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/scenri.c | 456 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 456 insertions(+) (limited to 'src/extantz/scenri.c') 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); +} -- cgit v1.1