, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, texture); if (!ecore_file_mkpath(PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES)) fprintf(stderr, "Failed to create folder %s\n\n", PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES); ADD_OBJ_MESH_AND_SAVED_COPY(home, -GRID_SIZE, -GRID_SIZE, 0, EVAS_CANVAS3D_SHADER_MODE_PHONG, material_with_tex) ADD_OBJ_MESH_AND_SAVED_COPY(home_without_normals, -GRID_SIZE, GRID_SIZE, 1, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE, material_with_tex) ADD_OBJ_MESH_AND_SAVED_COPY(home_without_tex_coords, GRID_SIZE, -GRID_SIZE, 2, EVAS_CANVAS3D_SHADER_MODE_PHONG, material) ADD_OBJ_MESH_AND_SAVED_COPY(home_only_vertex_coords, GRID_SIZE, GRID_SIZE, 3, EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER, NULL) /* Set up scene. */ evas_canvas3d_scene_root_node_set(scene, root_node); evas_canvas3d_scene_camera_node_set(scene, camera_node); evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT); /* Add a background rectangle MESHES. */ background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas); efl_gfx_color_set(background, 0, 0, 0, 255); efl_gfx_entity_size_set(background, EINA_SIZE2D(WIDTH, HEIGHT)); efl_gfx_entity_visible_set(background, EINA_TRUE); /* Add an image object for 3D scene rendering. */ image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas); efl_gfx_entity_size_set(image, EINA_SIZE2D(WIDTH, HEIGHT)); efl_gfx_entity_visible_set(image, EINA_TRUE); /* Set the image object as render target for 3D scene. */ efl_canvas_scene3d_set(image, scene); for (i = 0; i < NUMBER_OF_MESHES; i++) ecore_timer_add(ANIM_SPEED, _animate_scene, mesh_node[i]); /* Enter main loop. */ ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }