efl/src/modules/evas/engines/gl_common/evas_gl_3d.c

1495 lines
49 KiB
C

#include "evas_gl_private.h"
#include "evas_gl_3d_private.h"
#define CHECK_LOD_DISTANCE \
if (pd_mesh_node->lod) \
{ \
if (pdmesh->near_lod_boundary > data->lod_distance) \
continue; \
else if ((pdmesh->near_lod_boundary < data->lod_distance) && \
(pdmesh->far_lod_boundary < data->lod_distance)) \
continue; \
}
#define RENDER_MESH_NODE_ITERATE_BEGIN(param) \
Eina_Matrix4 matrix_mv; \
Eina_Matrix4 matrix_mvp; \
Eina_Iterator *it; \
void *ptr; \
eina_matrix4_multiply(&matrix_mv, matrix_##param, &pd_mesh_node->data.mesh.matrix_local_to_world); \
eina_matrix4_multiply(&matrix_mvp, &pd->projection, &matrix_mv); \
it = eina_hash_iterator_data_new(pd_mesh_node->data.mesh.node_meshes); \
while (eina_iterator_next(it, &ptr)) \
{ \
Evas_Canvas3D_Node_Mesh *nm = (Evas_Canvas3D_Node_Mesh *)ptr; \
Evas_Canvas3D_Mesh_Data *pdmesh = efl_data_scope_get(nm->mesh, EVAS_CANVAS3D_MESH_CLASS); \
CHECK_LOD_DISTANCE
#define RENDER_MESH_NODE_ITERATE_END \
} \
eina_iterator_free(it);
void
e3d_texture_param_update(E3D_Texture *texture)
{
if (texture->wrap_dirty)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, texture->wrap_s);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, texture->wrap_t);
texture->wrap_dirty = EINA_FALSE;
}
if (texture->filter_dirty)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture->filter_min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, texture->filter_mag);
texture->filter_dirty = EINA_FALSE;
}
}
E3D_Texture *
e3d_texture_new(Eina_Bool use_atlas)
{
E3D_Texture *texture = NULL;
texture = (E3D_Texture *)malloc(sizeof(E3D_Texture));
if (texture == NULL)
{
ERR("Failed to allocate memory.");
return NULL;
}
eina_matrix3_identity(&texture->trans);
texture->w = 0;
texture->h = 0;
texture->x = 0;
texture->y = 0;
texture->tex = 0;
texture->wrap_dirty = EINA_TRUE;
texture->wrap_s = GL_CLAMP_TO_EDGE;
texture->wrap_t = GL_CLAMP_TO_EDGE;
texture->filter_dirty = EINA_TRUE;
texture->filter_min = GL_NEAREST;
texture->filter_mag = GL_NEAREST;
texture->atlas_enable = use_atlas;
return texture;
}
void
e3d_texture_free(E3D_Texture *texture)
{
if (texture)
{
if (texture->surface)
evas_gl_common_image_unref(texture->surface);
}
free(texture);
}
void
e3d_texture_size_get(const E3D_Texture *texture, int *w, int *h)
{
if (w) *w = texture->w;
if (h) *h = texture->h;
}
void
e3d_texture_set(Evas_Engine_GL_Context *gc,
E3D_Texture *texture,
Evas_GL_Image *im)
{
Eina_Matrix3 pt,st;
Evas_Real pt_x, pt_y, st_x, st_y;
texture->surface = im;
evas_gl_common_image_ref(im);
im->disable_atlas = !texture->atlas_enable;
evas_gl_common_image_update(gc, im);
texture->tex = im->tex->pt->texture;
texture->w = im->w;
texture->h = im->h;
texture->x = im->tex->x;
texture->y = im->tex->y;
if (texture->atlas_enable)
{
pt_x = im->tex->pt->w ? (im->tex->x/(Evas_Real)im->tex->pt->w) : 0;
pt_y = im->tex->pt->h ? (im->tex->y/(Evas_Real)im->tex->pt->h) : 0;
st_x = im->tex->pt->w ? (im->w/(Evas_Real)im->tex->pt->w) : 1.0;
st_y = im->tex->pt->h ? (im->h/(Evas_Real)im->tex->pt->h) : 1.0;
/*Build adjusting matrix for texture unit coordinates*/
eina_matrix3_position_transform_set(&pt, pt_x, pt_y);
eina_matrix3_scale_transform_set(&st, st_x, st_y);
eina_matrix3_multiply(&texture->trans, &pt, &st);
}
}
Evas_GL_Image *
e3d_texture_get(E3D_Texture *texture)
{
return texture ? texture->surface : NULL;
}
static inline GLenum
_to_gl_texture_wrap(Evas_Canvas3D_Wrap_Mode wrap)
{
switch (wrap)
{
case EVAS_CANVAS3D_WRAP_MODE_CLAMP:
return GL_CLAMP_TO_EDGE;
case EVAS_CANVAS3D_WRAP_MODE_REFLECT:
return GL_MIRRORED_REPEAT;
case EVAS_CANVAS3D_WRAP_MODE_REPEAT:
return GL_REPEAT;
default:
break;
}
ERR("Invalid texture wrap mode.");
return GL_CLAMP_TO_EDGE;
}
static inline Evas_Canvas3D_Wrap_Mode
_to_e3d_texture_wrap(GLenum wrap)
{
switch (wrap)
{
case GL_CLAMP_TO_EDGE:
return EVAS_CANVAS3D_WRAP_MODE_CLAMP;
case GL_MIRRORED_REPEAT:
return EVAS_CANVAS3D_WRAP_MODE_REFLECT;
case GL_REPEAT:
return EVAS_CANVAS3D_WRAP_MODE_REPEAT;
default:
break;
}
ERR("Invalid texture wrap mode.");
return EVAS_CANVAS3D_WRAP_MODE_CLAMP;
}
static inline GLenum
_to_gl_texture_filter(Evas_Canvas3D_Texture_Filter filter)
{
switch (filter)
{
case EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST:
return GL_NEAREST;
case EVAS_CANVAS3D_TEXTURE_FILTER_LINEAR:
return GL_LINEAR;
case EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST_MIPMAP_NEAREST:
return GL_NEAREST_MIPMAP_NEAREST;
case EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST_MIPMAP_LINEAR:
return GL_NEAREST_MIPMAP_LINEAR;
case EVAS_CANVAS3D_TEXTURE_FILTER_LINEAR_MIPMAP_NEAREST:
return GL_LINEAR_MIPMAP_NEAREST;
case EVAS_CANVAS3D_TEXTURE_FILTER_LINEAR_MIPMAP_LINEAR:
return GL_LINEAR_MIPMAP_LINEAR;
default:
break;
}
ERR("Invalid texture wrap mode.");
return GL_NEAREST;
}
static inline Evas_Canvas3D_Texture_Filter
_to_e3d_texture_filter(GLenum filter)
{
switch (filter)
{
case GL_NEAREST:
return EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST;
case GL_LINEAR:
return EVAS_CANVAS3D_TEXTURE_FILTER_LINEAR;
case GL_NEAREST_MIPMAP_NEAREST:
return EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST_MIPMAP_NEAREST;
case GL_NEAREST_MIPMAP_LINEAR:
return EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST_MIPMAP_LINEAR;
case GL_LINEAR_MIPMAP_NEAREST:
return EVAS_CANVAS3D_TEXTURE_FILTER_LINEAR_MIPMAP_NEAREST;
case GL_LINEAR_MIPMAP_LINEAR:
return EVAS_CANVAS3D_TEXTURE_FILTER_LINEAR_MIPMAP_LINEAR;
default:
break;
}
ERR("Invalid texture wrap mode.");
return EVAS_CANVAS3D_TEXTURE_FILTER_NEAREST;
}
void
e3d_texture_wrap_set(E3D_Texture *texture, Evas_Canvas3D_Wrap_Mode s, Evas_Canvas3D_Wrap_Mode t)
{
GLenum gl_s, gl_t;
gl_s = _to_gl_texture_wrap(s);
gl_t = _to_gl_texture_wrap(t);
if (gl_s == texture->wrap_s && gl_t == texture->wrap_t)
return;
texture->wrap_s = gl_s;
texture->wrap_t = gl_t;
texture->wrap_dirty = EINA_TRUE;
}
void
e3d_texture_wrap_get(const E3D_Texture *texture, Evas_Canvas3D_Wrap_Mode *s, Evas_Canvas3D_Wrap_Mode *t)
{
if (s)
*s = _to_e3d_texture_wrap(texture->wrap_s);
if (t)
*t = _to_e3d_texture_wrap(texture->wrap_t);
}
void
e3d_texture_filter_set(E3D_Texture *texture, Evas_Canvas3D_Texture_Filter min, Evas_Canvas3D_Texture_Filter mag)
{
GLenum gl_min, gl_mag;
gl_min = _to_gl_texture_filter(min);
gl_mag = _to_gl_texture_filter(mag);
if (gl_min == texture->filter_min && gl_mag == texture->filter_mag)
return;
texture->filter_min = gl_min;
texture->filter_mag = gl_mag;
texture->filter_dirty = EINA_TRUE;
}
void
e3d_texture_filter_get(const E3D_Texture *texture,
Evas_Canvas3D_Texture_Filter *min, Evas_Canvas3D_Texture_Filter *mag)
{
if (min)
*min = _to_e3d_texture_filter(texture->filter_min);
if (mag)
*mag = _to_e3d_texture_filter(texture->filter_mag);
}
static void
_gen_texture_2d(GLuint *texture, GLenum wrap_type, GLfloat filter_type)
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
}
static void
_gen_depth_stencil_buffer(GLuint *buffer, GLenum format, GLenum attach,
int size_w, int size_h)
{
glGenRenderbuffers(1, buffer);
glBindRenderbuffer(GL_RENDERBUFFER, *buffer);
glRenderbufferStorage(GL_RENDERBUFFER, format, size_w, size_h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach, GL_RENDERBUFFER, *buffer);
}
E3D_Drawable *
e3d_drawable_new(int w, int h, int alpha, GLenum depth_format, GLenum stencil_format)
{
E3D_Drawable *drawable = NULL;
GLuint tex, fbo, texDepth, texcolorpick, color_pick_fb_id;
GLuint depth_stencil_buf = 0;
GLuint depth_buf = 0;
GLuint stencil_buf = 0;
Eina_Bool depth_stencil = EINA_FALSE;
_gen_texture_2d(&tex, GL_CLAMP_TO_EDGE, GL_NEAREST);
if (alpha)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
_gen_texture_2d(&texDepth, GL_CLAMP_TO_EDGE, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glGenFramebuffers(1, &color_pick_fb_id);
_gen_texture_2d(&texcolorpick, GL_CLAMP_TO_EDGE, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
#ifdef GL_GLES
if (depth_format == GL_DEPTH_STENCIL_OES)
{
_gen_texture_2d(&depth_stencil_buf, GL_CLAMP_TO_EDGE, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, w, h, 0,
GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, depth_stencil_buf, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, depth_stencil_buf, 0);
depth_stencil = EINA_TRUE;
}
#else
if (depth_format == GL_DEPTH24_STENCIL8)
{
_gen_depth_stencil_buffer(&depth_stencil_buf, GL_DEPTH24_STENCIL8,
GL_DEPTH_STENCIL_ATTACHMENT, w, h);
depth_stencil = EINA_TRUE;
}
#endif
if ((!depth_stencil) && (depth_format))
_gen_depth_stencil_buffer(&depth_buf, depth_format, GL_DEPTH_ATTACHMENT, w, h);
if ((!depth_stencil) && (stencil_format))
_gen_depth_stencil_buffer(&stencil_buf, stencil_format, GL_STENCIL_ATTACHMENT, w, h);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
goto error;
drawable = (E3D_Drawable *)calloc(1, sizeof(E3D_Drawable));
if (drawable == NULL)
goto error;
drawable->w = w;
drawable->h = h;
drawable->alpha = alpha;
if (alpha)
drawable->format = GL_RGBA;
else
drawable->format = GL_RGB;
drawable->depth_format = depth_format;
drawable->stencil_format = stencil_format;
drawable->tex = tex;
drawable->fbo = fbo;
drawable->texcolorpick = texcolorpick;
drawable->color_pick_fb_id = color_pick_fb_id;
drawable->depth_stencil_buf = depth_stencil_buf;
drawable->depth_buf = depth_buf;
drawable->stencil_buf = stencil_buf;
drawable->texDepth = texDepth;
return drawable;
error:
ERR("Drawable creation failed.");
if (tex)
glDeleteTextures(1, &tex);
if (texcolorpick)
glDeleteTextures(1, &texcolorpick);
if (texDepth)
glDeleteTextures(1, &texDepth);
if (fbo)
glDeleteFramebuffers(1, &fbo);
if (color_pick_fb_id)
glDeleteFramebuffers(1, &color_pick_fb_id);
if (depth_stencil_buf)
{
#ifdef GL_GLES
glDeleteTextures(1, &depth_stencil_buf);
#else
glDeleteRenderbuffers(1, &depth_stencil_buf);
#endif
}
if (depth_buf)
glDeleteRenderbuffers(1, &depth_buf);
if (stencil_buf)
glDeleteRenderbuffers(1, &stencil_buf);
return NULL;
}
void
e3d_drawable_free(E3D_Drawable *drawable)
{
if (drawable == NULL)
return;
if (drawable->tex)
glDeleteTextures(1, &drawable->tex);
if (drawable->fbo)
glDeleteFramebuffers(1, &drawable->fbo);
if (drawable->depth_stencil_buf)
{
#ifdef GL_GLES
glDeleteTextures(1, &drawable->depth_stencil_buf);
#else
glDeleteRenderbuffers(1, &drawable->depth_stencil_buf);
#endif
}
if (drawable->depth_buf)
glDeleteRenderbuffers(1, &drawable->depth_buf);
if (drawable->stencil_buf)
glDeleteRenderbuffers(1, &drawable->stencil_buf);
free(drawable);
}
void
e3d_drawable_size_get(E3D_Drawable *drawable, int *w, int *h)
{
if (drawable)
{
if (w) *w = drawable->w;
if (h) *h = drawable->h;
}
else
{
if (w) *w = 0;
if (h) *h = 0;
}
}
GLuint
e3d_drawable_texture_id_get(E3D_Drawable *drawable)
{
return drawable->tex;
}
GLuint
e3d_drawable_texture_color_pick_id_get(E3D_Drawable *drawable)
{
return drawable->texcolorpick;
}
GLenum
e3d_drawable_format_get(E3D_Drawable *drawable)
{
return drawable->format;
}
static inline void
_mesh_frame_find(Evas_Canvas3D_Mesh *mesh, int frame,
Eina_List **l, Eina_List **r)
{
Eina_List *left, *right;
Evas_Canvas3D_Mesh_Frame *f0 = NULL, *f1;
Evas_Canvas3D_Mesh_Data *pdmesh = efl_data_scope_get(mesh, EVAS_CANVAS3D_MESH_CLASS);
left = pdmesh->frames;
right = eina_list_next(left);
while (right)
{
f0 = (Evas_Canvas3D_Mesh_Frame *)eina_list_data_get(left);
f1 = (Evas_Canvas3D_Mesh_Frame *)eina_list_data_get(right);
if (frame >= f0->frame && frame <= f1->frame)
break;
left = right;
right = eina_list_next(left);
}
if (right == NULL)
{
if (f0 && frame <= f0->frame)
{
*l = NULL;
*r = left;
}
else
{
*l = left;
*r = NULL;
}
}
*l = left;
*r = right;
}
static inline void
_vertex_attrib_flag_add(E3D_Draw_Data *data,
Evas_Canvas3D_Vertex_Attrib attrib,
Eina_Bool blend)
{
switch (attrib)
{
case EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION:
data->flags |= E3D_SHADER_FLAG_VERTEX_POSITION;
if (blend)
data->flags |= E3D_SHADER_FLAG_VERTEX_POSITION_BLEND;
break;
case EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL:
data->flags |= E3D_SHADER_FLAG_VERTEX_NORMAL;
if (blend)
data->flags |= E3D_SHADER_FLAG_VERTEX_NORMAL_BLEND;
break;
case EVAS_CANVAS3D_VERTEX_ATTRIB_TANGENT:
data->flags |= E3D_SHADER_FLAG_VERTEX_TANGENT;
if (blend)
data->flags |= E3D_SHADER_FLAG_VERTEX_TANGENT_BLEND;
break;
case EVAS_CANVAS3D_VERTEX_ATTRIB_COLOR:
data->flags |= E3D_SHADER_FLAG_VERTEX_COLOR;
if (blend)
data->flags |= E3D_SHADER_FLAG_VERTEX_COLOR_BLEND;
break;
case EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD:
data->flags |= E3D_SHADER_FLAG_VERTEX_TEXCOORD;
if (blend)
data->flags |= E3D_SHADER_FLAG_VERTEX_TEXCOORD_BLEND;
break;
default:
ERR("Invalid vertex attrib.");
break;
}
}
static inline void
_material_color_flag_add(E3D_Draw_Data *data, Evas_Canvas3D_Material_Attrib attrib)
{
switch (attrib)
{
case EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT:
data->flags |= E3D_SHADER_FLAG_AMBIENT;
break;
case EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE:
data->flags |= E3D_SHADER_FLAG_DIFFUSE;
break;
case EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR:
data->flags |= E3D_SHADER_FLAG_SPECULAR;
break;
case EVAS_CANVAS3D_MATERIAL_ATTRIB_EMISSION:
data->flags |= E3D_SHADER_FLAG_EMISSION;
break;
case EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL:
ERR("Material attribute normal should not be used with color values.");
break;
default:
ERR("Invalid material attrib.");
break;
}
}
static inline void
_material_texture_flag_add(E3D_Draw_Data *data, Evas_Canvas3D_Material_Attrib attrib, Eina_Bool blend)
{
switch (attrib)
{
case EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT:
data->flags |= E3D_SHADER_FLAG_AMBIENT;
data->flags |= E3D_SHADER_FLAG_AMBIENT_TEXTURE;
if (blend)
data->flags |= E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND;
break;
case EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE:
data->flags |= E3D_SHADER_FLAG_DIFFUSE;
data->flags |= E3D_SHADER_FLAG_DIFFUSE_TEXTURE;
if (blend)
data->flags |= E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND;
break;
case EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR:
data->flags |= E3D_SHADER_FLAG_SPECULAR;
data->flags |= E3D_SHADER_FLAG_SPECULAR_TEXTURE;
if (blend)
data->flags |= E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND;
break;
case EVAS_CANVAS3D_MATERIAL_ATTRIB_EMISSION:
data->flags |= E3D_SHADER_FLAG_EMISSION;
data->flags |= E3D_SHADER_FLAG_EMISSION_TEXTURE;
if (blend)
data->flags |= E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND;
break;
case EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL:
data->flags |= E3D_SHADER_FLAG_NORMAL_TEXTURE;
if (blend)
data->flags |= E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND;
break;
default:
ERR("Invalid material attrib.");
break;
}
}
static inline Eina_Bool
_vertex_attrib_build(E3D_Draw_Data *data, int frame,
const Eina_List *l, const Eina_List *r,
Evas_Canvas3D_Vertex_Attrib attrib)
{
const Evas_Canvas3D_Mesh_Frame *f0 = NULL, *f1 = NULL;
while (l)
{
f0 = (const Evas_Canvas3D_Mesh_Frame *)eina_list_data_get(l);
if (f0->vertices[attrib].data != NULL)
break;
l = eina_list_prev(l);
f0 = NULL;
}
while (r)
{
f1 = (const Evas_Canvas3D_Mesh_Frame *)eina_list_data_get(r);
if (f1->vertices[attrib].data != NULL)
break;
r = eina_list_next(r);
f1 = NULL;
}
if (f0 == NULL && f1 == NULL)
return EINA_FALSE;
if (f0 == NULL)
{
f0 = f1;
f1 = NULL;
}
else if (f1 != NULL)
{
if (frame == f0->frame)
{
f1 = NULL;
}
else if (frame == f1->frame)
{
f0 = f1;
f1 = NULL;
}
}
data->vertices[attrib].vertex0 = f0->vertices[attrib];
data->vertices[attrib].vertex0.owns_data = EINA_FALSE;
if (f1)
{
data->vertices[attrib].vertex1 = f1->vertices[attrib];
data->vertices[attrib].vertex1.owns_data = EINA_FALSE;
data->vertices[attrib].weight = (f1->frame - frame) / (Evas_Real)(f1->frame - f0->frame);
_vertex_attrib_flag_add(data, attrib, EINA_TRUE);
}
else
{
_vertex_attrib_flag_add(data, attrib, EINA_FALSE);
}
return EINA_TRUE;
}
static inline Eina_Bool
_material_color_build(E3D_Draw_Data *data, int frame,
const Eina_List *l, const Eina_List *r,
Evas_Canvas3D_Material_Attrib attrib)
{
const Evas_Canvas3D_Mesh_Frame *f0 = NULL, *f1 = NULL;
while (l)
{
f0 = (const Evas_Canvas3D_Mesh_Frame *)eina_list_data_get(l);
if (f0->material)
{
Evas_Canvas3D_Material_Data *pdm = efl_data_scope_get(f0->material, EVAS_CANVAS3D_MATERIAL_CLASS);
if (pdm->attribs[attrib].enable)
break;
}
l = eina_list_prev(l);
f0 = NULL;
}
while (r)
{
f1 = (const Evas_Canvas3D_Mesh_Frame *)eina_list_data_get(r);
if (f1->material)
{
Evas_Canvas3D_Material_Data *pdm = efl_data_scope_get(f1->material, EVAS_CANVAS3D_MATERIAL_CLASS);
if (pdm->attribs[attrib].enable)
break;
}
r = eina_list_next(r);
f1 = NULL;
}
if (f0 == NULL && f1 == NULL)
return EINA_FALSE;
if (f0 == NULL)
{
f0 = f1;
f1 = NULL;
}
else if (f1 != NULL)
{
if (frame == f0->frame)
{
f1 = NULL;
}
else if (frame == f1->frame)
{
f0 = f1;
f1 = NULL;
}
}
Evas_Canvas3D_Material_Data *pdmf0 = efl_data_scope_get(f0->material, EVAS_CANVAS3D_MATERIAL_CLASS);
if (f1 == NULL)
{
data->materials[attrib].color = pdmf0->attribs[attrib].color;
if (attrib == EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR)
data->shininess = pdmf0->shininess;
}
else
{
Evas_Real weight;
Evas_Canvas3D_Material_Data *pdmf1 = efl_data_scope_get(f1->material, EVAS_CANVAS3D_MATERIAL_CLASS);
weight = (f1->frame - frame) / (Evas_Real)(f1->frame - f0->frame);
evas_color_blend(&data->materials[attrib].color,
&pdmf0->attribs[attrib].color,
&pdmf0->attribs[attrib].color,
weight);
if (attrib == EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR)
{
data->shininess = pdmf0->shininess * weight +
pdmf1->shininess * (1.0 - weight);
}
}
_material_color_flag_add(data, attrib);
return EINA_TRUE;
}
static inline Eina_Bool
_material_texture_build(E3D_Draw_Data *data, int frame,
const Eina_List *l, const Eina_List *r,
Evas_Canvas3D_Material_Attrib attrib)
{
const Evas_Canvas3D_Mesh_Frame *f0 = NULL, *f1 = NULL;
while (l)
{
f0 = (const Evas_Canvas3D_Mesh_Frame *)eina_list_data_get(l);
if (f0->material)
{
Evas_Canvas3D_Material_Data *pdm = efl_data_scope_get(f0->material, EVAS_CANVAS3D_MATERIAL_CLASS);
if (pdm->attribs[attrib].enable && pdm->attribs[attrib].texture != NULL)
break;
}
l = eina_list_prev(l);
f0 = NULL;
}
while (r)
{
f1 = (const Evas_Canvas3D_Mesh_Frame *)eina_list_data_get(r);
if (f1->material)
{
Evas_Canvas3D_Material_Data *pdm = efl_data_scope_get(f1->material, EVAS_CANVAS3D_MATERIAL_CLASS);
if (pdm->attribs[attrib].enable && pdm->attribs[attrib].texture != NULL)
break;
}
r = eina_list_next(r);
f1 = NULL;
}
if (f0 == NULL && f1 == NULL)
return EINA_FALSE;
if (f0 == NULL)
{
f0 = f1;
f1 = NULL;
}
else if (f1 != NULL)
{
if (frame == f0->frame)
{
f1 = NULL;
}
else if (frame == f1->frame)
{
f0 = f1;
f1 = NULL;
}
}
Evas_Canvas3D_Material_Data *pdmf0 = efl_data_scope_get(f0->material, EVAS_CANVAS3D_MATERIAL_CLASS);
data->materials[attrib].sampler0 = data->texture_count++;
Evas_Canvas3D_Texture_Data *pd = efl_data_scope_get(pdmf0->attribs[attrib].texture, EVAS_CANVAS3D_TEXTURE_CLASS);
data->materials[attrib].tex0 = (E3D_Texture *)pd->engine_data;
if (f1)
{
Evas_Canvas3D_Material_Data *pdmf1 = efl_data_scope_get(f1->material, EVAS_CANVAS3D_MATERIAL_CLASS);
Evas_Real weight = (f1->frame - frame) / (Evas_Real)(f1->frame - f0->frame);
data->materials[attrib].sampler1 = data->texture_count++;
pd = efl_data_scope_get(pdmf1->attribs[attrib].texture, EVAS_CANVAS3D_TEXTURE_CLASS);
data->materials[attrib].tex1 = (E3D_Texture *)pd->engine_data;
data->materials[attrib].texture_weight = weight;
if (attrib == EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR)
{
data->shininess = pdmf0->shininess * weight +
pdmf1->shininess * (1.0 - weight);
}
_material_texture_flag_add(data, attrib, EINA_TRUE);
}
else
{
if (attrib == EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR)
data->shininess = pdmf0->shininess;
_material_texture_flag_add(data, attrib, EINA_FALSE);
}
return EINA_TRUE;
}
static inline void
_light_build(E3D_Draw_Data *data,
const Evas_Canvas3D_Node *light,
const Eina_Matrix4 *matrix_eye)
{
Evas_Canvas3D_Node_Data *pd_light_node = efl_data_scope_get(light, EVAS_CANVAS3D_NODE_CLASS);
Evas_Canvas3D_Light *l = pd_light_node ? pd_light_node->data.light.light : NULL;
Evas_Canvas3D_Light_Data *pdl = l ? efl_data_scope_get(l, EVAS_CANVAS3D_LIGHT_CLASS) : NULL;
Eina_Vector3 pos, dir;
if (pdl == NULL)
return;
/* Get light node's position. */
if (pdl->directional)
{
data->flags |= E3D_SHADER_FLAG_LIGHT_DIRECTIONAL;
/* Negative Z. */
eina_vector3_set(&dir, 0.0, 0.0, 1.0);
eina_vector3_quaternion_rotate(&dir, &dir, &pd_light_node->orientation);
/* Transform to eye space. */
eina_vector3_homogeneous_direction_transform(&dir, matrix_eye, &dir);
eina_vector3_normalize(&dir, &dir);
data->light.position.x = dir.x;
data->light.position.y = dir.y;
data->light.position.z = dir.z;
data->light.position.w = 0.0;
}
else
{
eina_vector3_copy(&pos, &pd_light_node->position_world);
eina_vector3_homogeneous_position_transform(&pos, matrix_eye, &pos);
data->light.position.x = pos.x;
data->light.position.y = pos.y;
data->light.position.z = pos.z;
data->light.position.w = 1.0;
if (pdl->enable_attenuation)
{
data->flags |= E3D_SHADER_FLAG_LIGHT_ATTENUATION;
data->light.atten.x = pdl->atten_const;
data->light.atten.y = pdl->atten_linear;
data->light.atten.z = pdl->atten_quad;
}
if (pdl->spot_cutoff < 180.0)
{
data->flags |= E3D_SHADER_FLAG_LIGHT_SPOT;
eina_vector3_set(&dir, 0.0, 0.0, -1.0);
eina_vector3_quaternion_rotate(&dir, &dir, &pd_light_node->orientation);
eina_vector3_homogeneous_direction_transform(&dir, matrix_eye, &dir);
data->light.spot_dir = dir;
data->light.spot_exp = pdl->spot_exp;
data->light.spot_cutoff_cos = pdl->spot_cutoff_cos;
}
}
data->light.ambient = pdl->ambient;
data->light.diffuse = pdl->diffuse;
data->light.specular = pdl->specular;
}
static inline Eina_Bool
_mesh_draw_data_build(E3D_Draw_Data *data,
Evas_Canvas3D_Mesh *mesh, int frame,
const Eina_Matrix4 *matrix_eye,
const Eina_Matrix4 *matrix_mv,
const Eina_Matrix4 *matrix_mvp,
const Eina_Matrix4 *matrix_light,
const Evas_Canvas3D_Node *light)
{
Eina_List *l, *r;
Evas_Canvas3D_Mesh_Data *pdmesh = efl_data_scope_get(mesh, EVAS_CANVAS3D_MESH_CLASS);
if (pdmesh->frames == NULL)
return EINA_FALSE;
if (pdmesh->fog_enabled)
{
data->flags |= E3D_SHADER_FLAG_FOG_ENABLED;
data->fog_color = pdmesh->fog_color;
}
if (pdmesh->alpha_test_enabled)
data->flags |= E3D_SHADER_FLAG_ALPHA_TEST_ENABLED;
if (pdmesh->shadowed)
{
data->flags |= E3D_SHADER_FLAG_SHADOWED;
data->pcf_size = 1 / pdmesh->shadows_edges_size;
data->pcf_step = (Evas_Real)pdmesh->shadows_edges_filtering_level;
data->constant_bias = pdmesh->shadows_constant_bias;
}
if (pdmesh->color_pick_enabled)
data->color_pick_key = pdmesh->color_pick_key;
data->alpha_comparison = pdmesh->alpha_comparison;
data->alpha_ref_value = pdmesh->alpha_ref_value;
data->alpha_test_enabled =pdmesh->alpha_test_enabled;
data->blending = pdmesh->blending;
data->blend_sfactor = pdmesh->blend_sfactor;
data->blend_dfactor = pdmesh->blend_dfactor;
data->mode = pdmesh->shader_mode;
data->assembly = pdmesh->assembly;
data->vertex_count = pdmesh->vertex_count;
data->index_count = pdmesh->index_count;
data->index_format = pdmesh->index_format;
data->indices = pdmesh->indices;
eina_matrix4_copy(&data->matrix_mvp, matrix_mvp);
eina_matrix4_copy(&data->matrix_mv, matrix_mv);
if (matrix_light != NULL)
eina_matrix4_copy(&data->matrix_light, matrix_light);
_mesh_frame_find(mesh, frame, &l, &r);
#define BUILD(type, arg, check) \
do { \
Eina_Bool ret = _##type##_build(data, frame, l, r, EVAS_CANVAS3D_##arg); \
if (check && !ret) \
{ \
ERR("Missing attribute : " #arg); \
return EINA_FALSE; \
} \
} while (0)
if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_COLOR, EINA_TRUE);
}
else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
if (pdmesh->alpha_test_enabled)
{
BUILD(material_texture, MATERIAL_ATTRIB_DIFFUSE, EINA_FALSE);
if (_flags_need_tex_coord(data->flags))
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_FALSE);
}
}
else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_COLOR_PICK)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
}
else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_DIFFUSE)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(material_color, MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
BUILD(material_texture, MATERIAL_ATTRIB_DIFFUSE, EINA_FALSE);
if (_flags_need_tex_coord(data->flags))
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_FALSE);
}
else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_FLAT)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_NORMAL, EINA_TRUE);
BUILD(material_color, MATERIAL_ATTRIB_AMBIENT, EINA_FALSE);
BUILD(material_color, MATERIAL_ATTRIB_DIFFUSE, EINA_FALSE);
BUILD(material_color, MATERIAL_ATTRIB_SPECULAR, EINA_FALSE);
BUILD(material_color, MATERIAL_ATTRIB_EMISSION, EINA_FALSE);
BUILD(material_texture, MATERIAL_ATTRIB_AMBIENT, EINA_FALSE);
BUILD(material_texture, MATERIAL_ATTRIB_DIFFUSE, EINA_FALSE);
BUILD(material_texture, MATERIAL_ATTRIB_SPECULAR, EINA_FALSE);
BUILD(material_texture, MATERIAL_ATTRIB_EMISSION, EINA_FALSE);
_light_build(data, light, matrix_eye);
eina_normal3_matrix_get(&data->matrix_normal, matrix_mv);
if (_flags_need_tex_coord(data->flags))
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_FALSE);
}
else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_PHONG)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_NORMAL, EINA_TRUE);
BUILD(material_color, MATERIAL_ATTRIB_AMBIENT, EINA_FALSE);
BUILD(material_color, MATERIAL_ATTRIB_DIFFUSE, EINA_FALSE);
BUILD(material_color, MATERIAL_ATTRIB_SPECULAR, EINA_FALSE);
BUILD(material_color, MATERIAL_ATTRIB_EMISSION, EINA_FALSE);
BUILD(material_texture, MATERIAL_ATTRIB_AMBIENT, EINA_FALSE);
BUILD(material_texture, MATERIAL_ATTRIB_DIFFUSE, EINA_FALSE);
BUILD(material_texture, MATERIAL_ATTRIB_SPECULAR, EINA_FALSE);
BUILD(material_texture, MATERIAL_ATTRIB_EMISSION, EINA_FALSE);
_light_build(data, light, matrix_eye);
eina_normal3_matrix_get(&data->matrix_normal, matrix_mv);
if (_flags_need_tex_coord(data->flags))
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_FALSE);
}
else if ((pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP) ||
(pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_PARALLAX_OCCLUSION))
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_NORMAL, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_TRUE);
BUILD(material_texture, MATERIAL_ATTRIB_NORMAL, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_TANGENT, EINA_FALSE);
if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP)
BUILD(vertex_attrib, VERTEX_ATTRIB_TANGENT, EINA_FALSE);
else BUILD(vertex_attrib, VERTEX_ATTRIB_TANGENT, EINA_TRUE);
BUILD(material_color, MATERIAL_ATTRIB_AMBIENT, EINA_FALSE);
BUILD(material_color, MATERIAL_ATTRIB_DIFFUSE, EINA_FALSE);
BUILD(material_color, MATERIAL_ATTRIB_SPECULAR, EINA_FALSE);
BUILD(material_color, MATERIAL_ATTRIB_EMISSION, EINA_FALSE);
BUILD(material_texture, MATERIAL_ATTRIB_AMBIENT, EINA_FALSE);
BUILD(material_texture, MATERIAL_ATTRIB_DIFFUSE, EINA_FALSE);
BUILD(material_texture, MATERIAL_ATTRIB_SPECULAR, EINA_FALSE);
BUILD(material_texture, MATERIAL_ATTRIB_EMISSION, EINA_FALSE);
_light_build(data, light, matrix_eye);
eina_normal3_matrix_get(&data->matrix_normal, matrix_mv);
}
/*Check possible quantity of texture units*/
int num, count = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &num);
data->smap_sampler = num - 1;
if (data->render_to_texture)
{
count++;
data->colortex_sampler = num - (count + 1);
}
if (data->texture_count + count >= num)
if ((data->flags & E3D_SHADER_FLAG_SHADOWED) ||
(data->texture_count + count > num))
{
ERR("Too many textures for your graphics configuration.");
return EINA_FALSE;
}
return EINA_TRUE;
}
static inline void
_mesh_draw(E3D_Renderer *renderer, Evas_Canvas3D_Mesh *mesh, int frame, Evas_Canvas3D_Node *light,
const Eina_Matrix4 *matrix_eye, const Eina_Matrix4 *matrix_mv, const Eina_Matrix4 *matrix_mvp, const Eina_Matrix4 *matrix_light)
{
E3D_Draw_Data data;
memset(&data, 0x00, sizeof(E3D_Draw_Data));
data.render_to_texture = e3d_renderer_rendering_to_texture_get(renderer);
if (_mesh_draw_data_build(&data, mesh, frame, matrix_eye, matrix_mv, matrix_mvp, matrix_light, light))
e3d_renderer_draw(renderer, &data);
}
void _shadowmap_render(E3D_Drawable *drawable, E3D_Renderer *renderer,
Evas_Canvas3D_Scene_Public_Data *data, Eina_Matrix4 *matrix_light_eye,
Evas_Canvas3D_Node *light)
{
Eina_List *l;
Evas_Canvas3D_Node *n;
Evas_Canvas3D_Shader_Mode shader_mode;
Eina_Bool blend_enabled;
Evas_Color c = {1.0, 1.0, 1.0, 1.0};
Eina_Matrix4 matrix_vp;
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(data->depth_offset, data->depth_constant);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
drawable->texDepth, 0);
e3d_renderer_clear(renderer, &c);
Evas_Canvas3D_Node_Data *pd_light_node = efl_data_scope_get(light, EVAS_CANVAS3D_NODE_CLASS);
Evas_Canvas3D_Light_Data *pd = efl_data_scope_get(pd_light_node->data.light.light,
EVAS_CANVAS3D_LIGHT_CLASS);
Eina_Quaternion planes[6];
eina_matrix4_multiply(&matrix_vp, &pd->projection, matrix_light_eye);
evas_frustum_calculate(planes, &matrix_vp);
EINA_LIST_FOREACH(data->mesh_nodes, l, n)
{
Evas_Canvas3D_Node_Data *pd_mesh_node = efl_data_scope_get(n, EVAS_CANVAS3D_NODE_CLASS);
if (evas_is_sphere_in_frustum(&pd_mesh_node->bsphere, planes))
{
RENDER_MESH_NODE_ITERATE_BEGIN(light_eye)
{
shader_mode = pdmesh->shader_mode;
blend_enabled = pdmesh->blending;
pdmesh->blending = EINA_FALSE;
pdmesh->shader_mode = EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER;
_mesh_draw(renderer, nm->mesh, nm->frame, light, matrix_light_eye,
&matrix_mv, &matrix_mvp, &matrix_mvp);
pdmesh->shader_mode = shader_mode;
pdmesh->blending = blend_enabled;
}
RENDER_MESH_NODE_ITERATE_END
}
}
glDisable(GL_POLYGON_OFFSET_FILL);
if (data->render_to_texture)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
drawable->texcolorpick, 0);
e3d_renderer_clear(renderer, &data->bg_color);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
drawable->tex, 0);
e3d_renderer_clear(renderer, &data->bg_color);
}
}
void
_scene_render(E3D_Drawable *drawable, E3D_Renderer *renderer, Evas_Canvas3D_Scene_Public_Data *data)
{
Eina_List *l;
Evas_Canvas3D_Node *n;
const Eina_Matrix4 *matrix_eye;
Evas_Canvas3D_Node *light;
Eina_Matrix4 matrix_light_eye, matrix_vp;;
Evas_Canvas3D_Light_Data *ld = NULL;
Evas_Canvas3D_Node_Data *pd_light_node;
Eina_Quaternion planes[6];
/* Get eye matrix. */
Evas_Canvas3D_Node_Data *pd_camera_node = efl_data_scope_get(data->camera_node, EVAS_CANVAS3D_NODE_CLASS);
matrix_eye = &pd_camera_node->data.camera.matrix_world_to_eye;
Evas_Canvas3D_Camera_Data *pd = efl_data_scope_get(pd_camera_node->data.camera.camera, EVAS_CANVAS3D_CAMERA_CLASS);
light = eina_list_data_get(data->light_nodes);
if (data->shadows_enabled)
{
pd_light_node = efl_data_scope_get(light, EVAS_CANVAS3D_NODE_CLASS);
evas_mat4_inverse_build(&matrix_light_eye,
&pd_light_node->position_world, &pd_light_node->orientation_world, &pd_light_node->scale_world);
ld = efl_data_scope_get(pd_light_node->data.light.light, EVAS_CANVAS3D_LIGHT_CLASS);
_shadowmap_render(drawable, renderer, data, &matrix_light_eye, light);
}
eina_matrix4_multiply(&matrix_vp, &pd->projection, matrix_eye);
evas_frustum_calculate(planes, &matrix_vp);
EINA_LIST_FOREACH(data->mesh_nodes, l, n)
{
Eina_Matrix4 matrix_mv;
Eina_Matrix4 matrix_light;
Eina_Matrix4 matrix_mvp;
Eina_Iterator *it;
void *ptr;
Evas_Canvas3D_Node_Data *pd_mesh_node = efl_data_scope_get(n, EVAS_CANVAS3D_NODE_CLASS);
// TODO Add other frustum shapes
if (evas_is_sphere_in_frustum(&pd_mesh_node->bsphere, planes))
{
if (data->shadows_enabled)
{
eina_matrix4_multiply(&matrix_mv, &matrix_light_eye,
&pd_mesh_node->data.mesh.matrix_local_to_world);
eina_matrix4_multiply(&matrix_light, &ld->projection,
&matrix_mv);
}
eina_matrix4_multiply(&matrix_mv, matrix_eye, &pd_mesh_node->data.mesh.matrix_local_to_world);
eina_matrix4_multiply(&matrix_mvp, &pd->projection,
&matrix_mv);
it = eina_hash_iterator_data_new(pd_mesh_node->data.mesh.node_meshes);
while (eina_iterator_next(it, &ptr))
{
Evas_Canvas3D_Node_Mesh *nm = (Evas_Canvas3D_Node_Mesh *)ptr;
Evas_Canvas3D_Mesh_Data *pdmesh = efl_data_scope_get(nm->mesh, EVAS_CANVAS3D_MESH_CLASS);
/*In case LOD enable pass in render only LOD meshes in dependences of the
distance to the camera node:
near_boundary <= distance <= far_boundary*/
CHECK_LOD_DISTANCE
if (data->shadows_enabled)
{
pdmesh->shadowed = EINA_TRUE;
_mesh_draw(renderer, nm->mesh, nm->frame, light, matrix_eye, &matrix_mv, &matrix_mvp, &matrix_light);
pdmesh->shadowed = EINA_FALSE;
}
else _mesh_draw(renderer, nm->mesh, nm->frame, light, matrix_eye, &matrix_mv, &matrix_mvp, NULL);
}
eina_iterator_free(it);
}
}
e3d_renderer_flush(renderer);
}
void
e3d_drawable_scene_render(E3D_Drawable *drawable, E3D_Renderer *renderer, Evas_Canvas3D_Scene_Public_Data *data)
{
/* Set up render target. */
e3d_renderer_target_set(renderer, drawable);
e3d_renderer_clear(renderer, &data->bg_color);
if (data->post_processing)
e3d_drawable_scene_render_to_texture(drawable, renderer, data);//Render to additional texture
else
_scene_render(drawable, renderer, data);//Common main render
}
void
_scene_post_render(E3D_Drawable *drawable, E3D_Renderer *renderer, Evas_Canvas3D_Scene_Public_Data *data)
{
E3D_Draw_Data drawable_data;
float vertices_of_square[] = {-1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
-1.0, -1.0, 0.0, 1.0, -1.0, 0.0};
unsigned short indices_of_square[] = {0, 1, 2, 2, 1, 3};
memset(&drawable_data, 0x00, sizeof(E3D_Draw_Data));
drawable_data.flags |= E3D_SHADER_FLAG_VERTEX_POSITION;
drawable_data.mode = data->post_processing_type;
drawable_data.assembly = EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES;
drawable_data.indices = indices_of_square;
drawable_data.vertex_count = 4;
drawable_data.index_count = 6;
drawable_data.index_format = EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT;
eina_matrix4_identity(&drawable_data.matrix_mv);
eina_matrix4_identity(&drawable_data.matrix_mvp);
drawable_data.frame_size_h = (Evas_Real)drawable->h;
drawable_data.frame_size_w = (Evas_Real)drawable->w;
/*Initialize Evas_Canvas3D_Vertex_Buffer for full screen quard*/
drawable_data.vertices[EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION].vertex0.data = (void *)vertices_of_square;
drawable_data.vertices[EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION].vertex0.element_count = 3;
drawable_data.vertices[EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION].vertex0.stride = 3 * sizeof(float);
drawable_data.vertices[EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION].vertex0.owns_data = EINA_FALSE;
drawable_data.vertices[EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION].vertex0.size = 0;
e3d_renderer_clear(renderer, &data->bg_color);
/*Initialize texture units*/
drawable_data.smap_sampler = e3d_renderer_sampler_shadowmap_get(renderer);
drawable_data.colortex_sampler = e3d_renderer_sampler_colortexture_get(renderer);
/*Render full screen quard with color pick texture unit*/
e3d_renderer_draw(renderer, &drawable_data);
e3d_renderer_flush(renderer);
}
Eina_Bool
e3d_drawable_scene_render_to_texture(E3D_Drawable *drawable, E3D_Renderer *renderer,
Evas_Canvas3D_Scene_Public_Data *data)
{
const Eina_Matrix4 *matrix_eye;
Evas_Canvas3D_Shader_Mode shader_mode;
Eina_Stringshare *tmp;
Eina_Iterator *itmn;
void *ptrmn;
Eina_List *repeat_node = NULL;
Evas_Color *unic_color = NULL;
e3d_renderer_color_pick_target_set(renderer, drawable);
e3d_renderer_clear(renderer, &data->bg_color);
if (data->color_pick_enabled) //Use rendering to texture in color pick mechanism
{
Evas_Canvas3D_Node_Data *pd_camera_node = efl_data_scope_get(data->camera_node, EVAS_CANVAS3D_NODE_CLASS);
matrix_eye = &pd_camera_node->data.camera.matrix_world_to_eye;
Evas_Canvas3D_Camera_Data *pd = efl_data_scope_get(pd_camera_node->data.camera.camera, EVAS_CANVAS3D_CAMERA_CLASS);
itmn = eina_hash_iterator_data_new(data->colors_node_mesh);
while (eina_iterator_next(itmn, &ptrmn))
{
Evas_Canvas3D_Node *n;
Eina_Array *arr = NULL;
arr = (Eina_Array *)ptrmn;
n = (Evas_Canvas3D_Node *)eina_array_data_get(arr, 0);
/*To avoid repeatedly render mesh*/
if (!repeat_node)
repeat_node = eina_list_append(repeat_node, (void*)n);
else
{
if (eina_list_data_find(repeat_node, (void *)n))
continue;
else
repeat_node = eina_list_append(repeat_node, (void *)n);
}
Evas_Canvas3D_Node_Data *pd_mesh_node = efl_data_scope_get(n, EVAS_CANVAS3D_NODE_CLASS);
RENDER_MESH_NODE_ITERATE_BEGIN(eye)
{
if (pdmesh->color_pick_enabled)
{
tmp = eina_stringshare_printf("%p %p", n, nm->mesh);
unic_color = (Evas_Color *)eina_hash_find(data->node_mesh_colors, tmp);
if (unic_color)
{
pdmesh->color_pick_key.r = unic_color->r;
pdmesh->color_pick_key.g = unic_color->g;
pdmesh->color_pick_key.b = unic_color->b;
shader_mode = pdmesh->shader_mode;
pdmesh->shader_mode = EVAS_CANVAS3D_SHADER_MODE_COLOR_PICK;
_mesh_draw(renderer, nm->mesh, nm->frame, NULL, matrix_eye, &matrix_mv,
&matrix_mvp, NULL);
pdmesh->shader_mode = shader_mode;
}
eina_stringshare_del(tmp);
}
}
RENDER_MESH_NODE_ITERATE_END
}
eina_iterator_free(itmn);
eina_list_free(repeat_node);
}
else
{
_scene_render(drawable, renderer, data); //Just render scene in texture
glBindFramebuffer(GL_FRAMEBUFFER, drawable->fbo);
/*Render full screen quard*/
if (data->post_processing)
_scene_post_render(drawable, renderer, data);
}
return EINA_TRUE;
}
void
e3d_drawable_texture_pixel_color_get(GLuint tex EINA_UNUSED, int x, int y,
Evas_Color *color, void *drawable)
{
E3D_Drawable *d = (E3D_Drawable *)drawable;
glBindFramebuffer(GL_FRAMEBUFFER, d->color_pick_fb_id);
GLubyte pixel[4] = {0, 0, 0, 0};
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
color->r = (double)pixel[0] / 255;
color->g = (double)pixel[1] / 255;
color->b = (double)pixel[2] / 255;
glBindFramebuffer(GL_FRAMEBUFFER, d->fbo);
}
void
e3d_drawable_texture_rendered_pixels_get(GLuint tex EINA_UNUSED, int x, int y, int w, int h,
void *drawable EINA_UNUSED, void *data)
{
DATA32 *buffer = (DATA32 *)data;
DATA32 *datarowup = NULL, *datarowlow = NULL;
DATA32 pixel;
int i, j, width = 0, up, bellow;
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, (GLubyte *)buffer);
/*Due to returned pixels buffer filled as from the
bottom left of the screen going up to the top right*/
datarowup = malloc(w * sizeof(DATA32));
datarowlow = malloc(w * sizeof(DATA32));
if (!datarowup || !datarowlow)
{
ERR("Not enough memory");
if (datarowup) free(datarowup);
if (datarowlow) free(datarowlow);
return;
}
for (j = 0; j < h / 2; j++)
{
bellow = h * w - width;
up = w + width;
for (i = w - 1; i >= 0; i--)
{
pixel = buffer[bellow];
datarowlow[i] = ((pixel & 0x000000ff) << 16) +
((pixel & 0x00ff0000) >> 16) +
((pixel & 0xff00ff00));
pixel = buffer[up];
datarowup[i] = ((pixel & 0x000000ff) << 16) +
((pixel & 0x00ff0000) >> 16) +
((pixel & 0xff00ff00));
bellow--;
up--;
}
memcpy(buffer + width, datarowlow, w * sizeof(DATA32));
width += w;
memcpy(buffer + (h * w - width), datarowup, w * sizeof(DATA32));
}
free(datarowup);
free(datarowlow);
}
#undef CHECK_LOD_DISTANCE
#undef RENDER_MESH_NODE_ITERATE_BEGIN
#undef RENDER_MESH_NODE_ITERATE_END