forked from enlightenment/efl
447 lines
16 KiB
C
447 lines
16 KiB
C
/**
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* This example shows how to work frustum culling.
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* Use 'w'/'s' key to move far frustum plane from/to the camera.
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* Use 't'/'g' key to move near frustum plane from/to the camera.
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* Use '1'/'2' key to set camera to the first/second position.
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* Use '3'/'4'/'5' key to set bounding sphere/aabb/central point mode.
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* Use 'i', 'k', 'j', 'l', 'u' and 'o' keys to move mesh node (model) in 3D.
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* Use 'z', 'x', 'c', 'Z', 'X' and 'C' keys to change scaling constants of mesh (model).
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* See in terminal output value distance to far plane of frustum and value of visibility of node
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* @see evas_canvas3d_camera_node_visible_get.
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*
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* @verbatim
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* gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags efl evas ecore ecore-evas 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 <Ecore.h>
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#include <Ecore_Evas.h>
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#include <Evas.h>
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#include <Eo.h>
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#include <math.h>
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#include "evas-common.h"
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#define WIDTH 800
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#define HEIGHT 600
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static const char *texture_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/sweet_home_reversed.png";
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static const char *mesh_path = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sweet_home.obj";
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typedef struct _Scene_Data
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{
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Eo *root_node;
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Eo *camera_node;
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Eo *light_node;
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Eo *mesh_node_model;
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Eo *mesh_node;
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Eo *scene;
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Eo *camera;
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Eo *light;
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Eo *mesh_model;
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Eo *sphere;
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Eo *cube;
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Eo *mesh_sphere;
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Eo *mesh_aabb;
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Eo *material_model;
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Eo *material;
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Eo *texture_model;
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} Scene_Data;
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Evas *evas;
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Evas_Object *background,*image;
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Evas_Real obj_x = 0.0, obj_y = 0.0, obj_z = 0.0, obj_sc_x = 10.0, obj_sc_y = 10.0, obj_sc_z = 10.0;
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Evas_Real fleft = -5, fright = 5, fbottom = -5, fup = 5, fnear = 20, ffar = 1000;
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Evas_Real radius = 0;
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Evas_Canvas3D_Frustum_Mode key = EVAS_CANVAS3D_FRUSTUM_MODE_AABB;
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static void
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_show_help()
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{
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fprintf(stdout, "Press 'w'/'s' key to move far frustum plane from/to the camera\n");
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fprintf(stdout, "Press 't'/'g' key to move near frustum plane from/to the camera\n");
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fprintf(stdout, "Press '1'/'2' key to set camera to the first/second position\n");
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fprintf(stdout, "Press '3'/'4'/'5' key to set bounding sphere/aabb/central point mode\n");
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fprintf(stdout, "Press 'i', 'k', 'j', 'l', 'u' and 'o' keys to move mesh node in 3D\n");
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fprintf(stdout, "Press 'z', 'x', 'c', 'Z', 'X' and 'C' keys to change scaling constants of mesh\n");
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}
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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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evas_object_resize(background, w, h);
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evas_object_resize(image, w, h);
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evas_object_move(image, 0, 0);
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}
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static Eina_Bool
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_redraw_bounding_object(void *data)
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{
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Evas_Real px, py, pz, sx, sy, sz;
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Evas_Real x0, y0, z0, x1, y1, z1, rad;
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Scene_Data *scene = (Scene_Data *)data;
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Eo *current_mesh;
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Eina_List *meshes = NULL, *l;
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meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(scene->mesh_node);
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EINA_LIST_FOREACH(meshes, l, current_mesh)
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{
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evas_canvas3d_node_mesh_del(scene->mesh_node, current_mesh);
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}
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switch (key)
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{
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case EVAS_CANVAS3D_FRUSTUM_MODE_BSPHERE:
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{
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evas_canvas3d_node_bounding_sphere_get(scene->mesh_node_model, &x0, &y0, &z0, &rad);
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current_mesh = scene->mesh_sphere;
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px = x0;
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py = y0;
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pz = z0;
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sx = sy = sz = 2.0 * rad;
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break;
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}
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case EVAS_CANVAS3D_FRUSTUM_MODE_AABB:
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{
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evas_canvas3d_node_bounding_box_get(scene->mesh_node_model, &x0, &y0, &z0, &x1, &y1, &z1);
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current_mesh = scene->mesh_aabb;
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px = (x1 + x0) / 2;
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py = (y1 + y0) / 2;
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pz = (z1 + z0) / 2;
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sx = x1 - x0;
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sy = y1 - y0;
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sz = z1 - z0;
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break;
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}
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case EVAS_CANVAS3D_FRUSTUM_MODE_CENTRAL_POINT:
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{
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evas_canvas3d_node_bounding_sphere_get(scene->mesh_node_model, &x0, &y0, &z0, &rad);
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current_mesh = scene->mesh_sphere;
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px = x0;
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py = y0;
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pz = z0;
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sx = sy = sz = 0.1 * rad;
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break;
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}
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default:
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return ECORE_CALLBACK_RENEW;
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}
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evas_canvas3d_node_mesh_add(scene->mesh_node, current_mesh);
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evas_canvas3d_node_position_set(scene->mesh_node, px, py, pz);
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evas_canvas3d_node_scale_set(scene->mesh_node, sx, sy, sz);
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return ECORE_CALLBACK_RENEW;
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}
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static void
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_on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
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{
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Scene_Data *scene = (Scene_Data *)data;
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Evas_Event_Key_Down *ev = event_info;
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Eina_Bool frustum;
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if (!strcmp("w", ev->key))
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{
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ffar += 20;
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evas_canvas3d_camera_projection_frustum_set(scene->camera, fleft, fright, fbottom, fup, fnear, ffar);
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}
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else if(!strcmp("s", ev->key))
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{
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ffar -= 20;
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evas_canvas3d_camera_projection_frustum_set(scene->camera, fleft, fright, fbottom, fup, fnear, ffar);
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}
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else if(!strcmp("t", ev->key))
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{
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fnear += 2;
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evas_canvas3d_camera_projection_frustum_set(scene->camera, fleft, fright, fbottom, fup, fnear, ffar);
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}
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else if(!strcmp("g", ev->key))
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{
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fnear -= 2;
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evas_canvas3d_camera_projection_frustum_set(scene->camera, fleft, fright, fbottom, fup, fnear, ffar);
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}
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else if(!strcmp("i", ev->key))
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{
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obj_y++;
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evas_canvas3d_node_position_set(scene->mesh_node_model, obj_x, obj_y, obj_z);
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}
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else if(!strcmp("k", ev->key))
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{
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obj_y--;
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evas_canvas3d_node_position_set(scene->mesh_node_model, obj_x, obj_y, obj_z);
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}
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else if(!strcmp("o", ev->key))
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{
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obj_z++;
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evas_canvas3d_node_position_set(scene->mesh_node_model, obj_x, obj_y, obj_z);
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}
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else if(!strcmp("u", ev->key))
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{
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obj_z--;
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evas_canvas3d_node_position_set(scene->mesh_node_model, obj_x, obj_y, obj_z);
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}
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else if(!strcmp("l", ev->key))
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{
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obj_x++;
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evas_canvas3d_node_position_set(scene->mesh_node_model, obj_x, obj_y, obj_z);
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}
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else if(!strcmp("j", ev->key))
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{
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obj_x--;
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evas_canvas3d_node_position_set(scene->mesh_node_model, obj_x, obj_y, obj_z);
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}
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else if(!strcmp("z", ev->key))
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{
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obj_sc_y+=0.02;
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evas_canvas3d_node_scale_set(scene->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
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}
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else if(!strcmp("Z", ev->key))
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{
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obj_sc_y-=0.02;
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evas_canvas3d_node_scale_set(scene->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
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}
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else if(!strcmp("x", ev->key))
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{
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obj_sc_z+=0.02;
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evas_canvas3d_node_scale_set(scene->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
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}
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else if(!strcmp("X", ev->key))
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{
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obj_sc_z-=0.02;
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evas_canvas3d_node_scale_set(scene->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
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}
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else if(!strcmp("c", ev->key))
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{
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obj_sc_x+=0.02;
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evas_canvas3d_node_scale_set(scene->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
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}
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else if(!strcmp("C", ev->key))
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{
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obj_sc_x-=0.02;
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evas_canvas3d_node_scale_set(scene->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
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}
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else if(!strcmp("Return", ev->key))
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{
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evas_canvas3d_camera_projection_frustum_set(scene->camera, fleft, fright, fbottom, fup, fnear, ffar);
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}
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else if (!strcmp("1", ev->key))
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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, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
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fprintf(stdout, "Changed position and view of camera\n");
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}
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else if (!strcmp("2", ev->key))
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{
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evas_canvas3d_node_position_set(scene->camera_node, 300.0, 300.0, 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, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
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fprintf(stdout, "Changed position and view of camera\n");
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}
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else if (!strcmp("3", ev->key))
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{
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key = EVAS_CANVAS3D_FRUSTUM_MODE_BSPHERE;
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}
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else if (!strcmp("4", ev->key))
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{
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key = EVAS_CANVAS3D_FRUSTUM_MODE_AABB;
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}
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else if (!strcmp("5", ev->key))
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{
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key = EVAS_CANVAS3D_FRUSTUM_MODE_CENTRAL_POINT;
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}
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else
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{
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_show_help();
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}
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_redraw_bounding_object(data);
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frustum = evas_canvas3d_camera_node_visible_get(scene->camera, scene->camera_node, scene->mesh_node_model, key);
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fprintf(stdout, "far - %f frustum - %d radius - %f\n", ffar, frustum, radius);
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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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data->camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(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, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
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evas_canvas3d_camera_projection_frustum_set(data->camera, fleft, fright, fbottom, fup, fnear, ffar);
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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 = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(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, 200.0);
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evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 1.0);
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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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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->cube = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
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evas_canvas3d_primitive_form_set(data->cube, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
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data->sphere = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
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evas_canvas3d_primitive_form_set(data->sphere, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE);
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evas_canvas3d_primitive_precision_set(data->sphere, 20);
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data->mesh_aabb = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
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evas_canvas3d_mesh_from_primitive_set(data->mesh_aabb, 0, data->cube);
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evas_canvas3d_mesh_vertex_assembly_set(data->mesh_aabb, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
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evas_canvas3d_mesh_shader_mode_set(data->mesh_aabb, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
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evas_canvas3d_mesh_frame_material_set(data->mesh_aabb, 0, data->material);
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data->mesh_sphere = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
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evas_canvas3d_mesh_from_primitive_set(data->mesh_sphere, 0, data->sphere);
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evas_canvas3d_mesh_vertex_assembly_set(data->mesh_sphere, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
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evas_canvas3d_mesh_shader_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
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evas_canvas3d_mesh_frame_material_set(data->mesh_sphere, 0, data->material);
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data->mesh_node =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
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evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
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evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh_aabb);
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}
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static void
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_mesh_setup_model(Scene_Data *data)
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{
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data->mesh_model = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
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data->material_model = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
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data->texture_model = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
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evas_canvas3d_texture_file_set(data->texture_model, texture_path, NULL);
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evas_canvas3d_texture_filter_set(data->texture_model, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST, EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST);
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evas_canvas3d_texture_wrap_set(data->texture_model, EVAS_CANVAS3D_WRAP_MODE_REPEAT, EVAS_CANVAS3D_WRAP_MODE_REPEAT);
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evas_canvas3d_material_enable_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, EINA_TRUE);
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evas_canvas3d_material_enable_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
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evas_canvas3d_material_enable_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
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evas_canvas3d_material_enable_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
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evas_canvas3d_material_enable_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, EINA_TRUE);
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evas_canvas3d_material_color_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.01, 0.01, 0.01, 1.0);
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evas_canvas3d_material_color_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_material_color_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
|
|
evas_canvas3d_material_texture_set(data->material_model, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, data->texture_model);
|
|
evas_canvas3d_material_shininess_set(data->material_model, 100.0);
|
|
|
|
efl_file_set(data->mesh_model, mesh_path, NULL);
|
|
evas_canvas3d_mesh_frame_material_set(data->mesh_model, 0, data->material_model);
|
|
evas_canvas3d_mesh_shader_mode_set(data->mesh_model, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
|
|
}
|
|
|
|
static void
|
|
_scene_setup(Scene_Data *data)
|
|
{
|
|
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
|
|
|
|
data->root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE));
|
|
|
|
_light_setup(data);
|
|
_mesh_setup_model(data);
|
|
_camera_setup(data);
|
|
|
|
data->mesh_node_model = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
|
|
evas_canvas3d_node_position_set(data->mesh_node_model, obj_x, obj_y, obj_z);
|
|
evas_canvas3d_node_orientation_angle_axis_set(data->mesh_node_model, -90, 1.0, 0.0, 0.0);
|
|
evas_canvas3d_node_scale_set(data->mesh_node_model, obj_sc_x, obj_sc_y, obj_sc_z);
|
|
evas_canvas3d_node_member_add(data->root_node, data->mesh_node_model);
|
|
evas_canvas3d_node_mesh_add(data->mesh_node_model, data->mesh_model);
|
|
|
|
_mesh_setup(data);
|
|
|
|
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
|
|
evas_canvas3d_scene_background_color_set(data->scene, 0.5, 0.5, 0.5, 0.0);
|
|
evas_canvas3d_scene_root_node_set(data->scene, data->root_node);
|
|
evas_canvas3d_scene_camera_node_set(data->scene, data->camera_node);
|
|
}
|
|
|
|
int
|
|
main(void)
|
|
{
|
|
Scene_Data data;
|
|
Ecore_Evas *ecore_evas = NULL;
|
|
|
|
if (!ecore_evas_init()) return 0;
|
|
|
|
setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
|
|
ecore_evas = ecore_evas_new("opengl_x11", 0, 0, 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);
|
|
|
|
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);
|
|
|
|
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
|
|
evas_object_move(image, 0, 0);
|
|
evas_object_resize(image, WIDTH, HEIGHT);
|
|
evas_object_show(image);
|
|
|
|
evas_object_focus_set(image, EINA_TRUE);
|
|
efl_canvas_scene3d_set(image, data.scene);
|
|
|
|
_redraw_bounding_object(&data);
|
|
_show_help();
|
|
|
|
evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data);
|
|
ecore_main_loop_begin();
|
|
|
|
ecore_evas_free(ecore_evas);
|
|
ecore_evas_shutdown();
|
|
|
|
return 0;
|
|
}
|