efl/src/lib/evas/canvas/evas_3d_light.c

274 lines
6.4 KiB
C

#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <stdlib.h>
#include <math.h>
#include "evas_common_private.h"
#include "evas_private.h"
static void
_light_free(Evas_3D_Object *obj)
{
Evas_3D_Light *light = (Evas_3D_Light *)obj;
if (light->nodes)
eina_hash_free(light->nodes);
free(light);
}
static Eina_Bool
_light_node_change_notify(const Eina_Hash *hash EINA_UNUSED, const void *key,
void *data EINA_UNUSED, void *fdata)
{
Evas_3D_Node *n = *(Evas_3D_Node **)key;
evas_3d_object_change(&n->base, EVAS_3D_STATE_NODE_LIGHT, (Evas_3D_Object *)fdata);
return EINA_TRUE;
}
static void
_light_change(Evas_3D_Object *obj, Evas_3D_State state EINA_UNUSED,
Evas_3D_Object *ref EINA_UNUSED)
{
Evas_3D_Light *light = (Evas_3D_Light *)obj;
if (light->nodes)
eina_hash_foreach(light->nodes, _light_node_change_notify, obj);
}
static const Evas_3D_Object_Func light_func =
{
_light_free,
_light_change,
NULL,
};
void
evas_3d_light_node_add(Evas_3D_Light *light, Evas_3D_Node *node)
{
int count = 0;
if (light->nodes == NULL)
{
light->nodes = eina_hash_pointer_new(NULL);
if (light->nodes == NULL)
{
ERR("Failed to create hash table.");
return;
}
}
else
count = (int)eina_hash_find(light->nodes, &node);
eina_hash_set(light->nodes, &node, (const void *)(count + 1));
}
void
evas_3d_light_node_del(Evas_3D_Light *light, Evas_3D_Node *node)
{
int count = 0;
if (light->nodes == NULL)
{
ERR("No node to delete.");
return;
}
count = (int)eina_hash_find(light->nodes, &node);
if (count == 1)
eina_hash_del(light->nodes, &node, NULL);
else
eina_hash_set(light->nodes, &node, (const void *)(count - 1));
}
Evas_3D_Light *
evas_3d_light_new(Evas *e)
{
Evas_3D_Light *light = NULL;
light = (Evas_3D_Light *)calloc(1, sizeof(Evas_3D_Light));
if (light == NULL)
{
ERR("Failed to allocate memory.");
return NULL;
}
evas_3d_object_init(&light->base, e, EVAS_3D_OBJECT_TYPE_LIGHT, &light_func);
evas_color_set(&light->ambient, 0.0, 0.0, 0.0, 1.0);
evas_color_set(&light->diffuse, 1.0, 1.0, 1.0, 1.0);
evas_color_set(&light->specular, 1.0, 1.0, 1.0, 1.0);
light->spot_exp = 0.0;
light->spot_cutoff = 180.0;
light->spot_cutoff_cos = -1.0;
light->atten_const = 1.0;
light->atten_linear = 0.0;
light->atten_quad = 0.0;
return light;
}
EAPI Evas_3D_Light *
evas_3d_light_add(Evas *e)
{
return evas_3d_light_new(e);
}
EAPI void
evas_3d_light_del(Evas_3D_Light *light)
{
evas_3d_object_unreference(&light->base);
}
EAPI Evas *
evas_3d_light_evas_get(const Evas_3D_Light *light)
{
return light->base.evas;
}
EAPI void
evas_3d_light_directional_set(Evas_3D_Light *light, Eina_Bool directional)
{
if (light->directional != directional)
{
light->directional = directional;
evas_3d_object_change(&light->base, EVAS_3D_STATE_ANY, NULL);
}
}
EAPI Eina_Bool
evas_3d_light_directional_get(const Evas_3D_Light *light)
{
return light->directional;
}
EAPI void
evas_3d_light_ambient_set(Evas_3D_Light *light, Evas_Real r, Evas_Real g, Evas_Real b, Evas_Real a)
{
light->ambient.r = r;
light->ambient.g = g;
light->ambient.b = b;
light->ambient.a = a;
evas_3d_object_change(&light->base, EVAS_3D_STATE_LIGHT_AMBIENT, NULL);
}
EAPI void
evas_3d_light_ambient_get(const Evas_3D_Light *light,
Evas_Real *r, Evas_Real *g, Evas_Real *b, Evas_Real *a)
{
if (r) *r = light->ambient.r;
if (g) *g = light->ambient.g;
if (b) *b = light->ambient.b;
if (a) *a = light->ambient.a;
}
EAPI void
evas_3d_light_diffuse_set(Evas_3D_Light *light, Evas_Real r, Evas_Real g, Evas_Real b, Evas_Real a)
{
light->diffuse.r = r;
light->diffuse.g = g;
light->diffuse.b = b;
light->diffuse.a = a;
evas_3d_object_change(&light->base, EVAS_3D_STATE_LIGHT_DIFFUSE, NULL);
}
EAPI void
evas_3d_light_diffuse_get(const Evas_3D_Light *light,
Evas_Real *r, Evas_Real *g, Evas_Real *b, Evas_Real *a)
{
if (r) *r = light->diffuse.r;
if (g) *g = light->diffuse.g;
if (b) *b = light->diffuse.b;
if (a) *a = light->diffuse.a;
}
EAPI void
evas_3d_light_specular_set(Evas_3D_Light *light, Evas_Real r, Evas_Real g, Evas_Real b, Evas_Real a)
{
light->specular.r = r;
light->specular.g = g;
light->specular.b = b;
light->specular.a = a;
evas_3d_object_change(&light->base, EVAS_3D_STATE_LIGHT_SPECULAR, NULL);
}
EAPI void
evas_3d_light_specular_get(const Evas_3D_Light *light,
Evas_Real *r, Evas_Real *g, Evas_Real *b, Evas_Real *a)
{
if (r) *r = light->specular.r;
if (g) *g = light->specular.g;
if (b) *b = light->specular.b;
if (a) *a = light->specular.a;
}
EAPI void
evas_3d_light_spot_exponent_set(Evas_3D_Light *light, Evas_Real exponent)
{
light->spot_exp = exponent;
evas_3d_object_change(&light->base, EVAS_3D_STATE_LIGHT_SPOT_EXP, NULL);
}
EAPI Evas_Real
evas_3d_light_spot_exponent_get(const Evas_3D_Light *light)
{
return light->spot_exp;
}
EAPI void
evas_3d_light_spot_cutoff_set(Evas_3D_Light *light, Evas_Real cutoff)
{
light->spot_cutoff = cutoff;
light->spot_cutoff_cos = cos(cutoff * M_PI / 180.0);
evas_3d_object_change(&light->base, EVAS_3D_STATE_LIGHT_SPOT_CUTOFF, NULL);
}
EAPI Evas_Real
evas_3d_light_spot_cutoff_get(const Evas_3D_Light *light)
{
return light->spot_cutoff;
}
EAPI void
evas_3d_light_attenuation_set(Evas_3D_Light *light,
Evas_Real constant, Evas_Real linear, Evas_Real quadratic)
{
light->atten_const = constant;
light->atten_linear = linear;
light->atten_quad = quadratic;
evas_3d_object_change(&light->base, EVAS_3D_STATE_LIGHT_ATTENUATION, NULL);
}
EAPI void
evas_3d_light_attenuation_get(const Evas_3D_Light *light, Evas_Real *constant, Evas_Real *linear, Evas_Real *quadratic)
{
if (constant) *constant = light->atten_const;
if (linear) *linear = light->atten_linear;
if (quadratic) *quadratic = light->atten_quad;
}
EAPI void
evas_3d_light_attenuation_enable_set(Evas_3D_Light *light, Eina_Bool enable)
{
if (light->enable_attenuation != enable)
{
light->enable_attenuation = enable;
evas_3d_object_change(&light->base, EVAS_3D_STATE_LIGHT_ATTENUATION, NULL);
}
}
EAPI Eina_Bool
evas_3d_light_attenuation_enable_get(const Evas_3D_Light *light)
{
return light->enable_attenuation;
}