#include #include #include #include #include #define WIDTH 1024 #define HEIGHT 1024 typedef struct _Scene_Data { Evas_3D_Scene *scene; Evas_3D_Node *root_node; Evas_3D_Node *camera_node; Evas_3D_Node *light_node; Evas_3D_Node *mesh_node; Evas_3D_Camera *camera; Evas_3D_Light *light; Evas_3D_Mesh *mesh; Evas_3D_Material *material; Evas_3D_Texture *texture; } Scene_Data; Ecore_Evas *ecore_evas = NULL; Evas *evas = NULL; Evas_Object *background = NULL; Evas_Object *image = NULL; Evas_Object *bg_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); evas_object_resize(background, w, h); evas_object_resize(image, w, h); evas_object_move(image, 0, 0); } static Eina_Bool _animate_scene(void *data) { static float angle = 0.0f; Scene_Data *scene = (Scene_Data *)data; angle += 0.5; evas_3d_node_orientation_angle_axis_set(scene->mesh_node, 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 = evas_3d_camera_add(evas); evas_3d_camera_projection_perspective_set(data->camera, 30.0, 1.0, 2.0, 50.0); data->camera_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_CAMERA); evas_3d_node_camera_set(data->camera_node, data->camera); evas_3d_node_member_add(data->root_node, data->camera_node); evas_3d_node_position_set(data->camera_node, 0.0, 0.0, 10.0); evas_3d_node_look_at_set(data->camera_node, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0); } static void _light_setup(Scene_Data *data) { data->light = evas_3d_light_add(evas); evas_3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0); evas_3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0); evas_3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0); data->light_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_LIGHT); evas_3d_node_light_set(data->light_node, data->light); evas_3d_node_member_add(data->root_node, data->light_node); evas_3d_node_position_set(data->light_node, 0.0, 0.0, 10.0); evas_3d_node_look_at_set(data->light_node, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0); } static void _mesh_setup(Scene_Data *data) { /* Setup material. */ data->material = evas_3d_material_add(evas); data->texture = evas_3d_texture_add(evas); evas_3d_texture_source_set(data->texture, bg_image); evas_3d_material_enable_set(data->material, EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE); evas_3d_material_enable_set(data->material, EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE); evas_3d_material_enable_set(data->material, EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE); evas_3d_material_color_set(data->material, EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0); evas_3d_material_color_set(data->material, EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0); evas_3d_material_color_set(data->material, EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0); evas_3d_material_shininess_set(data->material, 100.0); evas_3d_material_texture_set(data->material, EVAS_3D_MATERIAL_DIFFUSE, data->texture); /* Setup mesh. */ data->mesh = evas_3d_mesh_add(evas); evas_3d_mesh_vertex_count_set(data->mesh, 24); evas_3d_mesh_frame_add(data->mesh, 0); evas_3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_3D_VERTEX_POSITION, 12 * sizeof(float), &cube_vertices[ 0]); evas_3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_3D_VERTEX_NORMAL, 12 * sizeof(float), &cube_vertices[ 3]); evas_3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_3D_VERTEX_COLOR, 12 * sizeof(float), &cube_vertices[ 6]); evas_3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_3D_VERTEX_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]); evas_3d_mesh_index_data_set(data->mesh, EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]); evas_3d_mesh_vertex_assembly_set(data->mesh, EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES); evas_3d_mesh_shade_mode_set(data->mesh, EVAS_3D_SHADE_MODE_FLAT); evas_3d_mesh_frame_material_set(data->mesh, 0, data->material); data->mesh_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_MESH); evas_3d_node_member_add(data->root_node, data->mesh_node); evas_3d_node_mesh_add(data->mesh_node, data->mesh); } static void _scene_setup(Scene_Data *data) { data->scene = evas_3d_scene_add(evas); evas_3d_scene_size_set(data->scene, WIDTH, HEIGHT); evas_3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0); data->root_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_NODE); _camera_setup(data); _light_setup(data); _mesh_setup(data); evas_3d_scene_root_node_set(data->scene, data->root_node); evas_3d_scene_camera_node_set(data->scene, data->camera_node); } int main(void) { 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); /* Add a background rectangle objects. */ background = evas_object_rectangle_add(evas); evas_object_color_set(background, 0, 0, 0, 255); evas_object_move(background, 0, 0); evas_object_resize(background, WIDTH, HEIGHT); evas_object_show(background); /* Add a background imageg. */ bg_image = evas_object_image_filled_add(evas); evas_object_image_file_set(bg_image, "cube1.png", NULL); evas_object_move(bg_image, 0, 0); evas_object_resize(bg_image, WIDTH, HEIGHT); evas_object_show(bg_image); /* Add an image object for 3D scene rendering. */ image = evas_object_image_filled_add(evas); evas_object_move(image, 0, 0); evas_object_resize(image, WIDTH, HEIGHT); evas_object_show(image); /* Setup scene */ _scene_setup(&data); /* Set the image object as render target for 3D scene. */ evas_object_image_t3d_scene_set(image, 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; }