From f59af398b6c49126b440a4f1879a36bed5ef3c64 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Fri, 2 May 2014 09:12:57 +1000 Subject: Copy the Evas_3D demo stuff to extantz. --- src/extantz/Evas_3D_demo.c | 722 +++++++++++++++++++++++++++++++++++++++++++++ src/extantz/build.lua | 3 +- src/extantz/extantz.c | 15 +- src/extantz/extantz.h | 7 +- 4 files changed, 731 insertions(+), 16 deletions(-) create mode 100644 src/extantz/Evas_3D_demo.c diff --git a/src/extantz/Evas_3D_demo.c b/src/extantz/Evas_3D_demo.c new file mode 100644 index 0000000..b5b4614 --- /dev/null +++ b/src/extantz/Evas_3D_demo.c @@ -0,0 +1,722 @@ +#include "extantz.h" + + +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) + ); +} + + + +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); +} + +void Evas_3D_Demo_add(globals *ourGlobals) +{ + Evas_Object *obj, *temp; + + _scene_setup(ourGlobals, &ourScene); + + // Add a background image object. + obj = eo_add(ELM_OBJ_IMAGE_CLASS, ourGlobals->win); + eo_do(obj, + evas_obj_size_hint_weight_set(EVAS_HINT_EXPAND, EVAS_HINT_EXPAND), + elm_obj_image_fill_outside_set(EINA_TRUE), + elm_obj_image_file_set("media/sky_01.jpg", NULL), + evas_obj_visibility_set(EINA_TRUE) + ); + 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); +} diff --git a/src/extantz/build.lua b/src/extantz/build.lua index 0bb2a0b..51551e9 100755 --- a/src/extantz/build.lua +++ b/src/extantz/build.lua @@ -23,4 +23,5 @@ runCommand('edje_cc', dir, 'edje_cc ' .. EDJE_FLAGS .. ' extantz.edc ../../medi runCommand('Irrlicht files', dir, 'g++ ' .. CFLAGS .. ' -O3 -ffast-math -c crappisspuke.cpp -o crappisspuke.o ' .. LDFLAGS) runCommand(nil, dir, 'g++ ' .. CFLAGS .. ' -O3 -ffast-math -c CDemo.cpp -o CDemo.o ' .. LDFLAGS) runCommand('extantz', dir, 'g++ ' .. CFLAGS .. ' -O3 -ffast-math -c extantzCamera.cpp -o extantzCamera.o ' .. LDFLAGS) -runCommand(nil, dir, 'gcc ' .. CFLAGS .. ' extantz.c crappisspuke.o CDemo.o extantzCamera.o -o ../../extantz ' .. LDFLAGS .. ' ' .. libs) +runCommand(nil, dir, 'gcc ' .. CFLAGS .. ' -c Evas_3D_demo.c -o Evas_3D_demo.o ' .. LDFLAGS) +runCommand(nil, dir, 'gcc ' .. CFLAGS .. ' extantz.c crappisspuke.o CDemo.o extantzCamera.o Evas_3D_demo.o -o ../../extantz ' .. LDFLAGS .. ' ' .. libs) diff --git a/src/extantz/extantz.c b/src/extantz/extantz.c index 1176bb9..7eec6dd 100644 --- a/src/extantz/extantz.c +++ b/src/extantz/extantz.c @@ -902,7 +902,7 @@ static void init_evas_gl(GLData *gld) evas_object_show(gld->r1); elm_box_pack_end(gld->bx, gld->r1); - evas_object_event_callback_add(gld->r1, EVAS_CALLBACK_MOUSE_DOWN, _cb_mouse_down_GL, gld); +// evas_object_event_callback_add(gld->r1, EVAS_CALLBACK_MOUSE_DOWN, _cb_mouse_down_GL, gld); // evas_object_event_callback_add(gld->r1, EVAS_CALLBACK_KEY_DOWN, _on_camera_input_down, gld); // evas_object_event_callback_add(gld->r1, EVAS_CALLBACK_KEY_UP, _on_camera_input_up, gld); #endif @@ -1423,6 +1423,7 @@ EAPI_MAIN int elm_main(int argc, char **argv) elm_config_preferred_engine_set("opengl_x11"); gld->win = elm_win_add(NULL, "extantz", ELM_WIN_BASIC); gld->win = elm_win_util_standard_add("extantz", "extantz virtual world viewer"); + ourGlobals.win = gld->win; // Set preferred engine back to default from config elm_config_preferred_engine_set(NULL); @@ -1456,17 +1457,7 @@ EAPI_MAIN int elm_main(int argc, char **argv) elm_win_resize_object_add(gld->win, obj); eo_unref(obj); - // Note, we don't need an Elm_bg, the entire thing gets covered with the GL rendering surface anyway. -#if 0 - bg = elm_bg_add(gld->win); - elm_bg_load_size_set(bg, gld->win_w, gld->win_h); - elm_bg_option_set(bg, ELM_BG_OPTION_CENTER); - snprintf(buf, sizeof(buf), "%s/sky_03.jpg", elm_app_data_dir_get()); - elm_bg_file_set(bg, buf, NULL); - evas_object_size_hint_weight_set(bg, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND); - elm_win_resize_object_add(gld->win, bg); - evas_object_show(bg); -#endif + Evas_3D_Demo_add(&ourGlobals); gld->bx = elm_box_add(gld->win); evas_object_size_hint_weight_set(gld->bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND); diff --git a/src/extantz/extantz.h b/src/extantz/extantz.h index 9a27481..ba30405 100644 --- a/src/extantz/extantz.h +++ b/src/extantz/extantz.h @@ -1,9 +1,9 @@ #define USE_EO 0 -#define USE_PHYSICS 1 +#define USE_PHYSICS 0 #define USE_EGL 1 // If using Evas_GL, though it might be via Elm. #define USE_ELM_GL 1 -#define USE_IRR 1 -#define USE_DEMO 1 +#define USE_IRR 0 +#define USE_DEMO 0 #define DO_GEARS 0 @@ -205,6 +205,7 @@ EAPI int startIrr(GLData *gld); EAPI void drawIrr_start(GLData *gld); EAPI void drawIrr_end(GLData *gld); EAPI void finishIrr(GLData *gld); +EAPI void Evas_3D_Demo_add(globals *ourGlobals); #ifdef __cplusplus } -- cgit v1.1