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-rw-r--r--src/extantz/scenri.c456
1 files changed, 456 insertions, 0 deletions
diff --git a/src/extantz/scenri.c b/src/extantz/scenri.c
index 7395582..4ebc64a 100644
--- a/src/extantz/scenri.c
+++ b/src/extantz/scenri.c
@@ -1,5 +1,18 @@
1#include "extantz.h" 1#include "extantz.h"
2 2
3
4Eina_Bool animateScene(globals *ourGlobals)
5{
6 ExtantzStuffs *e;
7
8 EINA_CLIST_FOR_EACH_ENTRY(e, &ourGlobals->stuffs, ExtantzStuffs, node)
9 {
10 if (e->animateStuffs) e->animateStuffs(e);
11 }
12
13 return EINA_TRUE;
14}
15
3static void _on_mouse_move(void *data, Evas *e EINA_UNUSED, Evas_Object *o, void *einfo) 16static void _on_mouse_move(void *data, Evas *e EINA_UNUSED, Evas_Object *o, void *einfo)
4{ 17{
5 Scene_Data *scene = data; 18 Scene_Data *scene = data;
@@ -159,3 +172,446 @@ void scenriDel(Scene_Data *scene)
159// eo_unref(scene->root_node); 172// eo_unref(scene->root_node);
160 free(scene); 173 free(scene);
161} 174}
175
176
177static const float cube_vertices[] =
178{
179 /* Front */
180 -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
181 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
182 -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
183 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
184
185 /* Back */
186 1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
187 -1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
188 1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
189 -1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
190
191 /* Left */
192 -1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
193 -1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
194 -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
195 -1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
196
197 /* Right */
198 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
199 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
200 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
201 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
202
203 /* Top */
204 -1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
205 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
206 -1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
207 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
208
209 /* Bottom */
210 1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
211 -1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
212 1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
213 -1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
214};
215
216static const unsigned short cube_indices[] =
217{
218 /* Front */
219 0, 1, 2, 2, 1, 3,
220
221 /* Back */
222 4, 5, 6, 6, 5, 7,
223
224 /* Left */
225 8, 9, 10, 10, 9, 11,
226
227 /* Right */
228 12, 13, 14, 14, 13, 15,
229
230 /* Top */
231 16, 17, 18, 18, 17, 19,
232
233 /* Bottom */
234 20, 21, 22, 22, 21, 23
235};
236
237static const unsigned int pixels0[] =
238{
239 0xff0000ff, 0xff0000ff, 0xffff0000, 0xffff0000,
240 0xff0000ff, 0xff0000ff, 0xffff0000, 0xffff0000,
241 0xff00ff00, 0xff00ff00, 0xff000000, 0xff000000,
242 0xff00ff00, 0xff00ff00, 0xff000000, 0xff000000,
243};
244
245static const unsigned int pixels1[] =
246{
247 0xffff0000, 0xffff0000, 0xff00ff00, 0xff00ff00,
248 0xffff0000, 0xffff0000, 0xff00ff00, 0xff00ff00,
249 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff,
250 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff,
251};
252
253
254static int vertex_count = 0;
255static vertex *sphere_vertices = NULL;
256
257static int index_count = 0;
258static unsigned short *sphere_indices = NULL;
259
260static inline vec3
261_normalize(const vec3 *v)
262{
263 double l = sqrt(v->x * v->x + v->y * v->y + v->z * v->z);
264 vec3 vec;
265
266 vec.x = v->x / l;
267 vec.y = v->y / l;
268 vec.z = v->z / l;
269
270 return vec;
271}
272
273
274static void _sphere_init(int precision)
275{
276 int i, j;
277 unsigned short *index;
278
279 vertex_count = (precision + 1) * (precision + 1);
280 index_count = precision * precision * 6;
281
282 /* Allocate buffer. */
283 sphere_vertices = malloc(sizeof(vertex) * vertex_count);
284 sphere_indices = malloc(sizeof(unsigned short) * index_count);
285
286 for (i = 0; i <= precision; i++)
287 {
288 double lati = (M_PI * (double)i) / (double)precision;
289 double y = cos(lati);
290 double r = fabs(sin(lati));
291
292 for (j = 0; j <= precision; j++)
293 {
294 double longi = (M_PI * 2.0 * j) / precision;
295 vertex *v = &sphere_vertices[i * (precision + 1) + j];
296
297 if (j == 0 || j == precision)
298 v->position.x = 0.0;
299 else
300 v->position.x = r * sin(longi);
301
302 v->position.y = y;
303
304 if (j == 0 || j == precision)
305 v->position.z = r;
306 else
307 v->position.z = r * cos(longi);
308
309 v->normal = v->position;
310
311 if (v->position.x > 0.0)
312 {
313 v->tangent.x = -v->normal.y;
314 v->tangent.y = v->normal.x;
315 v->tangent.z = v->normal.z;
316 }
317 else
318 {
319 v->tangent.x = v->normal.y;
320 v->tangent.y = -v->normal.x;
321 v->tangent.z = v->normal.z;
322 }
323
324 v->color.x = v->position.x;
325 v->color.y = v->position.y;
326 v->color.z = v->position.z;
327 v->color.w = 1.0;
328
329 if (j == precision)
330 v->texcoord.x = 1.0;
331 else if (j == 0)
332 v->texcoord.x = 0.0;
333 else
334 v->texcoord.x = (double)j / (double)precision;
335
336 if (i == precision)
337 v->texcoord.y = 1.0;
338 else if (i == 0)
339 v->texcoord.y = 0.0;
340 else
341 v->texcoord.y = 1.0 - (double)i / (double)precision;
342 }
343 }
344
345 index = &sphere_indices[0];
346
347 for (i = 0; i < precision; i++)
348 {
349 for (j = 0; j < precision; j++)
350 {
351 *index++ = i * (precision + 1) + j;
352 *index++ = i * (precision + 1) + j + 1;
353 *index++ = (i + 1) * (precision + 1) + j;
354
355 *index++ = (i + 1) * (precision + 1) + j;
356 *index++ = i * (precision + 1) + j + 1;
357 *index++ = (i + 1) * (precision + 1) + j + 1;
358 }
359 }
360
361 for (i = 0; i < index_count; i += 3)
362 {
363 vertex *v0 = &sphere_vertices[sphere_indices[i + 0]];
364 vertex *v1 = &sphere_vertices[sphere_indices[i + 1]];
365 vertex *v2 = &sphere_vertices[sphere_indices[i + 2]];
366
367 vec3 e1, e2;
368 float du1, du2, dv1, dv2, f;
369 vec3 tangent;
370
371 e1.x = v1->position.x - v0->position.x;
372 e1.y = v1->position.y - v0->position.y;
373 e1.z = v1->position.z - v0->position.z;
374
375 e2.x = v2->position.x - v0->position.x;
376 e2.y = v2->position.y - v0->position.y;
377 e2.z = v2->position.z - v0->position.z;
378
379 du1 = v1->texcoord.x - v0->texcoord.x;
380 dv1 = v1->texcoord.y - v0->texcoord.y;
381
382 du2 = v2->texcoord.x - v0->texcoord.x;
383 dv2 = v2->texcoord.y - v0->texcoord.y;
384
385 f = 1.0 / (du1 * dv2 - du2 * dv1);
386
387 tangent.x = f * (dv2 * e1.x - dv1 * e2.x);
388 tangent.y = f * (dv2 * e1.y - dv1 * e2.y);
389 tangent.z = f * (dv2 * e1.z - dv1 * e2.z);
390
391 v0->tangent = tangent;
392 }
393
394 for (i = 0; i <= precision; i++)
395 {
396 for (j = 0; j <= precision; j++)
397 {
398 if (j == precision)
399 {
400 vertex *v = &sphere_vertices[i * (precision + 1) + j];
401 v->tangent = sphere_vertices[i * (precision + 1)].tangent;
402 }
403 }
404 }
405}
406
407
408void stuffsSetup(ExtantzStuffs *stuffs, globals *ourGlobals, Scene_Data *scene, int fake)
409{
410 char buf[PATH_MAX];
411 Material *m;
412 Evas_3D_Texture *t, *t1, *ti;
413 Evas_3D_Material *mi, *mj;
414 Evas_3D_Mesh *me;
415
416// TODO - These examples just don't fit neatly into anything I can whip up quickly as a data format.
417// So just fake it for now, and expand the data format later.
418
419 // Textures
420 if (1 == fake)
421 {
422 t = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas,
423 evas_3d_texture_data_set(EVAS_3D_COLOR_FORMAT_RGBA, EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels0[0])
424 );
425 eina_array_push(stuffs->textures, t);
426
427 t1 = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas,
428 evas_3d_texture_data_set(EVAS_3D_COLOR_FORMAT_RGBA, EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels1[0])
429 );
430 eina_array_push(stuffs->textures, t1);
431 }
432
433 EINA_INARRAY_FOREACH(stuffs->stuffs.details.mesh->materials, m)
434 {
435 snprintf(buf, sizeof(buf), "%s/%s", prefix_data_get(), m->texture);
436 ti = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas,
437 evas_3d_texture_file_set(buf, NULL),
438 evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR), // Only for sphere originally.
439 evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST, EVAS_3D_TEXTURE_FILTER_NEAREST), // Only for sonic originally.
440 evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT, EVAS_3D_WRAP_MODE_REPEAT)
441 );
442 eina_array_push(stuffs->textures, ti);
443 }
444
445 // Materials.
446 if (1 == fake)
447 {
448 eina_accessor_data_get(stuffs->aTexture, 0, (void **) &t);
449 mi = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas,
450 evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
451 evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
452 evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
453 evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
454
455 evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0),
456 evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
457 evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
458 evas_3d_material_shininess_set(100.0),
459 evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, t)
460 );
461 eina_array_push(stuffs->materials, mi);
462
463 eina_accessor_data_get(stuffs->aTexture, 1, (void **) &t1);
464 eina_accessor_data_get(stuffs->aTexture, 2, (void **) &ti);
465 mj = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas,
466 evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
467 evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
468 evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
469 evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
470
471 evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0),
472 evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
473 evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
474 evas_3d_material_shininess_set(100.0),
475
476 evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, t1),
477 evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, ti)
478 );
479 eina_array_push(stuffs->materials, mj);
480 }
481 else
482 {
483 eina_accessor_data_get(stuffs->aTexture, 0, (void **) &t);
484 mi = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas,
485 evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, t),
486
487 evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
488 evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
489 evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
490 evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE), // Not for sphere originally.
491
492 evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.01, 0.01, 0.01, 1.0),
493 evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0),
494 evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
495 evas_3d_material_shininess_set(50.0)
496 );
497 eina_array_push(stuffs->materials, mi);
498 }
499
500 // Meshes
501 // TODO - Write real generic cube and sphere stuff later.
502 if (MT_CUBE == stuffs->stuffs.details.mesh->type)
503 {
504 eina_accessor_data_get(stuffs->aMaterial, 0, (void **) &mi);
505 eina_accessor_data_get(stuffs->aMaterial, 1, (void **) &mj);
506 me = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas,
507 evas_3d_mesh_vertex_count_set(24),
508 evas_3d_mesh_frame_add(0),
509
510 evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION, 12 * sizeof(float), &cube_vertices[ 0]),
511 evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL, 12 * sizeof(float), &cube_vertices[ 3]),
512 evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR, 12 * sizeof(float), &cube_vertices[ 6]),
513 evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]),
514
515 evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]),
516 evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES),
517
518 evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_NORMAL_MAP),
519
520 evas_3d_mesh_frame_material_set(0, mi),
521
522 evas_3d_mesh_frame_add(20),
523 evas_3d_mesh_frame_material_set(20, mj)
524 );
525 eina_array_push(stuffs->mesh, me);
526 }
527 else if (MT_SPHERE == stuffs->stuffs.details.mesh->type)
528 {
529 _sphere_init(100);
530
531 eina_accessor_data_get(stuffs->aMaterial, 0, (void **) &mi);
532 me = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas,
533 evas_3d_mesh_vertex_count_set(vertex_count),
534 evas_3d_mesh_frame_add(0),
535 evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION, sizeof(vertex), &sphere_vertices[0].position),
536 evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL, sizeof(vertex), &sphere_vertices[0].normal),
537 evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TANGENT, sizeof(vertex), &sphere_vertices[0].tangent),
538 evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR, sizeof(vertex), &sphere_vertices[0].color),
539 evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD, sizeof(vertex), &sphere_vertices[0].texcoord),
540
541 evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &sphere_indices[0]),
542 evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES),
543 evas_3d_mesh_frame_material_set(0, mi),
544
545 evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE)
546 );
547 eina_array_push(stuffs->mesh, me);
548 }
549 else
550 {
551 eina_accessor_data_get(stuffs->aMaterial, 0, (void **) &mi);
552 snprintf(buf, sizeof(buf), "%s/%s", prefix_data_get(), stuffs->stuffs.details.mesh->fileName);
553 me = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas,
554 evas_3d_mesh_file_set(EVAS_3D_MESH_FILE_TYPE_MD2, buf, NULL),
555 evas_3d_mesh_frame_material_set(0, mi),
556 evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG)
557 );
558 eina_array_push(stuffs->mesh, me);
559 }
560
561 eina_accessor_data_get(stuffs->aMesh, 0, (void **) &me);
562 stuffs->mesh_node = eo_add_custom(EVAS_3D_NODE_CLASS, ourGlobals->evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH),
563 eo_key_data_set("Name", stuffs->stuffs.name, NULL),
564 evas_3d_node_position_set(stuffs->stuffs.details.mesh->pos.x, stuffs->stuffs.details.mesh->pos.y, stuffs->stuffs.details.mesh->pos.z),
565 evas_3d_node_orientation_set(stuffs->stuffs.details.mesh->rot.x, stuffs->stuffs.details.mesh->rot.y, stuffs->stuffs.details.mesh->rot.z, stuffs->stuffs.details.mesh->rot.w),
566 evas_3d_node_mesh_add(me)
567 );
568
569 eo_do(scene->root_node, evas_3d_node_member_add(stuffs->mesh_node));
570 eina_clist_add_head(&(ourGlobals->stuffs), &(stuffs->node));
571}
572
573ExtantzStuffs *addStuffs(char *uuid, char *name, char *description, char *owner,
574 char *file, MeshType type, float px, float py, float pz, float rx, float ry, float rz, float rw)
575{
576 ExtantzStuffs *result = calloc(1, sizeof(ExtantzStuffs));
577
578 // TODO - using Eina arrays of any sort seems a bit heavy, might be better to just count and realloc?
579 result->materials = eina_array_new(3);
580 result->mesh = eina_array_new(3);
581 result->textures = eina_array_new(3);
582 result->aMaterial = eina_array_accessor_new(result->materials);
583 result->aMesh = eina_array_accessor_new(result->mesh);
584 result->aTexture = eina_array_accessor_new(result->textures);
585 result->stuffs.details.mesh = calloc(1, sizeof(Mesh));
586 result->stuffs.details.mesh->materials = eina_inarray_new(sizeof(Material), 1);
587 result->stuffs.details.mesh->parts = eina_inarray_new(sizeof(Mesh), 1);
588
589 strcpy(result->stuffs.UUID, uuid);
590 strcpy(result->stuffs.name, name);
591 strcpy(result->stuffs.description, description);
592 strcpy(result->stuffs.owner, owner);
593
594 strcpy(result->stuffs.details.mesh->fileName, file);
595 result->stuffs.details.mesh->type = type;
596 result->stuffs.details.mesh->pos.x = px; result->stuffs.details.mesh->pos.y = py; result->stuffs.details.mesh->pos.z = pz;
597 result->stuffs.details.mesh->rot.x = rx; result->stuffs.details.mesh->rot.y = ry; result->stuffs.details.mesh->rot.z = rz; result->stuffs.details.mesh->rot.w = rw;
598
599 return result;
600}
601
602void addMaterial(ExtantzStuffs *e, int face, TextureType type, char *file)
603{
604 Material *result = calloc(1, sizeof(Material));
605
606 // face -1 means "all of them I think".
607 result->face = face;
608 result->type = type;
609 strcpy(result->texture, file);
610 eina_inarray_push(e->stuffs.details.mesh->materials, result);
611}
612
613void Evas_3D_Demo_fini(globals *ourGlobals)
614{
615 free(sphere_vertices);
616 free(sphere_indices);
617}