From d2178bf76792650ee598ee45114e1c20d18bb936 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Fri, 30 May 2014 02:13:48 +1000 Subject: Slightly less half arsed stuffs creation. --- src/extantz/Evas_3D_demo.c | 646 ++++----------------------------------------- src/extantz/extantz.c | 2 +- src/extantz/extantz.h | 7 +- src/extantz/scenri.c | 456 ++++++++++++++++++++++++++++++++ src/libraries/love.h | 2 + 5 files changed, 516 insertions(+), 597 deletions(-) diff --git a/src/extantz/Evas_3D_demo.c b/src/extantz/Evas_3D_demo.c index 2d3d46e..e9265da 100644 --- a/src/extantz/Evas_3D_demo.c +++ b/src/extantz/Evas_3D_demo.c @@ -1,237 +1,6 @@ #include "extantz.h" -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, -}; - - -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_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 void _animateCube(ExtantzStuffs *stuffs) { static float angle = 0.0f; @@ -240,6 +9,7 @@ static void _animateCube(ExtantzStuffs *stuffs) Evas_3D_Mesh *m; eina_accessor_data_get(stuffs->aMesh, 0, (void **) &m); + angle += 0.5; if (angle > 360.0) angle -= 360.0f; @@ -253,388 +23,74 @@ static void _animateCube(ExtantzStuffs *stuffs) ); } -Eina_Bool _animate_scene(globals *ourGlobals) +static void _animateSphere(ExtantzStuffs *stuffs) { static float earthAngle = 0.0f; - static int sonicFrame = 0; - ExtantzStuffs *e; - Scene_Data *scene = ourGlobals->scene; - - EINA_CLIST_FOR_EACH_ENTRY(e, &ourGlobals->stuffs, ExtantzStuffs, node) - { - if (e->animateStuffs) e->animateStuffs(e); - } - - // 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, + eo_do(stuffs->mesh_node, evas_3d_node_orientation_angle_axis_set(earthAngle, 0.0, 1.0, 0.0) - ); - - return EINA_TRUE; + ); } -static void _sonic_setup(globals *ourGlobals, Scene_Data *scene) +static void _animateSonic(ExtantzStuffs *stuffs) { - char buf[PATH_MAX]; - - // Setup an MD2 mesh. - snprintf(buf, sizeof(buf), "%s/sonic.png", prefix_data_get()); - scene->texture2 = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, - evas_3d_texture_file_set(buf, 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) - ); - - scene->material2 = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas, - 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) - ); - - snprintf(buf, sizeof(buf), "%s/sonic.md2", prefix_data_get()); - scene->mesh2 = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas, - evas_3d_mesh_file_set(EVAS_3D_MESH_FILE_TYPE_MD2, buf, NULL), - evas_3d_mesh_frame_material_set(0, scene->material2), - evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG) - ); + static int sonicFrame = 0; + Evas_3D_Mesh *m; - scene->mesh2_node = eo_add_custom(EVAS_3D_NODE_CLASS, ourGlobals->evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH), - eo_key_data_set("Name", "sonic", NULL), - evas_3d_node_position_set(0.0, 0.0, 0.0), - evas_3d_node_orientation_set(-0.7071067811865475, 0.0, 0.0, 0.7071067811865475), - evas_3d_node_mesh_add(scene->mesh2) + eina_accessor_data_get(stuffs->aMesh, 0, (void **) &m); + sonicFrame += 32; + if (sonicFrame > 256 * 50) sonicFrame = 0; + eo_do(stuffs->mesh_node, + evas_3d_node_mesh_frame_set(m, sonicFrame) ); - - eo_do(scene->root_node, evas_3d_node_member_add(scene->mesh2_node)); } -static void _earth_setup(globals *ourGlobals, Scene_Data *scene) +void Evas_3D_Demo_add(globals *ourGlobals) { char buf[PATH_MAX]; + ExtantzStuffs *eStuffs; - // Setup earth material. - snprintf(buf, sizeof(buf), "%s/EarthDiffuse.png", prefix_data_get()); - scene->texture_diffuse = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, - evas_3d_texture_file_set(buf, NULL), - evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR) - ); - - scene->material3 = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas, - 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), + ourGlobals->scene = scenriAdd(ourGlobals->win); - 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) + // TODO - For now lets just pretend we got stuffs sent from our love. + sprintf(buf, FAKE_UUID); + eStuffs = addStuffs(buf, "onefang's test bed", + "Just a pretend bed with MLP scripts for testing SledjHamr.", + "12345678-1234-4321-abcd-0123456789ab", + "onefang%%27s%%20test%%20bed.omg", + MT_CUBE, + 0.0, 4.0, 10.0, + 1.0, 0.0, 0.0, 0.0 ); - - // Setup earth mesh. - _sphere_init(100); - - scene->mesh3 = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas, - 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), - - evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE) + addMaterial(eStuffs, -1, TT_NORMAL, "normal_lego.png"); + eStuffs->animateStuffs = (aniStuffs) _animateCube; + stuffsSetup(eStuffs, ourGlobals, ourGlobals->scene, 1); + + sprintf(buf, FAKE_UUID); + eStuffs = addStuffs(buf, "onefang's left testicle", + "Just a pretend world for testing SledjHamr.", + "12345678-1234-4321-abcd-0123456789ab", + "earth.omg", + MT_SPHERE, + 0.0, 0.0, 0.0, + 1.0, 0.0, 0.0, 0.0 ); - - scene->mesh3_node = eo_add_custom(EVAS_3D_NODE_CLASS, ourGlobals->evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH), - eo_key_data_set("Name", "earth", NULL), - evas_3d_node_position_set(0.0, 0.0, 0.0), - evas_3d_node_mesh_add(scene->mesh3) + addMaterial(eStuffs, 1, TT_FACE, "EarthDiffuse.png"); + eStuffs->animateStuffs = (aniStuffs) _animateSphere; + stuffsSetup(eStuffs, ourGlobals, ourGlobals->scene, 2); + + sprintf(buf, FAKE_UUID); + eStuffs = addStuffs(buf, "Sonic the bed hog.", + "Just a pretend avatar for testing SledjHamr.", + "12345678-1234-4321-abcd-0123456789ab", + "sonic.md2", + MT_MESH, + 0.0, 0.0, 0.0, + -0.7071067811865475, 0.0, 0.0, 0.7071067811865475 ); - - eo_do(scene->root_node, evas_3d_node_member_add(scene->mesh3_node)); -} - -/* For now lets just pretend we got stuffs sent from our love. - -Stuffs = -{ - name = "Test sim", - description = 'onefangs test SledjHamr sim.', --- owner = '12345678-1234-4321-abcd-0123456789ab', - details = - { - stuffs = - { - Mesh = - { - fileName = 'onefang%27s%20test%20bed.omg', - pos = {0.0, 4.0, 10.0}, - size = {1.0, 1.0, 1.0}, - rot = {1.0, 0.0, 0.0, 0.0}, - }, - Mesh = - { - fileName = 'sonic.omg', - pos = {0.0, 0.0, 0.0}, - size = {1.0, 1.0, 1.0}, - rot = {-0.7071067811865475, 0.0, 0.0, 0.7071067811865475}, - }, - Mesh = - { - fileName = 'earth.omg', - pos = {0.0, 0.0, 0.0}, - size = {1.0, 1.0, 1.0}, - rot = {1.0, 0.0, 0.0, 0.0}, - }, - }, - }, -} - - -Stuffs = -{ - name = "onefang's test bed", - description = 'Just a pretend bed with MLP scripts for testing SledjHamr.', --- owner = '12345678-1234-4321-abcd-0123456789ab', - details = - { - Mesh = - { - kind = 'cube', - materials = {'normal_lego.png'}, - }, - }, -} - - -Stuffs = -{ - name = "onefang's left testicle", - description = 'Just a pretend world for testing SledjHamr.', --- owner = '12345678-1234-4321-abcd-0123456789ab', - details = - { - Mesh = - { - kind = 'sphere', --- insert prim parameters here - materials = {'EarthDiffuse.png'}, - }, - }, -} - - -Stuffs = -{ - name = "Sonic the bed hog.", - description = 'Just a pretend avatar for testing SledjHamr.', --- owner = '12345678-1234-4321-abcd-0123456789ab', - details = - { - Mesh = - { - fileName = 'sonic.md2', - materials = {'sonic.png'}, - }, - }, -} - -*/ - -void stuffs_setup(ExtantzStuffs *stuffs, globals *ourGlobals, Scene_Data *scene, int fake) -{ - char buf[PATH_MAX]; - Material *m; - Evas_3D_Texture *t, *t1, *ti; - Evas_3D_Material *mi, *mj; - Evas_3D_Mesh *me; - - // TODO - using Eina arrays of any sort seems a bit heavy, might be better to just count and realloc? - stuffs->materials = eina_array_new(3); - stuffs->mesh = eina_array_new(3); - stuffs->textures = eina_array_new(3); - stuffs->aMaterial = eina_array_accessor_new(stuffs->materials); - stuffs->aMesh = eina_array_accessor_new(stuffs->mesh); - stuffs->aTexture = eina_array_accessor_new(stuffs->textures); - -// TODO - These examples just don't fit neatly into anything I can whip up quickly as a data format. -// So just fake it for now, and expand the data format later. - - // Textures - if (1 == fake) - { - t = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, - evas_3d_texture_data_set(EVAS_3D_COLOR_FORMAT_RGBA, EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels0[0]) - ); - eina_array_push(stuffs->textures, t); - - t1 = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, - evas_3d_texture_data_set(EVAS_3D_COLOR_FORMAT_RGBA, EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels1[0]) - ); - eina_array_push(stuffs->textures, t1); - } - else if (2 == fake) - { - } - else if (3 == fake) - { - } - - EINA_INARRAY_FOREACH(stuffs->stuffs.details.mesh->materials, m) - { - snprintf(buf, sizeof(buf), "%s/%s", prefix_data_get(), m->texture); - ti = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, evas_3d_texture_file_set(buf, NULL)); - eina_array_push(stuffs->textures, ti); - } - - // Materials. - if (1 == fake) - { - eina_accessor_data_get(stuffs->aTexture, 0, (void **) &t); - mi = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas, - 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), - evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, t) - ); - eina_array_push(stuffs->materials, mi); - - eina_accessor_data_get(stuffs->aTexture, 1, (void **) &t1); - eina_accessor_data_get(stuffs->aTexture, 2, (void **) &ti); - mj = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas, - 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), - - evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, t1), - evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, ti) - ); - eina_array_push(stuffs->materials, mj); - } - else if (2 == fake) - { - } - else if (3 == fake) - { - } - - // Meshes - // TODO - Write real generic cube and sphere stuff later. - if (MT_CUBE == stuffs->stuffs.details.mesh->type) - { - eina_accessor_data_get(stuffs->aMaterial, 0, (void **) &mi); - eina_accessor_data_get(stuffs->aMaterial, 1, (void **) &mj); - me = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas, - 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, mi), - - evas_3d_mesh_frame_add(20), - evas_3d_mesh_frame_material_set(20, mj) - ); - eina_array_push(stuffs->mesh, me); - stuffs->animateStuffs = (aniStuffs) _animateCube; - } - else if (MT_CUBE == stuffs->stuffs.details.mesh->type) - { - } - else - { - } - - eina_accessor_data_get(stuffs->aMesh, 0, (void **) &me); - stuffs->mesh_node = eo_add_custom(EVAS_3D_NODE_CLASS, ourGlobals->evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH), - eo_key_data_set("Name", stuffs->stuffs.name, NULL), - evas_3d_node_position_set(stuffs->stuffs.details.mesh->pos.x, stuffs->stuffs.details.mesh->pos.y, stuffs->stuffs.details.mesh->pos.z), - evas_3d_node_mesh_add(me) - ); - - eo_do(scene->root_node, evas_3d_node_member_add(stuffs->mesh_node)); - eina_clist_add_head(&(ourGlobals->stuffs), &(stuffs->node)); -} - -Material bedMat; -Mesh bedMesh; -ExtantzStuffs eStuffs; - -void Evas_3D_Demo_add(globals *ourGlobals) -{ - - bedMat.face = -1; // face -1 means "all of them I think". - bedMat.type = TT_NORMAL; - sprintf(bedMat.texture, "normal_lego.png"); - - sprintf(bedMesh.fileName, "onefang%%27s%%20test%%20bed.omg"); - bedMesh.type = MT_CUBE; - bedMesh.pos.x = 0.0; bedMesh.pos.y = 4.0; bedMesh.pos.z = 10.0; - bedMesh.rot.x = 1.0; bedMesh.rot.y = 0.0; bedMesh.rot.z = 0.0; bedMesh.rot.w = 0.0; - bedMesh.materials = eina_inarray_new(sizeof(Material), 1); - bedMesh.materials = eina_inarray_new(sizeof(Mesh), 1); - eina_inarray_push(bedMesh.materials, &bedMat); - - sprintf(eStuffs.stuffs.UUID, FAKE_UUID); - sprintf(eStuffs.stuffs.name, "onefang's test bed"); - sprintf(eStuffs.stuffs.description, "Just a pretend bed with MLP scripts for testing SledjHamr."); - sprintf(eStuffs.stuffs.owner, "12345678-1234-4321-abcd-0123456789ab"); - eStuffs.stuffs.details.mesh = &bedMesh; - - ourGlobals->scene = scenriAdd(ourGlobals->win); - - stuffs_setup(&eStuffs, ourGlobals, ourGlobals->scene, 1); - - _sonic_setup(ourGlobals, ourGlobals->scene); - _earth_setup(ourGlobals, ourGlobals->scene); -} - -void Evas_3D_Demo_fini(globals *ourGlobals) -{ - free(sphere_vertices); - free(sphere_indices); + addMaterial(eStuffs, -1, TT_FACE, "sonic.png"); + eStuffs->animateStuffs = (aniStuffs) _animateSonic; + stuffsSetup(eStuffs, ourGlobals, ourGlobals->scene, 3); } diff --git a/src/extantz/extantz.c b/src/extantz/extantz.c index d8a265c..835429f 100644 --- a/src/extantz/extantz.c +++ b/src/extantz/extantz.c @@ -324,7 +324,7 @@ static void _draw_gl(Evas_Object *obj) drawGears(gld); #endif - _animate_scene(ourGlobals); + animateScene(ourGlobals); animateCamera(ourGlobals->scene); #if USE_IRR diff --git a/src/extantz/extantz.h b/src/extantz/extantz.h index 17379a6..5095556 100644 --- a/src/extantz/extantz.h +++ b/src/extantz/extantz.h @@ -279,13 +279,18 @@ EAPI void finishIrr(globals *ourGlobals); void overlay_add(globals *ourGlobals); EAPI void Evas_3D_Demo_add(globals *ourGlobals); -Eina_Bool _animate_scene(globals *ourGlobals); +Eina_Bool animateScene(globals *ourGlobals); void Evas_3D_Demo_fini(globals *ourGlobals); Scene_Data *scenriAdd(Evas_Object *win); Evas_3D_Node *cameraAdd(Evas *evas, Scene_Data *scene, Evas_Object *win); Eina_Bool animateCamera(Scene_Data *scene); +Eina_Bool animateScene(globals *ourGlobals); void scenriDel(Scene_Data *scene); +void stuffsSetup(ExtantzStuffs *stuffs, globals *ourGlobals, Scene_Data *scene, int fake); +ExtantzStuffs *addStuffs(char *uuid, char *name, char *description, char *owner, + char *file, MeshType type, float px, float py, float pz, float rx, float ry, float rz, float rw); +void addMaterial(ExtantzStuffs *e, int face, TextureType type, char *file); winFang *filesAdd(globals *ourGlobals, char *path, Eina_Bool multi, Eina_Bool save); void filesShow(winFang *me, Evas_Smart_Cb func, void *data); 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 @@ #include "extantz.h" + +Eina_Bool animateScene(globals *ourGlobals) +{ + ExtantzStuffs *e; + + EINA_CLIST_FOR_EACH_ENTRY(e, &ourGlobals->stuffs, ExtantzStuffs, node) + { + if (e->animateStuffs) e->animateStuffs(e); + } + + return EINA_TRUE; +} + static void _on_mouse_move(void *data, Evas *e EINA_UNUSED, Evas_Object *o, void *einfo) { Scene_Data *scene = data; @@ -159,3 +172,446 @@ void scenriDel(Scene_Data *scene) // eo_unref(scene->root_node); free(scene); } + + +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, +}; + + +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_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; + } + } + } +} + + +void stuffsSetup(ExtantzStuffs *stuffs, globals *ourGlobals, Scene_Data *scene, int fake) +{ + char buf[PATH_MAX]; + Material *m; + Evas_3D_Texture *t, *t1, *ti; + Evas_3D_Material *mi, *mj; + Evas_3D_Mesh *me; + +// TODO - These examples just don't fit neatly into anything I can whip up quickly as a data format. +// So just fake it for now, and expand the data format later. + + // Textures + if (1 == fake) + { + t = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, + evas_3d_texture_data_set(EVAS_3D_COLOR_FORMAT_RGBA, EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels0[0]) + ); + eina_array_push(stuffs->textures, t); + + t1 = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, + evas_3d_texture_data_set(EVAS_3D_COLOR_FORMAT_RGBA, EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels1[0]) + ); + eina_array_push(stuffs->textures, t1); + } + + EINA_INARRAY_FOREACH(stuffs->stuffs.details.mesh->materials, m) + { + snprintf(buf, sizeof(buf), "%s/%s", prefix_data_get(), m->texture); + ti = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, + evas_3d_texture_file_set(buf, NULL), + evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR), // Only for sphere originally. + evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST, EVAS_3D_TEXTURE_FILTER_NEAREST), // Only for sonic originally. + evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT, EVAS_3D_WRAP_MODE_REPEAT) + ); + eina_array_push(stuffs->textures, ti); + } + + // Materials. + if (1 == fake) + { + eina_accessor_data_get(stuffs->aTexture, 0, (void **) &t); + mi = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas, + 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), + evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, t) + ); + eina_array_push(stuffs->materials, mi); + + eina_accessor_data_get(stuffs->aTexture, 1, (void **) &t1); + eina_accessor_data_get(stuffs->aTexture, 2, (void **) &ti); + mj = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas, + 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), + + evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, t1), + evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, ti) + ); + eina_array_push(stuffs->materials, mj); + } + else + { + eina_accessor_data_get(stuffs->aTexture, 0, (void **) &t); + mi = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas, + evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, t), + + 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), // Not for sphere originally. + + 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) + ); + eina_array_push(stuffs->materials, mi); + } + + // Meshes + // TODO - Write real generic cube and sphere stuff later. + if (MT_CUBE == stuffs->stuffs.details.mesh->type) + { + eina_accessor_data_get(stuffs->aMaterial, 0, (void **) &mi); + eina_accessor_data_get(stuffs->aMaterial, 1, (void **) &mj); + me = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas, + 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, mi), + + evas_3d_mesh_frame_add(20), + evas_3d_mesh_frame_material_set(20, mj) + ); + eina_array_push(stuffs->mesh, me); + } + else if (MT_SPHERE == stuffs->stuffs.details.mesh->type) + { + _sphere_init(100); + + eina_accessor_data_get(stuffs->aMaterial, 0, (void **) &mi); + me = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas, + 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, mi), + + evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE) + ); + eina_array_push(stuffs->mesh, me); + } + else + { + eina_accessor_data_get(stuffs->aMaterial, 0, (void **) &mi); + snprintf(buf, sizeof(buf), "%s/%s", prefix_data_get(), stuffs->stuffs.details.mesh->fileName); + me = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas, + evas_3d_mesh_file_set(EVAS_3D_MESH_FILE_TYPE_MD2, buf, NULL), + evas_3d_mesh_frame_material_set(0, mi), + evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG) + ); + eina_array_push(stuffs->mesh, me); + } + + eina_accessor_data_get(stuffs->aMesh, 0, (void **) &me); + stuffs->mesh_node = eo_add_custom(EVAS_3D_NODE_CLASS, ourGlobals->evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH), + eo_key_data_set("Name", stuffs->stuffs.name, NULL), + evas_3d_node_position_set(stuffs->stuffs.details.mesh->pos.x, stuffs->stuffs.details.mesh->pos.y, stuffs->stuffs.details.mesh->pos.z), + 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), + evas_3d_node_mesh_add(me) + ); + + eo_do(scene->root_node, evas_3d_node_member_add(stuffs->mesh_node)); + eina_clist_add_head(&(ourGlobals->stuffs), &(stuffs->node)); +} + +ExtantzStuffs *addStuffs(char *uuid, char *name, char *description, char *owner, + char *file, MeshType type, float px, float py, float pz, float rx, float ry, float rz, float rw) +{ + ExtantzStuffs *result = calloc(1, sizeof(ExtantzStuffs)); + + // TODO - using Eina arrays of any sort seems a bit heavy, might be better to just count and realloc? + result->materials = eina_array_new(3); + result->mesh = eina_array_new(3); + result->textures = eina_array_new(3); + result->aMaterial = eina_array_accessor_new(result->materials); + result->aMesh = eina_array_accessor_new(result->mesh); + result->aTexture = eina_array_accessor_new(result->textures); + result->stuffs.details.mesh = calloc(1, sizeof(Mesh)); + result->stuffs.details.mesh->materials = eina_inarray_new(sizeof(Material), 1); + result->stuffs.details.mesh->parts = eina_inarray_new(sizeof(Mesh), 1); + + strcpy(result->stuffs.UUID, uuid); + strcpy(result->stuffs.name, name); + strcpy(result->stuffs.description, description); + strcpy(result->stuffs.owner, owner); + + strcpy(result->stuffs.details.mesh->fileName, file); + result->stuffs.details.mesh->type = type; + result->stuffs.details.mesh->pos.x = px; result->stuffs.details.mesh->pos.y = py; result->stuffs.details.mesh->pos.z = pz; + 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; + + return result; +} + +void addMaterial(ExtantzStuffs *e, int face, TextureType type, char *file) +{ + Material *result = calloc(1, sizeof(Material)); + + // face -1 means "all of them I think". + result->face = face; + result->type = type; + strcpy(result->texture, file); + eina_inarray_push(e->stuffs.details.mesh->materials, result); +} + +void Evas_3D_Demo_fini(globals *ourGlobals) +{ + free(sphere_vertices); + free(sphere_indices); +} diff --git a/src/libraries/love.h b/src/libraries/love.h index 26fbe06..e99f282 100644 --- a/src/libraries/love.h +++ b/src/libraries/love.h @@ -109,12 +109,14 @@ typedef struct _vec2 typedef enum { + TT_FACE = -2, TT_NORMAL = -1 } TextureType; typedef enum { MT_CUBE, + MT_MESH, MT_SPHERE } MeshType; -- cgit v1.1