From a0dc47a433727214f1a13836029c9b6abc774749 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sat, 3 May 2014 03:59:19 +1000 Subject: Remove Evas_3d example stuff from GuiLua, now that it's in extantz. --- src/GuiLua/GuiLua.c | 707 +--------------------------------------------------- 1 file changed, 1 insertion(+), 706 deletions(-) diff --git a/src/GuiLua/GuiLua.c b/src/GuiLua/GuiLua.c index 8bfe3fb..d9d2541 100644 --- a/src/GuiLua/GuiLua.c +++ b/src/GuiLua/GuiLua.c @@ -148,602 +148,6 @@ globals ourGlobals; static const char *globName = "ourGlobals"; - -typedef struct _Scene_Data -{ - Evas_Object *image; // Our Elm image. - Evas_3D_Scene *scene; - Evas_3D_Node *root_node; - Evas_3D_Node *camera_node; - Evas_3D_Node *light_node; - - Evas_3D_Camera *camera; - Evas_3D_Light *light; - - Evas_3D_Mesh *mesh; - Evas_3D_Node *mesh_node; - Evas_3D_Material *material0; - Evas_3D_Material *material1; - Evas_3D_Texture *texture0; - Evas_3D_Texture *texture1; - Evas_3D_Texture *texture_normal; - - Evas_3D_Mesh *mesh2; - Evas_3D_Node *mesh2_node; - Evas_3D_Material *material2; - Evas_3D_Texture *texture2; - - Evas_3D_Mesh *mesh3; - Evas_3D_Node *mesh3_node; - Evas_3D_Material *material3; - Evas_3D_Texture *texture_diffuse; - -} Scene_Data; - -static Scene_Data ourScene; - - -static const float cube_vertices[] = -{ - /* Front */ - -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, - 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, - -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, - 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, - - /* Back */ - 1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, - -1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, - 1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, - -1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, - - /* Left */ - -1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, - -1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, - -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, - -1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, - - /* Right */ - 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, - 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, - 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, - 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, - - /* Top */ - -1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, - 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, - -1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, - 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, - - /* Bottom */ - 1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, - -1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, - 1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, - -1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, -}; - -static const unsigned short cube_indices[] = -{ - /* Front */ - 0, 1, 2, 2, 1, 3, - - /* Back */ - 4, 5, 6, 6, 5, 7, - - /* Left */ - 8, 9, 10, 10, 9, 11, - - /* Right */ - 12, 13, 14, 14, 13, 15, - - /* Top */ - 16, 17, 18, 18, 17, 19, - - /* Bottom */ - 20, 21, 22, 22, 21, 23 -}; - -static const unsigned int pixels0[] = -{ - 0xff0000ff, 0xff0000ff, 0xffff0000, 0xffff0000, - 0xff0000ff, 0xff0000ff, 0xffff0000, 0xffff0000, - 0xff00ff00, 0xff00ff00, 0xff000000, 0xff000000, - 0xff00ff00, 0xff00ff00, 0xff000000, 0xff000000, -}; - -static const unsigned int pixels1[] = -{ - 0xffff0000, 0xffff0000, 0xff00ff00, 0xff00ff00, - 0xffff0000, 0xffff0000, 0xff00ff00, 0xff00ff00, - 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff, - 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff, -}; - - -typedef struct _vec4 -{ - float x; - float y; - float z; - float w; -} vec4; - -typedef struct _vec3 -{ - float x; - float y; - float z; -} vec3; - -typedef struct _vec2 -{ - float x; - float y; -} vec2; - -typedef struct _vertex -{ - vec3 position; - vec3 normal; - vec3 tangent; - vec4 color; - vec3 texcoord; -} vertex; - -static int vertex_count = 0; -static vertex *sphere_vertices = NULL; - -static int index_count = 0; -static unsigned short *sphere_indices = NULL; - -static inline vec3 -_normalize(const vec3 *v) -{ - double l = sqrt(v->x * v->x + v->y * v->y + v->z * v->z); - vec3 vec; - - vec.x = v->x / l; - vec.y = v->y / l; - vec.z = v->z / l; - - return vec; -} - -static void -_sphere_fini() -{ - if (sphere_vertices) - free(sphere_vertices); - - if (sphere_indices) - free(sphere_indices); -} - -static void -_sphere_init(int precision) -{ - int i, j; - unsigned short *index; - - vertex_count = (precision + 1) * (precision + 1); - index_count = precision * precision * 6; - - /* Allocate buffer. */ - sphere_vertices = malloc(sizeof(vertex) * vertex_count); - sphere_indices = malloc(sizeof(unsigned short) * index_count); - - for (i = 0; i <= precision; i++) - { - double lati = (M_PI * (double)i) / (double)precision; - double y = cos(lati); - double r = fabs(sin(lati)); - - for (j = 0; j <= precision; j++) - { - double longi = (M_PI * 2.0 * j) / precision; - vertex *v = &sphere_vertices[i * (precision + 1) + j]; - - if (j == 0 || j == precision) - v->position.x = 0.0; - else - v->position.x = r * sin(longi); - - v->position.y = y; - - if (j == 0 || j == precision) - v->position.z = r; - else - v->position.z = r * cos(longi); - - v->normal = v->position; - - if (v->position.x > 0.0) - { - v->tangent.x = -v->normal.y; - v->tangent.y = v->normal.x; - v->tangent.z = v->normal.z; - } - else - { - v->tangent.x = v->normal.y; - v->tangent.y = -v->normal.x; - v->tangent.z = v->normal.z; - } - - v->color.x = v->position.x; - v->color.y = v->position.y; - v->color.z = v->position.z; - v->color.w = 1.0; - - if (j == precision) - v->texcoord.x = 1.0; - else if (j == 0) - v->texcoord.x = 0.0; - else - v->texcoord.x = (double)j / (double)precision; - - if (i == precision) - v->texcoord.y = 1.0; - else if (i == 0) - v->texcoord.y = 0.0; - else - v->texcoord.y = 1.0 - (double)i / (double)precision; - } - } - - index = &sphere_indices[0]; - - for (i = 0; i < precision; i++) - { - for (j = 0; j < precision; j++) - { - *index++ = i * (precision + 1) + j; - *index++ = i * (precision + 1) + j + 1; - *index++ = (i + 1) * (precision + 1) + j; - - *index++ = (i + 1) * (precision + 1) + j; - *index++ = i * (precision + 1) + j + 1; - *index++ = (i + 1) * (precision + 1) + j + 1; - } - } - - for (i = 0; i < index_count; i += 3) - { - vertex *v0 = &sphere_vertices[sphere_indices[i + 0]]; - vertex *v1 = &sphere_vertices[sphere_indices[i + 1]]; - vertex *v2 = &sphere_vertices[sphere_indices[i + 2]]; - - vec3 e1, e2; - float du1, du2, dv1, dv2, f; - vec3 tangent; - - e1.x = v1->position.x - v0->position.x; - e1.y = v1->position.y - v0->position.y; - e1.z = v1->position.z - v0->position.z; - - e2.x = v2->position.x - v0->position.x; - e2.y = v2->position.y - v0->position.y; - e2.z = v2->position.z - v0->position.z; - - du1 = v1->texcoord.x - v0->texcoord.x; - dv1 = v1->texcoord.y - v0->texcoord.y; - - du2 = v2->texcoord.x - v0->texcoord.x; - dv2 = v2->texcoord.y - v0->texcoord.y; - - f = 1.0 / (du1 * dv2 - du2 * dv1); - - tangent.x = f * (dv2 * e1.x - dv1 * e2.x); - tangent.y = f * (dv2 * e1.y - dv1 * e2.y); - tangent.z = f * (dv2 * e1.z - dv1 * e2.z); - - v0->tangent = tangent; - } - - for (i = 0; i <= precision; i++) - { - for (j = 0; j <= precision; j++) - { - if (j == precision) - { - vertex *v = &sphere_vertices[i * (precision + 1) + j]; - v->tangent = sphere_vertices[i * (precision + 1)].tangent; - } - } - } -} - - -static Eina_Bool -_animate_scene(void *data) -{ - static float angle = 0.0f; - static float earthAngle = 0.0f; - static int frame = 0; - static int inc = 1; - static int sonicFrame = 0; - - Scene_Data *scene = (Scene_Data *)data; - - // Animate cube. - angle += 0.5; - if (angle > 360.0) angle -= 360.0f; - - frame += inc; - if (frame >= 20) inc = -1; - else if (frame <= 0) inc = 1; - - eo_do(scene->mesh_node, - evas_3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0), - evas_3d_node_mesh_frame_set(scene->mesh, frame) - ); - - // Animate sonic. - sonicFrame += 32; - if (sonicFrame > 256 * 50) sonicFrame = 0; - eo_do(scene->mesh2_node, - evas_3d_node_mesh_frame_set(scene->mesh2, sonicFrame) - ); - - // Animate earth. - earthAngle += 0.3; - if (earthAngle > 360.0) earthAngle -= 360.0f; - eo_do(scene->mesh3_node, - evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0) - ); - - return EINA_TRUE; -} - - -static void -_camera_setup(globals *ourGlobals, Scene_Data *scene) -{ - scene->camera = eo_add(EVAS_3D_CAMERA_CLASS, ourGlobals->evas); - eo_do(scene->camera, - evas_3d_camera_projection_perspective_set(60.0, 1.0, 1.0, 500.0) - ); - - scene->camera_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_CAMERA); - eo_do(scene->camera_node, - evas_3d_node_camera_set(scene->camera) - ); - eo_do(scene->root_node, evas_3d_node_member_add(scene->camera_node)); - eo_do(scene->camera_node, - evas_3d_node_position_set(50.0, 0.0, 20.0), - evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0) - ); -} - -static void -_light_setup(globals *ourGlobals, Scene_Data *scene) -{ - scene->light = eo_add(EVAS_3D_LIGHT_CLASS, ourGlobals->evas); - eo_do(scene->light, - evas_3d_light_ambient_set(1.0, 1.0, 1.0, 1.0), - evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0), - evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0), - evas_3d_light_directional_set(EINA_TRUE) - ); - - scene->light_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_LIGHT); - eo_do(scene->light_node, - evas_3d_node_light_set(scene->light) - ); - eo_do(scene->root_node, - evas_3d_node_member_add(scene->light_node) - ); - eo_do(scene->light_node, - evas_3d_node_position_set(1000.0, 0.0, 1000.0), - evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0) - ); -} - -static void _cube_setup(globals *ourGlobals, Scene_Data *scene) -{ - // Setup cube materials. - scene->material0 = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas); - scene->material1 = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas); - - eo_do(scene->material0, - evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE), - evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE), - evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE), - evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE), - - evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0), - evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0), - evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0), - evas_3d_material_shininess_set(100.0) - ); - - eo_do(scene->material1, - evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE), - evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE), - evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE), - evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE), - - evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0), - evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0), - evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0), - evas_3d_material_shininess_set(100.0) - ); - - scene->texture0 = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas); - scene->texture1 = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas); - scene->texture_normal = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas); - - eo_do(scene->texture0, - evas_3d_texture_data_set(EVAS_3D_COLOR_FORMAT_RGBA, EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels0[0]) - ); - eo_do(scene->texture1, - evas_3d_texture_data_set(EVAS_3D_COLOR_FORMAT_RGBA, EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels1[0]) - ); - eo_do(scene->texture_normal, evas_3d_texture_file_set("../../media/normal_lego.png", NULL)); - - eo_do(scene->material0, evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, scene->texture0)); - eo_do(scene->material1, evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, scene->texture1)); - eo_do(scene->material1, evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, scene->texture_normal)); - - // Setup CUBE mesh. - scene->mesh = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas); - eo_do(scene->mesh, - evas_3d_mesh_vertex_count_set(24), - evas_3d_mesh_frame_add(0), - - evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION, 12 * sizeof(float), &cube_vertices[ 0]), - evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL, 12 * sizeof(float), &cube_vertices[ 3]), - evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR, 12 * sizeof(float), &cube_vertices[ 6]), - evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]), - - evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]), - evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES), - - evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_NORMAL_MAP), - - evas_3d_mesh_frame_material_set(0, scene->material0), - - evas_3d_mesh_frame_add(20), - evas_3d_mesh_frame_material_set(20, scene->material1) - ); - scene->mesh_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_MESH); - eo_do(scene->root_node, evas_3d_node_member_add(scene->mesh_node)); - eo_do(scene->mesh_node, - eo_key_data_set("Name", "cube", NULL), - evas_3d_node_position_set(40.0, 3.5, 23.0), - evas_3d_node_mesh_add(scene->mesh) - ); -} - -static void _sonic_setup(globals *ourGlobals, Scene_Data *scene) -{ - // Setup an MD2 mesh. - scene->mesh2 = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas); - eo_do(scene->mesh2, - evas_3d_mesh_file_set(EVAS_3D_MESH_FILE_TYPE_MD2, "../../media/sonic.md2", NULL) - ); - - scene->material2 = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas); - eo_do(scene->mesh2, - evas_3d_mesh_frame_material_set(0, scene->material2) - ); - - scene->texture2 = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas); - eo_do(scene->texture2, - evas_3d_texture_file_set("../../media/sonic.png", NULL), - evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST, EVAS_3D_TEXTURE_FILTER_NEAREST), - evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT, EVAS_3D_WRAP_MODE_REPEAT) - ); - - eo_do(scene->material2, - evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, scene->texture2), - - evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE), - evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE), - evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE), - evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE), - - evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.01, 0.01, 0.01, 1.0), - evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0), - evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0), - evas_3d_material_shininess_set(50.0) - ); - - scene->mesh2_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_MESH); - eo_do(scene->root_node, - evas_3d_node_member_add(scene->mesh2_node) - ); - eo_do(scene->mesh2_node, - eo_key_data_set("Name", "sonic", NULL), - evas_3d_node_mesh_add(scene->mesh2) - ); - - eo_do(scene->mesh2, - evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG) - ); -} - -static void _earth_setup(globals *ourGlobals, Scene_Data *scene) -{ - // Setup earth material. - scene->material3 = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas); - - scene->texture_diffuse = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas); - eo_do(scene->texture_diffuse, - evas_3d_texture_file_set("../../media/EarthDiffuse.png", NULL), - evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR)); - eo_do(scene->material3, - evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, scene->texture_diffuse), - - evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE), - evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE), - evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE), - - evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.01, 0.01, 0.01, 1.0), - evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0), - evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0), - evas_3d_material_shininess_set(50.0)); - - // Setup earth mesh. - _sphere_init(100); - - scene->mesh3 = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas); - eo_do(scene->mesh3, - evas_3d_mesh_vertex_count_set(vertex_count), - evas_3d_mesh_frame_add(0), - evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION, sizeof(vertex), &sphere_vertices[0].position), - evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL, sizeof(vertex), &sphere_vertices[0].normal), - evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TANGENT, sizeof(vertex), &sphere_vertices[0].tangent), - evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR, sizeof(vertex), &sphere_vertices[0].color), - evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD, sizeof(vertex), &sphere_vertices[0].texcoord), - - evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &sphere_indices[0]), - evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES), - evas_3d_mesh_frame_material_set(0, scene->material3) - ); - - scene->mesh3_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_MESH); - eo_do(scene->root_node, - evas_3d_node_member_add(scene->mesh3_node) - ); - eo_do(scene->mesh3_node, - eo_key_data_set("Name", "earth", NULL), - evas_3d_node_position_set(40.0, -3.5, 23.0), - evas_3d_node_mesh_add(scene->mesh3) - ); - - eo_do(scene->mesh3, - evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE) - ); -} - - -static void -_scene_setup(globals *ourGlobals, Scene_Data *scene) -{ - scene->scene = eo_add(EVAS_3D_SCENE_CLASS, ourGlobals->evas); - eo_do(scene->scene, - evas_3d_scene_size_set(512, 512), - evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0) - ); - - // TODO - I have no idea how this should work. - // It seems the people that wrote the examples don't know either. lol -// scene->root_node = eo_add(EVAS_3D_NODE_CLASS, ourGlobals->evas, EVAS_3D_NODE_TYPE_NODE); - scene->root_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_NODE); - - _camera_setup(ourGlobals, scene); - _light_setup(ourGlobals, scene); - _cube_setup(ourGlobals, scene); - _sonic_setup(ourGlobals, scene); - _earth_setup(ourGlobals, scene); - - eo_do(scene->scene, - evas_3d_scene_root_node_set(scene->root_node), - evas_3d_scene_camera_node_set(scene->camera_node) - ); -} - /* Sooo, how to do this - widget has to be a light userdata The rest can be Lua sub things? Each with a C function to update the widget. @@ -786,89 +190,6 @@ static void _on_click(void *data, Evas_Object *obj, void *event_info EINA_UNUSED } } -static void _on_mouse_move(void *data, Evas *e EINA_UNUSED, Evas_Object *o, void *einfo) -{ - Scene_Data *scene = data; - Evas_Event_Mouse_Move *ev = einfo; - Evas_Coord x, y, w, h; - Evas_Coord obj_x, obj_y; - int scene_w, scene_h; - Evas_Real scene_x, scene_y; - Evas_Real s, t; - Evas_3D_Node *n; - Evas_3D_Mesh *m; - Eina_Bool pick; - char *name = NULL; - - evas_object_geometry_get(o, &x, &y, &w, &h); - - obj_x = ev->cur.canvas.x - x; - obj_y = ev->cur.canvas.y - y; - - eo_do(scene->scene, evas_3d_scene_size_get(&scene_w, &scene_h)); - - scene_x = obj_x * scene_w / (Evas_Real)w; - scene_y = obj_y * scene_h / (Evas_Real)h; - - eo_do(scene->scene, pick = evas_3d_scene_pick(scene_x, scene_y, &n, &m, &s, &t)); - if (pick) - name = evas_object_data_get(n, "Name"); - // This is a raw Evas callback, on the Elm image internal Evas_Object. - // So we need to get the Elm Image back from the raw Evas_Object. - // Which is why we stuffed it in the scene structure. - if (name) - { - elm_object_tooltip_text_set(scene->image, name); - elm_object_tooltip_show(scene->image); - } - else - elm_object_tooltip_hide(scene->image); -} - -static void _on_mouse_down(void *data, Evas *e EINA_UNUSED, Evas_Object *o, void *einfo) -{ - Scene_Data *scene = data; - Evas_Event_Mouse_Down *ev = einfo; - Evas_Coord x, y, w, h; - Evas_Coord obj_x, obj_y; - int scene_w, scene_h; - Evas_Real scene_x, scene_y; - Evas_Real s, t; - Evas_3D_Node *n; - Evas_3D_Mesh *m; - Eina_Bool pick; - char *name; - - evas_object_geometry_get(o, &x, &y, &w, &h); - - obj_x = ev->canvas.x - x; - obj_y = ev->canvas.y - y; - - eo_do(scene->scene, evas_3d_scene_size_get(&scene_w, &scene_h)); - - scene_x = obj_x * scene_w / (Evas_Real)w; - scene_y = obj_y * scene_h / (Evas_Real)h; - - eo_do(scene->scene, pick = evas_3d_scene_pick(scene_x, scene_y, &n, &m, &s, &t)); - if (pick) - { - name = evas_object_data_get(n, "Name"); - printf("Picked : "); - } - else - printf("Not picked : "); - if (NULL == name) - name = ""; - - printf("output(%d, %d) canvas(%d, %d) object(%d, %d) scene(%f, %f) texcoord(%f, %f) " - "node(%p) %s mesh(%p)\n", - ev->output.x, ev->output.y, - ev->canvas.x, ev->canvas.y, - obj_x, obj_y, - scene_x, scene_y, - s, t, n, name, m); -} - static void _on_done(void *data, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED) { // globals *ourGlobals = data; @@ -956,7 +277,7 @@ static int window(lua_State *L) globals *ourGlobals; char *name = "GuiLua"; char *title = "GuiLua test harness"; - Evas_Object *obj, *temp; + Evas_Object *obj; int result = 0; int w = WIDTH, h = HEIGHT; @@ -980,8 +301,6 @@ static int window(lua_State *L) // Get the Evas / canvas from the elm window (that the Evas_Object "lives on"), which is itself an Evas_Object created by Elm, so not sure if it was created internally with Ecore_Evas. ourGlobals->evas = evas_object_evas_get(ourGlobals->win); - _scene_setup(ourGlobals, &ourScene); - // Add a background image object. obj = eo_add(ELM_OBJ_IMAGE_CLASS, ourGlobals->win); eo_do(obj, @@ -993,28 +312,6 @@ static int window(lua_State *L) elm_win_resize_object_add(ourGlobals->win, obj); eo_unref(obj); - // Add an image object for 3D scene rendering. - obj = eo_add(ELM_OBJ_IMAGE_CLASS, ourGlobals->win); - ourScene.image = obj; - eo_do(obj, - evas_obj_size_hint_weight_set(EVAS_HINT_EXPAND, EVAS_HINT_EXPAND), - elm_obj_image_fill_outside_set(EINA_TRUE), - evas_obj_visibility_set(EINA_TRUE), - temp = elm_obj_image_object_get() - ); - eo_do(temp, - evas_obj_image_scene_set(ourScene.scene) - ); - elm_object_tooltip_text_set(obj, ""); - elm_object_tooltip_hide(obj); - // Elm can't seem to be able to tell us WHERE an image was clicked, so use raw Evas calbacks instead. - evas_object_event_callback_add(temp, EVAS_CALLBACK_MOUSE_MOVE, _on_mouse_move, &ourScene); - evas_object_event_callback_add(temp, EVAS_CALLBACK_MOUSE_DOWN, _on_mouse_down, &ourScene); - elm_win_resize_object_add(ourGlobals->win, obj); - - // Add animation timer callback. - ecore_timer_add(0.016, _animate_scene, &ourScene); - lua_pushlightuserdata(L, &ourGlobals->win); result = 1; } @@ -1076,9 +373,7 @@ static int closeWindow(lua_State *L) { eo_unref(wid->obj); } - eo_unref(ourScene.image); evas_object_del(ourGlobals->win); - _sphere_fini(); } if (ourGlobals->logDom >= 0) -- cgit v1.1