/** * Example of setting up an animated Evas-3D scene with lighting and anti-aliasing. * * This example illustrates use of shadows, callbacks(clicked, collision), * technic of the billboard and post proccesing render with anti-aliasing. * * Model and cube are clickable. Model detects collision with sphere. * Cube detects collision with sphere, model and cone. Model and cude are moveable. * @see evas_canvas3d_scene_shadows_enable_set(Eina_Bool _shadows_enabled) * @see evas_canvas3d_object_callback_register * @see evas_canvas3d_billboard_set/get * @see evas_object_anti_alias_set/get * * Control keys and description: * 'w'/'s' key to move up/down object; * 'a'/'d' key to move left/right object; * 'q'/'e' key to move near/far object; * '1'/'2' key to change kind of node - billboard/normal model\n"); * '3'/'4' key to enable/disable post proccesing render; * '5'/'6' key to enable/disable shadow effect; * Up/Down key to change position of camera; * 'i' key to return initial view of scene; * @verbatim * gcc -o evas-3d-shadows evas-3d-shadows.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo eina` -lm * @endverbatim */ #ifdef HAVE_CONFIG_H #include "config.h" #else #define PACKAGE_EXAMPLES_DIR "." #define EFL_BETA_API_SUPPORT #define EFL_EO_API_SUPPORT #endif #include #include #include #include #include #include #include "evas-common.h" #define WIDTH 1024 #define HEIGHT 1024 #define STEP 0.1 #define BG_COLOR 0.2, 0.2, 0.2 #define AMBIENT_LIGHT 0.2, 0.2, 0.2 #define DIFFUSE_LIGHT 1.0, 1.0, 1.0 #define SPECULAR_LIGHT 1.0, 1.0, 1.0 static const char *model_path = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sonic.md2"; static const char *image_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/sonic.png"; static const char *b_image_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/billboard.png"; Ecore_Evas *ecore_evas = NULL; Evas *evas = NULL; Eo *background = NULL; Eo *image = NULL; Evas_Canvas3D_Node *choosed_node = NULL; typedef struct _Body_3D { Eo *primitive; Eo *material; Eo *mesh; Eo *node; Eo *texture; } Body_3D; typedef struct _Scene_Data { Eo *scene; Eo *root_node; Eo *camera_node; Eo *camera; Eo *light_node; Eo *light; Eo *mediator; Body_3D sphere; Body_3D cube; Body_3D square; Body_3D cylinder; Body_3D model; Body_3D cone; Body_3D fence; Body_3D billboard; Eina_Bool init; } Scene_Data; void _cb_clicked(void *data EINA_UNUSED, const Efl_Event *event) { Eina_List *meshes = NULL, *l; Evas_Canvas3D_Mesh *m; Evas_Canvas3D_Node *billboard = NULL; meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get((Evas_Canvas3D_Node *)event->info); EINA_LIST_FOREACH(meshes, l, m) { evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE); } if (choosed_node != (Evas_Canvas3D_Node *)event->info) { billboard = evas_canvas3d_node_billboard_target_get(choosed_node); if (!billboard) { meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(choosed_node); EINA_LIST_FOREACH(meshes, l, m) { evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG); } } choosed_node = (Evas_Canvas3D_Node *)event->info; } } void _cb_collision(void *data EINA_UNUSED, const Efl_Event *event) { Eina_List *meshes = NULL, *l; Evas_Canvas3D_Mesh *m; meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get((Evas_Canvas3D_Node *)event->info); EINA_LIST_FOREACH(meshes, l, m) { evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE); } } static void _show_help() { printf("Press 'w'/'s' key to move up/down object\n"); printf("Press 'a'/'d' key to move left/right object\n"); printf("Press 'q'/'e' key to move near/far object\n"); printf("Cude and model can be moved.\n"); printf("Cube detects intersection with model, sphere, cone\n"); printf("Model detects intersection with sphere\n"); printf("Press '1'/'2' key to change kind of node - billboard/normal model\n"); printf("Press '3'/'4' key to enable/disable post render with anti-aliasing\n"); printf("Press '5'/'6' key to enable/disable shadow effect\n"); printf("Press Up/Down key to change position of camera\n"); printf("Press 'i' key to return initial view of scene\n"); } static Eina_Bool _animate_scene(void *data) { static float angle = 0; Evas_Real x, y, z; Scene_Data *scene = (Scene_Data *)data; if (scene->init) { evas_canvas3d_node_position_get(scene->mediator, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z); evas_canvas3d_node_position_set(scene->mediator, sin(angle) * 20, y, cos(angle) * 20); evas_canvas3d_node_look_at_set(scene->mediator, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 3.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 5.0, 0.0); angle += 0.005; if (angle > 360) angle = 0.0; } else { evas_canvas3d_node_position_set(scene->mediator, 0.0, 6.0, 12.0); evas_canvas3d_node_look_at_set(scene->mediator, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 3.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 5.0, 0.0); } 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)); } static void _body_material_set(Body_3D *body, float r, float g, float b) { body->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); evas_canvas3d_material_enable_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE); evas_canvas3d_material_enable_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE); evas_canvas3d_material_enable_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE); evas_canvas3d_material_color_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, r, g, b, 1.0); evas_canvas3d_material_color_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, r, g, b, 1.0); evas_canvas3d_material_color_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_material_shininess_set(body->material, 100.0); evas_canvas3d_mesh_shader_mode_set(body->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG); evas_canvas3d_mesh_frame_material_set(body->mesh, 0, body->material); } static void _sphere_setup(Body_3D *sphere) { sphere->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas); evas_canvas3d_primitive_form_set(sphere->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE); evas_canvas3d_primitive_precision_set(sphere->primitive, 50); sphere->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); evas_canvas3d_mesh_from_primitive_set(sphere->mesh, 0, sphere->primitive); _body_material_set(sphere, 1, 0.0, 0.0); sphere->node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH), evas_canvas3d_node_position_set(efl_added, 3.0, 3.0, 0.0)); evas_canvas3d_node_mesh_add(sphere->node, sphere->mesh); } static void _cone_setup(Body_3D *cone) { cone->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas); evas_canvas3d_primitive_form_set(cone->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CONE); evas_canvas3d_primitive_precision_set(cone->primitive, 50); cone->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); evas_canvas3d_mesh_from_primitive_set(cone->mesh, 0, cone->primitive); _body_material_set(cone, 0.8, 0.5, 0.5); cone->node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_mesh_add(cone->node, cone->mesh); evas_canvas3d_node_orientation_angle_axis_set(cone->node, -90.0, 1.0, 0.0, 0.0); evas_canvas3d_node_position_set(cone->node, -4.0, 0.0, -3.0); } static void _cylinder_setup(Body_3D *cylinder) { cylinder->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas); evas_canvas3d_primitive_form_set(cylinder->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CYLINDER); evas_canvas3d_primitive_precision_set(cylinder->primitive, 50); cylinder->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); evas_canvas3d_mesh_from_primitive_set(cylinder->mesh, 0, cylinder->primitive); _body_material_set(cylinder, 0.0, 0.0, 1.0); cylinder->node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_mesh_add(cylinder->node, cylinder->mesh); evas_canvas3d_node_orientation_angle_axis_set(cylinder->node, -90.0, 1.0, 0.0, 0.0); evas_canvas3d_node_position_set(cylinder->node, -2.0, 3.0, 1.0); } static void _fence_setup(Body_3D *fence) { Eo *texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); evas_canvas3d_texture_atlas_enable_set(texture, EINA_FALSE); efl_file_set(texture, PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/grid.png", NULL); evas_canvas3d_texture_filter_set(texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST); evas_canvas3d_texture_wrap_set(texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT); Eo *texture1 = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); evas_canvas3d_texture_atlas_enable_set(texture1, EINA_FALSE); efl_file_set(texture1, PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/grid_n.png", NULL); evas_canvas3d_texture_filter_set(texture1, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST); evas_canvas3d_texture_wrap_set(texture1, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT); fence->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); evas_canvas3d_material_texture_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, texture); evas_canvas3d_material_texture_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, texture); evas_canvas3d_material_enable_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE); evas_canvas3d_material_enable_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE); evas_canvas3d_material_enable_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE); evas_canvas3d_material_enable_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, EINA_TRUE); evas_canvas3d_material_texture_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, texture1); evas_canvas3d_material_color_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_material_color_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_material_color_set(fence->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_material_shininess_set(fence->material, 100.0); fence->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas); evas_canvas3d_primitive_form_set(fence->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CYLINDER); evas_canvas3d_primitive_mode_set(fence->primitive, EVAS_CANVAS3D_PRIMITIVE_MODE_WITHOUT_BASE); evas_canvas3d_primitive_tex_scale_set(fence->primitive, 160.0, 12.0); evas_canvas3d_primitive_precision_set(fence->primitive, 50); fence->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); evas_canvas3d_mesh_from_primitive_set(fence->mesh, 0, fence->primitive); evas_canvas3d_mesh_frame_material_set(fence->mesh, 0, fence->material); evas_canvas3d_mesh_alpha_func_set(fence->mesh, EVAS_CANVAS3D_COMPARISON_GREATER, 0); evas_canvas3d_mesh_alpha_test_enable_set(fence->mesh, EINA_TRUE); evas_canvas3d_mesh_shader_mode_set(fence->mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP); fence->node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_mesh_add(fence->node, fence->mesh); evas_canvas3d_node_orientation_angle_axis_set(fence->node, -90.0, 1.0, 0.0, 0.0); evas_canvas3d_node_scale_set(fence->node, 10.0, 10.0, 5.0); evas_canvas3d_node_position_set(fence->node, 0.0, -1.0, -2.0); } static void _square_setup(Body_3D *square) { square->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas); evas_canvas3d_primitive_form_set(square->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_SQUARE); square->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); evas_canvas3d_mesh_from_primitive_set(square->mesh, 0, square->primitive); _body_material_set(square, 0.4, 0.4, 0.4); square->node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_mesh_add(square->node, square->mesh); evas_canvas3d_node_position_set(square->node, 0.0, -1.0, 0.0); evas_canvas3d_node_scale_set(square->node, 30.0, 30.0, 30.0); evas_canvas3d_node_orientation_angle_axis_set(square->node, 90.0, 1.0, 0.0, 0.0); } static void _box_setup(Body_3D *box) { box->primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas); evas_canvas3d_primitive_form_set(box->primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE); box->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); evas_canvas3d_mesh_from_primitive_set(box->mesh, 0, box->primitive); _body_material_set(box, 0, 1, 0); box->node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_mesh_add(box->node, box->mesh); evas_canvas3d_node_position_set(box->node, 3.0, 0.0, -3.0); } static void _model_setup(Body_3D *model) { model->texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); efl_file_set(model->texture, image_path, NULL); evas_canvas3d_texture_filter_set(model->texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST); evas_canvas3d_texture_wrap_set(model->texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT); model->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); evas_canvas3d_material_texture_set(model->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, model->texture); evas_canvas3d_material_texture_set(model->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, model->texture); evas_canvas3d_material_enable_set(model->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE); evas_canvas3d_material_enable_set(model->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE); evas_canvas3d_material_enable_set(model->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE); evas_canvas3d_material_shininess_set(model->material, 100.0); model->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); efl_file_set(model->mesh, model_path, NULL); evas_canvas3d_mesh_frame_material_set(model->mesh, 0, model->material); evas_canvas3d_mesh_shader_mode_set(model->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG); model->node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_mesh_add(model->node, model->mesh); evas_canvas3d_node_scale_set(model->node, 0.1, 0.1, 0.1); evas_canvas3d_node_orientation_angle_axis_set(model->node, 120.0, -0.577, -0.577, -0.577); } static void _billboard_setup(Scene_Data *data) { data->billboard.texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas); efl_file_set(data->billboard.texture, b_image_path, NULL); evas_canvas3d_texture_filter_set(data->billboard.texture, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST); evas_canvas3d_texture_wrap_set(data->billboard.texture, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT); data->billboard.primitive = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas); evas_canvas3d_primitive_form_set(data->billboard.primitive, EVAS_CANVAS3D_MESH_PRIMITIVE_SQUARE); data->billboard.mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas); evas_canvas3d_mesh_from_primitive_set(data->billboard.mesh, 0, data->billboard.primitive); _body_material_set(&(data->billboard), 1.0, 1.0, 1.0); evas_canvas3d_material_texture_set(data->billboard.material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, data->billboard.texture); evas_canvas3d_mesh_frame_material_set(data->billboard.mesh, 0, data->billboard.material); evas_canvas3d_mesh_alpha_func_set(data->billboard.mesh, EVAS_CANVAS3D_COMPARISON_GREATER, 0); evas_canvas3d_mesh_alpha_test_enable_set(data->billboard.mesh, EINA_TRUE); evas_canvas3d_mesh_shader_mode_set(data->billboard.mesh, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE); evas_canvas3d_mesh_blending_enable_set(data->billboard.mesh, EINA_TRUE); evas_canvas3d_mesh_blending_func_set(data->billboard.mesh, EVAS_CANVAS3D_BLEND_FUNC_SRC_ALPHA, EVAS_CANVAS3D_BLEND_FUNC_ONE_MINUS_SRC_ALPHA); data->billboard.node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_mesh_add(data->billboard.node, data->billboard.mesh); evas_canvas3d_node_position_set(data->billboard.node, 0.0, 2.0, 0.0); evas_canvas3d_node_scale_set(data->billboard.node, 2.2, 4.6, 4.0); evas_canvas3d_node_billboard_target_set(data->billboard.node, data->mediator); } static void _camera_setup(Scene_Data *data) { data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas); data->mediator = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE)); evas_canvas3d_camera_projection_perspective_set(data->camera, 50.0, 1.0, 2.0, 100.0); data->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(data->camera_node, data->camera); evas_canvas3d_node_position_set(data->mediator, 0.0, 6.0, 12.0); evas_canvas3d_node_look_at_set(data->mediator, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 3.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 5.0, 0.0); evas_canvas3d_node_member_add(data->mediator, data->camera_node); evas_canvas3d_node_member_add(data->root_node, data->mediator); } static void _light_setup(Scene_Data *data) { data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas); evas_canvas3d_light_ambient_set(data->light, AMBIENT_LIGHT, 1.0); evas_canvas3d_light_diffuse_set(data->light, DIFFUSE_LIGHT, 1.0); evas_canvas3d_light_specular_set(data->light, SPECULAR_LIGHT, 1.0); evas_canvas3d_light_spot_cutoff_set(data->light, 20); evas_canvas3d_light_projection_perspective_set(data->light, 40.0, 1.0, 2.0, 1000.0); data->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(data->light_node, data->light); evas_canvas3d_node_position_set(data->light_node, 50.0, 50.0, 70.0); evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 15.0, 0.0, -5.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0); evas_canvas3d_node_member_add(data->root_node, data->light_node); } static void _scene_setup(Scene_Data *data) { data->init = EINA_FALSE; data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas); evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT); evas_canvas3d_scene_background_color_set(data->scene, BG_COLOR, 1); data->root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE)); _camera_setup(data); _light_setup(data); _box_setup(&data->cube); _sphere_setup(&data->sphere); _cylinder_setup(&data->cylinder); _square_setup(&data->square); _model_setup(&data->model); _cone_setup(&data->cone); _fence_setup(&data->fence); _billboard_setup(data); evas_canvas3d_node_member_add(data->root_node, data->sphere.node); evas_canvas3d_node_member_add(data->root_node, data->cube.node); evas_canvas3d_node_member_add(data->root_node, data->cylinder.node); evas_canvas3d_node_member_add(data->root_node, data->square.node); evas_canvas3d_node_member_add(data->root_node, data->model.node); evas_canvas3d_node_member_add(data->root_node, data->cone.node); evas_canvas3d_node_member_add(data->root_node, data->fence.node); evas_canvas3d_scene_root_node_set(data->scene, data->root_node); evas_canvas3d_scene_camera_node_set(data->scene, data->camera_node); evas_canvas3d_scene_shadows_enable_set(data->scene, EINA_TRUE); } static void _on_key_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info) { Evas_Event_Key_Down *ev = event_info; Scene_Data *scene = (Scene_Data *)data; if (!strcmp("w", ev->key)) { Evas_Real x, y, z; evas_canvas3d_node_position_get(choosed_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z); evas_canvas3d_node_position_set(choosed_node, x, y + STEP, z); } else if(!strcmp("s", ev->key)) { Evas_Real x, y, z; evas_canvas3d_node_position_get(choosed_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z); evas_canvas3d_node_position_set(choosed_node, x, y - STEP, z); } else if(!strcmp("a", ev->key)) { Evas_Real x, y, z; evas_canvas3d_node_position_get(choosed_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z); evas_canvas3d_node_position_set(choosed_node, x - STEP, y, z); } else if(!strcmp("d", ev->key)) { Evas_Real x, y, z; evas_canvas3d_node_position_get(choosed_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z); evas_canvas3d_node_position_set(choosed_node, x + STEP, y, z); } else if(!strcmp("q", ev->key)) { Evas_Real x, y, z; evas_canvas3d_node_position_get(choosed_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z); evas_canvas3d_node_position_set(choosed_node, x, y, z - STEP); } else if(!strcmp("e", ev->key)) { Evas_Real x, y, z; evas_canvas3d_node_position_get(choosed_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z); evas_canvas3d_node_position_set(choosed_node, x, y, z + STEP); } else if(!strcmp("1", ev->key)) { evas_canvas3d_node_member_del(scene->root_node, scene->model.node); evas_canvas3d_node_member_add(scene->root_node, scene->billboard.node); } else if(!strcmp("2", ev->key)) { evas_canvas3d_node_member_add(scene->root_node, scene->model.node); evas_canvas3d_node_member_del(scene->root_node, scene->billboard.node); } else if(!strcmp("3", ev->key)) { evas_object_anti_alias_set(image, EINA_TRUE); } else if(!strcmp("4", ev->key)) { evas_object_anti_alias_set(image, EINA_FALSE); } else if(!strcmp("5", ev->key)) { evas_canvas3d_scene_shadows_enable_set(scene->scene, EINA_TRUE); } else if(!strcmp("6", ev->key)) { evas_canvas3d_scene_shadows_enable_set(scene->scene, EINA_FALSE); } else if(!strcmp("Up", ev->key)) { Evas_Real x, y, z; evas_canvas3d_node_position_get(scene->camera_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z); evas_canvas3d_node_position_set(scene->camera_node, x, y, z + STEP); } else if(!strcmp("Down", ev->key)) { Evas_Real x, y, z; evas_canvas3d_node_position_get(scene->camera_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z); evas_canvas3d_node_position_set(scene->camera_node, x, y, z - STEP); } else if (!strcmp("i", ev->key)) { scene->init = !scene->init; evas_canvas3d_node_position_set(scene->model.node, 0.0, 0.0, 0.0); evas_canvas3d_node_position_set(scene->billboard.node, 0.0, 2.0, 0.0); } else { _show_help(); } } static void _init(Scene_Data *data) { Eina_List *meshes = NULL, *l; Evas_Canvas3D_Mesh *m; meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->sphere.node); EINA_LIST_FOREACH(meshes, l, m) { evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG); } meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cube.node); EINA_LIST_FOREACH(meshes, l, m) { evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG); } meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cylinder.node); EINA_LIST_FOREACH(meshes, l, m) { evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG); } meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->model.node); EINA_LIST_FOREACH(meshes, l, m) { evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG); } meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cone.node); EINA_LIST_FOREACH(meshes, l, m) { evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG); } } static void _on_mouse_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info) { Scene_Data *d = (Scene_Data *)data; Evas_Event_Mouse_Down *ev = event_info; Evas_Canvas3D_Node *n = NULL; Evas_Canvas3D_Mesh *m = NULL; Evas_Real s, t; if (ev->button == 3) { _init(d); return; } evas_canvas3d_scene_pick(d->scene, ev->canvas.x, ev->canvas.y, &n, &m, &s, &t); } int main(void) { Scene_Data data; Ecore_Animator *anim; Eina_List *nodes1 = NULL, *nodes2 = NULL; // Unless Evas 3D supports Software renderer, we force use of the gl backend. setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1); 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 object. */ 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); evas_object_anti_alias_set(image, EINA_TRUE); evas_object_focus_set(image, EINA_TRUE); /* Set the image object as render target for 3D scene. */ efl_canvas_scene3d_set(image, data.scene); nodes1 = eina_list_append(nodes1, data.sphere.node); nodes2 = eina_list_append(nodes2, data.sphere.node); nodes2 = eina_list_append(nodes2, data.model.node); nodes2 = eina_list_append(nodes2, data.cone.node); /*Set callbacks*/ efl_event_callback_add(data.cube.node, EVAS_CANVAS3D_OBJECT_EVENT_CLICKED, _cb_clicked, NULL); efl_event_callback_add(data.cube.node, EVAS_CANVAS3D_OBJECT_EVENT_COLLISION, _cb_collision, nodes2); efl_event_callback_add(data.model.node, EVAS_CANVAS3D_OBJECT_EVENT_CLICKED, _cb_clicked, NULL); efl_event_callback_add(data.model.node, EVAS_CANVAS3D_OBJECT_EVENT_COLLISION, _cb_collision, nodes1); efl_event_callback_add(data.billboard.node, EVAS_CANVAS3D_OBJECT_EVENT_CLICKED, _cb_clicked, NULL); efl_event_callback_add(data.billboard.node, EVAS_CANVAS3D_OBJECT_EVENT_COLLISION, _cb_collision, nodes1); evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _on_mouse_down, &data); evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data); /* Add animator. */ ecore_animator_frametime_set(0.008); anim = ecore_animator_add(_animate_scene, &data); /* Enter main loop. */ ecore_main_loop_begin(); ecore_animator_del(anim); eina_list_free(nodes1); eina_list_free(nodes2); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }