/** * Simple Evas-3D example illustrating how to create simple mesh without any loading. * * This example is the best to start introduction to usage of Evas-3D. * * @verbatim * gcc -o evas-3d-cube evas-3d-cube.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` * @endverbatim */ #define EFL_EO_API_SUPPORT #define EFL_BETA_API_SUPPORT #include #include #include #include #define WIDTH 400 #define HEIGHT 400 typedef struct _Scene_Data { Eo *scene; Eo *root_node; Eo *camera_node; Eo *light_node; Eo *mesh_node; Eo *camera; Eo *light; Eo *mesh; Eo *material; } Scene_Data; static Ecore_Evas *ecore_evas = NULL; static Evas *evas = NULL; static Eo *background = NULL; static Eo *image = NULL; static const float cube_vertices[] = { /* Front */ -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, /* Back */ 1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, -1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, -1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, /* Left */ -1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, -1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, /* Right */ 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, /* Top */ -1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, /* Bottom */ 1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, -1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, }; static const unsigned short cube_indices[] = { /* Front */ 0, 1, 2, 2, 1, 3, /* Back */ 4, 5, 6, 6, 5, 7, /* Left */ 8, 9, 10, 10, 9, 11, /* Right */ 12, 13, 14, 14, 13, 15, /* Top */ 16, 17, 18, 18, 17, 19, /* Bottom */ 20, 21, 22, 22, 21, 23 }; 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); eo_do(background, efl_gfx_size_set(w, h)); eo_do(image, efl_gfx_size_set(w, h)); } static Eina_Bool _animate_scene(void *data) { static float angle = 0.0f; Scene_Data *scene = (Scene_Data *)data; angle += 0.5; eo_do(scene->mesh_node, evas_canvas3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0)); /* Rotate */ if (angle > 360.0) angle -= 360.0f; return EINA_TRUE; } static void _camera_setup(Scene_Data *data) { data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas); eo_do(data->camera, evas_canvas3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0)); data->camera_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_CAMERA)); eo_do(data->camera_node, evas_canvas3d_node_camera_set(data->camera), evas_canvas3d_node_position_set(0.0, 0.0, 10.0), evas_canvas3d_node_look_at_set(EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0)); eo_do(data->root_node, evas_canvas3d_node_member_add(data->camera_node)); } static void _light_setup(Scene_Data *data) { data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas); eo_do(data->light, evas_canvas3d_light_ambient_set(0.2, 0.2, 0.2, 1.0), evas_canvas3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0), evas_canvas3d_light_specular_set(1.0, 1.0, 1.0, 1.0)); data->light_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_LIGHT)); eo_do(data->light_node, evas_canvas3d_node_light_set(data->light), evas_canvas3d_node_position_set(0.0, 0.0, 10.0), evas_canvas3d_node_look_at_set(EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0)); eo_do(data->root_node, evas_canvas3d_node_member_add(data->light_node)); } static void _mesh_setup(Scene_Data *data) { /* Setup material. */ data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); eo_do(data->material, evas_canvas3d_material_enable_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE), evas_canvas3d_material_enable_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE), evas_canvas3d_material_enable_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE), evas_canvas3d_material_color_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0), evas_canvas3d_material_color_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0), evas_canvas3d_material_color_set(EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0), evas_canvas3d_material_shininess_set(100.0)); /* Setup mesh. */ data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); eo_do(data->mesh, evas_canvas3d_mesh_vertex_count_set(24), evas_canvas3d_mesh_frame_add(0), evas_canvas3d_mesh_frame_vertex_data_set(0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, 12 * sizeof(float), &cube_vertices[ 0]), evas_canvas3d_mesh_frame_vertex_data_set(0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL, 12 * sizeof(float), &cube_vertices[ 3]), evas_canvas3d_mesh_frame_vertex_data_set(0, EVAS_CANVAS3D_VERTEX_ATTRIB_COLOR, 12 * sizeof(float), &cube_vertices[ 6]), evas_canvas3d_mesh_frame_vertex_data_set(0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]), evas_canvas3d_mesh_index_data_set(EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]), evas_canvas3d_mesh_vertex_assembly_set(EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES), evas_canvas3d_mesh_shade_mode_set(EVAS_CANVAS3D_SHADE_MODE_PHONG), evas_canvas3d_mesh_frame_material_set(0, data->material)); data->mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_MESH)); eo_do(data->root_node, evas_canvas3d_node_member_add(data->mesh_node)); eo_do(data->mesh_node, evas_canvas3d_node_mesh_add(data->mesh)); } static void _scene_setup(Scene_Data *data) { data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas); eo_do(data->scene, evas_canvas3d_scene_size_set(WIDTH, HEIGHT); evas_canvas3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0)); data->root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_NODE)); _camera_setup(data); _light_setup(data); _mesh_setup(data); eo_do(data->scene, evas_canvas3d_scene_root_node_set(data->root_node), evas_canvas3d_scene_camera_node_set(data->camera_node)); } int main(void) { //Unless Evas 3D supports Software renderer, we set gl backened forcely. setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1); Scene_Data data; 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); _scene_setup(&data); /* Add a background rectangle objects. */ background = eo_add(EVAS_RECTANGLE_CLASS, evas); eo_do(background, efl_gfx_color_set(0, 0, 0, 255), efl_gfx_size_set(WIDTH, HEIGHT), efl_gfx_visible_set(EINA_TRUE)); /* Add an image object for 3D scene rendering. */ image = evas_object_image_filled_add(evas); eo_do(image, efl_gfx_size_set(WIDTH, HEIGHT), efl_gfx_visible_set(EINA_TRUE)); /* Set the image object as render target for 3D scene. */ eo_do(image, evas_obj_image_scene_set(data.scene)); /* Add animation timer callback. */ ecore_timer_add(0.016, _animate_scene, &data); /* Enter main loop. */ ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }