forked from enlightenment/efl
282 lines
10 KiB
C
282 lines
10 KiB
C
/**
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* Example of static LOD techniques in Evas-3D.
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*
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* Main idea using several meshes with different quantity of polygons,
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* render mesh depends on distance to the camera node.
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* Use key up/down to change animtion style:
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* Up (default) object motion
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* Down camera motion
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* @verbatim
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* gcc -o evas-3d-static-lod evas-3d-static-lod.c `pkg-config --libs --cflags efl evas ecore ecore-evas eina eo` -lm
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* @endverbatim
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#else
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#define PACKAGE_EXAMPLES_DIR "."
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#define EFL_BETA_API_SUPPORT
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#define EFL_EO_API_SUPPORT
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#endif
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#include <Eo.h>
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#include <Evas.h>
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#include <Ecore.h>
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#include <Ecore_Evas.h>
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#include "evas-common.h"
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#define WIDTH 600
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#define HEIGHT 600
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#define NUMBER_MESHS 2
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#define DNEAR 90.0
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#define DFAR 1000.0
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static const char *model_path = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/lod/iso_sphere";
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typedef struct _Scene_Data
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{
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Eo *scene;
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Eo *root_node;
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Eo *complex_node;
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Eo *camera_node;
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Eo *light_node;
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Eo *lod_mesh_node1;
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Eo *lod_mesh_node2;
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Eo *camera;
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Eo *light;
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Eo *material;
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} Scene_Data;
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static Ecore_Evas *ecore_evas = NULL;
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static Evas *evas = NULL;
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static Eo *background = NULL;
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static Eo *image = NULL;
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Eina_Bool animation_type = EINA_FALSE;
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static void
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_on_delete(Ecore_Evas *ee EINA_UNUSED)
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{
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ecore_main_loop_quit();
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}
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static void
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_on_canvas_resize(Ecore_Evas *ee)
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{
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int w, h;
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ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
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efl_gfx_entity_size_set(background, EINA_SIZE2D(w, h));
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efl_gfx_entity_size_set(image, EINA_SIZE2D(w, h));
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}
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static Eina_Bool
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_animate_scene(void *data)
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{
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static float angle = 0.0f;
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Evas_Real x, y, z;
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Scene_Data *scene = (Scene_Data *)data;
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static Eina_Bool pass = EINA_TRUE;
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if (animation_type) //Camera motion
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{
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evas_canvas3d_node_position_set(scene->complex_node, -20.0, 0.0, 50.0);
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evas_canvas3d_node_position_get(scene->camera_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
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if (pass)
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z -= 4.0;
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else
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z += 4.0;
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if (z == DNEAR * 2.0) pass = EINA_FALSE;
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if (z == DFAR / 2.0) pass = EINA_TRUE;
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evas_canvas3d_node_position_set(scene->camera_node, x , y , z);
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evas_canvas3d_node_look_at_set(scene->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
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}
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else //Object motion
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{
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evas_canvas3d_node_position_set(scene->camera_node, 0.0, 0.0, 300.0);
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evas_canvas3d_node_look_at_set(scene->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
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evas_canvas3d_node_position_get(scene->complex_node, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
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evas_canvas3d_node_position_set( scene->complex_node, sin(angle) * 100 - 20 , y , cos(angle) * 200);
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angle += 0.02f;
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if (angle > 360.0) angle -= 360.0f;
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}
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return EINA_TRUE;
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}
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static void
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_camera_setup(Scene_Data *data)
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{
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data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
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evas_canvas3d_camera_projection_perspective_set(data->camera, DNEAR, 1.0, 2.0, DFAR);
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data->camera_node =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas,
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evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
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evas_canvas3d_node_camera_set(data->camera_node, data->camera);
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evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 300.0);
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evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
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evas_canvas3d_node_member_add(data->root_node, data->camera_node);
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}
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static void
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_light_setup(Scene_Data *data)
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{
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data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
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evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
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evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
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data->light_node =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas,
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evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
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evas_canvas3d_node_light_set(data->light_node, data->light);
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evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 300.0);
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evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
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evas_canvas3d_node_member_add(data->root_node, data->light_node);
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}
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static void
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_mesh_setup(Scene_Data *data)
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{
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int i = 0;
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Evas_Real distances[NUMBER_MESHS + 2] = {DNEAR, 150.0, 300.0, 500.0};
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Evas_Real m_distances[NUMBER_MESHS + 2] = {DNEAR, 200.0, 500.0, 500.0};
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/* Setup material. */
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data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
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evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
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evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
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evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
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evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0);
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evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0);
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evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_material_shininess_set(data->material, 100.0);
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data->lod_mesh_node1 =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas,
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evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
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evas_canvas3d_node_position_set(data->lod_mesh_node1, 2.0, 0.0, 0.0);
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data->lod_mesh_node2 =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas,
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evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
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data->complex_node =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas,
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evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE));
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evas_canvas3d_node_scale_set(data->complex_node, 30.0, 30.0, 30.0);
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/* Setup mesh. One model, two meshes object with different lod distances.*/
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for (i = 0; i <= NUMBER_MESHS; i++)
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{
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Eo *mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
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Eina_Stringshare *str = eina_stringshare_printf("%s%d%s", model_path,
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i, ".obj");
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efl_file_set(mesh, str, NULL);
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evas_canvas3d_mesh_frame_material_set(mesh, 0, data->material);
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evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
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evas_canvas3d_mesh_lod_boundary_set(mesh, distances[i], distances[i + 1]);
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evas_canvas3d_node_mesh_add(data->lod_mesh_node1, mesh);
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mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
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efl_file_set(mesh, str, NULL);
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evas_canvas3d_mesh_frame_material_set(mesh, 0, data->material);
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evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
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evas_canvas3d_mesh_lod_boundary_set(mesh, m_distances[i], m_distances[i + 1]);
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evas_canvas3d_node_mesh_add(data->lod_mesh_node2, mesh);
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eina_stringshare_del(str);
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}
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evas_canvas3d_node_lod_enable_set(data->lod_mesh_node1, EINA_TRUE);
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evas_canvas3d_node_lod_enable_set(data->lod_mesh_node2, EINA_TRUE);
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evas_canvas3d_node_member_add(data->complex_node, data->lod_mesh_node1);
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evas_canvas3d_node_member_add(data->complex_node, data->lod_mesh_node2);
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evas_canvas3d_node_member_add(data->root_node, data->complex_node);
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}
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static void
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_scene_setup(Scene_Data *data)
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{
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data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
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evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
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evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);
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data->root_node =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas,
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evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE));
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_camera_setup(data);
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_light_setup(data);
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_mesh_setup(data);
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evas_canvas3d_scene_root_node_set(data->scene, data->root_node);
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evas_canvas3d_scene_camera_node_set(data->scene, data->camera_node);
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}
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static void
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_on_key_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED,
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void *event_info)
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{
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Evas_Event_Key_Down *ev = event_info;
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if(!strcmp("Up", ev->key))
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animation_type = EINA_FALSE;
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else if(!strcmp("Down", ev->key))
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animation_type = EINA_TRUE;
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}
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int
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main(void)
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{
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// Unless Evas 3D supports Software renderer, we force use of the gl backend.
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setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
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Scene_Data data;
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if (!ecore_evas_init()) return 0;
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ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
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if (!ecore_evas) return 0;
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ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
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ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
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ecore_evas_show(ecore_evas);
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evas = ecore_evas_get(ecore_evas);
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_scene_setup(&data);
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/* Add a background rectangle object. */
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background = efl_add(EFL_CANVAS_RECTANGLE_CLASS, evas);
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efl_gfx_color_set(background, 0, 0, 0, 255);
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efl_gfx_entity_size_set(background, EINA_SIZE2D(WIDTH, HEIGHT));
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efl_gfx_entity_visible_set(background, EINA_TRUE);
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/* Add an image object for 3D scene rendering. */
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image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
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efl_gfx_entity_size_set(image, EINA_SIZE2D(WIDTH, HEIGHT));
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efl_gfx_entity_visible_set(image, EINA_TRUE);
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evas_object_focus_set(image, EINA_TRUE);
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/* Set the image object as render target for 3D scene. */
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efl_canvas_scene3d_set(image, data.scene);
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/* Add animation timer callback. */
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ecore_animator_add(_animate_scene, &data);
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evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data);
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/* Enter main loop. */
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ecore_main_loop_begin();
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ecore_evas_free(ecore_evas);
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ecore_evas_shutdown();
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return 0;
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}
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