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
 }
-- 
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