forked from enlightenment/efl
evas-3d: fog example uses spheres from primitives
Reviewers: Hermet, raster, cedric Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D2166
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@ -2,7 +2,7 @@
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* Example illustrating usage of fog effect.
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*
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* @verbatim
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* gcc -o evas-3d-fog evas-3d-fog.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm
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* gcc -o evas-3d-fog evas-3d-fog.c evas-3d-primitives.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm
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* @endverbatim
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*/
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@ -14,6 +14,7 @@
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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-3d-primitives.h"
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#define WIDTH 1024
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#define HEIGHT 1024
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@ -30,6 +31,7 @@ typedef struct _Scene_Data
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Eo *light_node;
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Eo *mesh_node;
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Eo *mesh_node1;
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Eo *animation_node;
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Eo *camera;
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Eo *light;
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@ -38,27 +40,13 @@ typedef struct _Scene_Data
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Eo *material;
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} Scene_Data;
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typedef struct _vec3
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{
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float x;
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float y;
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float z;
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} vec3;
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typedef struct _vec4
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{
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float x;
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float y;
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float z;
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float w;
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} vec4;
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static const vec2 tex_scale = {1, 1};
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Ecore_Evas *ecore_evas = NULL;
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Evas *evas = NULL;
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Eo *background = NULL;
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Eo *image = NULL;
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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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@ -85,7 +73,7 @@ _animate_scene(void *data)
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angle += 0.5;
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eo_do(scene->mesh_node,
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eo_do(scene->animation_node,
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evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0));
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if (angle > 360.0) angle -= 360.0f;
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@ -135,68 +123,12 @@ _light_setup(Scene_Data *data)
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}
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static void
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_set_ball(Eo *mesh, double r, double x, double y, double z, int p, Evas_3D_Material *material)
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_set_ball(Eo *mesh, int p, Evas_3D_Material *material)
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{
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int vcount, icount, vccount, i, j;
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double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
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unsigned short *indices, *index;
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evas_3d_add_sphere_frame(mesh, 0, p, tex_scale);
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icount = p * p * 6;
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vccount = p + 1;
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vcount = vccount * vccount;
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dtheta = pi / p;
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dfi = 2 * pi / p;
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vec3 *vertices = malloc(sizeof(vec3) * vcount);
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vec3 *normals = malloc(sizeof(vec3) * vcount);
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for (j = 0; j < vccount; j++)
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{
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theta = j * dtheta;
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sinth = sin(theta);
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costh = cos(theta);
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for (i = 0; i < vccount; i++)
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{
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fi = i * dfi;
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sinfi = sin(fi);
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cosfi = cos(fi);
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vertices[i + j * vccount].x = r * sinth * cosfi + x;
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vertices[i + j * vccount].y = r * sinth * sinfi + y;
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vertices[i + j * vccount].z = r * costh + z;
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normals[i + j * vccount].x = sinth * cosfi;
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normals[i + j * vccount].y = sinth * sinfi;
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normals[i + j * vccount].z = costh;
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}
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}
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indices = malloc(sizeof(short) * icount);
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index = &indices[0];
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for(j = 0; j < p; j++)
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for(i = 0; i < p; i++)
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{
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*index++ = (unsigned short)(i + vccount * j);
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*index++ = i + vccount * (j + 1);
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*index++ = i + 1 + vccount * (j + 1);
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*index++ = i + vccount * j;
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*index++ = i + 1 + vccount * j;
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*index++ = i + vccount * (j + 1) + 1;
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}
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eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount),
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evas_3d_mesh_frame_add(0);
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
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sizeof(vec3), &vertices[0]);
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
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sizeof(vec3), &normals[0]);
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evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
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icount , &indices[0]);
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evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG);
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evas_3d_mesh_frame_material_set(0, material));
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eo_do(mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG),
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evas_3d_mesh_frame_material_set(0, material));
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}
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@ -218,23 +150,29 @@ _mesh_setup(Scene_Data *data)
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data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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data->mesh1 = eo_add(EVAS_3D_MESH_CLASS, evas);
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_set_ball(data->mesh, 100, data->material);
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_set_ball(data->mesh1, 100, data->material);
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_set_ball(data->mesh, 1, 4, 0, 0, 100, data->material);
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_set_ball(data->mesh1, 2, 0, 0, 0, 100, data->material);
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data->animation_node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
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data->mesh_node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
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eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
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eo_do(data->animation_node, evas_3d_node_member_add(data->mesh_node));
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eo_do(data->root_node, evas_3d_node_member_add(data->animation_node));
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eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh),
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evas_3d_node_position_set(0.0, 0.0, 3.0));
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data->mesh_node1 =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node1));
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eo_do(data->mesh_node1, evas_3d_node_mesh_add(data->mesh1));
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eo_do(data->mesh_node1, evas_3d_node_mesh_add(data->mesh1),
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evas_3d_node_scale_set(3, 3, 3));
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eo_do(data->mesh, evas_3d_mesh_fog_enable_set(EINA_TRUE), evas_3d_mesh_fog_color_set(FOG_COLOR, FOG_FACTOR));
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eo_do(data->mesh1, evas_3d_mesh_fog_enable_set(EINA_TRUE), evas_3d_mesh_fog_color_set(FOG_COLOR, FOG_FACTOR));
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@ -265,7 +203,6 @@ _scene_setup(Scene_Data *data)
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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 set gl backened forcely.
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setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
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Scene_Data data;
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@ -302,7 +239,6 @@ main(void)
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/* Set the image object as render target for 3D scene. */
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eo_do(image, evas_obj_image_scene_set(data.scene));
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/* Add animation timer callback. */
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ecore_animator_frametime_set(0.008);
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anim = ecore_animator_add(_animate_scene, &data);
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