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authorCedric Bail <cedric.bail@free.fr>2014-05-10 12:00:34 +0200
committerCedric Bail <cedric.bail@free.fr>2014-05-10 12:04:12 +0200
commit4f1ace788942da3167a5076b60ac57c499190fb8 (patch)
tree89a06a2d8452b591342e760aedd38813e6a50441
parent2042bdf9221cb136bbb12308477633668bba5235 (diff)
downloadefl-4f1ace788942da3167a5076b60ac57c499190fb8.tar.gz
evas: move the type and enum of Evas_3D into the unstable part of the API.
I am concerned that we do duplicate the color format of a texture insteed of reusing the colorspace enum from Evas (that already exist). I believe this is a side effect of not using Evas_GL_Image for texture. This let me think that I wont allow this API out of BETA until we reduce duplication by using Evas_GL_Image as it seems it will also impact the public API of Evas_3D.
-rw-r--r--src/lib/evas/Evas_Common.h536
-rw-r--r--src/lib/evas/Evas_Eo.h541
2 files changed, 539 insertions, 538 deletions
diff --git a/src/lib/evas/Evas_Common.h b/src/lib/evas/Evas_Common.h
index 175aeee4da..e9abd7368b 100644
--- a/src/lib/evas/Evas_Common.h
+++ b/src/lib/evas/Evas_Common.h
@@ -5291,539 +5291,3 @@ EAPI const Eina_List *evas_font_path_global_list(void) EINA_WARN_UNUSED_R
* @}
*/
-
- /**
- * @defgroup Evas_3D Evas 3D Extensions
- *
- * Evas extension to support 3D rendering.
- *
- * @ingroup Evas
- */
-
-/**
- * @page evas_3d_main Evas 3D
- *
- * @since 1.10
- *
- * @section toc Table of Contents
- *
- * @li @ref evas_3d_intro
- * @li @ref evas_3d_example
- *
- * @section evas_3d_intro Introduction
- *
- * Evas 3D is an extension to support 3D scene graph rendering into 2D Evas
- * canvas supporting typicall tree-based scene graph manipulation and other 3D
- * graphics rendering techniques.
- *
- * Evas 3D provides 3D objects which are used for describing 3D scene and APIs
- * to connect the scene with an evas image object so that the scene is rendered
- * on that image object.
- *
- * Contruction of a 3D scene is process of locating desired cameras, lights and
- * meshes in the scene. Typically the scene is structured with some hierarchical
- * data structure. Evas 3D support n-ary tree structure for describing the
- * scene. Node is used to build the tree representation of the scene. Other
- * objects, like camera, light and mesh can be located in the scene by being
- * contained in a node.
- *
- * Like other 3D graphics engine, Evas 3D support standard 3D rendering method
- * like flat shading, phong shading and normal map and other features like
- * texture mapping, triangle meshes.
- *
- * Besides all the traditional 3D rendering things, one of the key feature of
- * the Evas 3D is that it is able to use existing evas objects as textures
- * inside of the 3D scene. "Existing evas objects" means all the EFL widgets
- * and applications. By supporting this, it is easy to make 3D version of an
- * application without modifying the original source that much.
- *
- * Also, 3D scene can be located on the canvas naturally stacked with existing
- * evas objects. This can make it possible putting 3D things into existing 2D
- * application layouts.
- *
- * @section evas_3d_example Introductory Example
- *
- * @include evas-3d-cube.c
- */
-
-/**
- * @defgroup Evas_3D_Types Types & Enums
- * @ingroup Evas_3D
- *
- * Primitive type definitions and enumations.
- */
-
-/**
- * @defgroup Evas_3D_Object Generic 3D Object Descriptions
- * @ingroup Evas_3D
- *
- * Evas 3D object is a generic type of all evas 3D objects like scene, node,
- * camera, light, mesh, texture and material. Evas 3D object is basically
- * reference counted. Any successful function call on an object which make a
- * reference to an another object will increase the reference count. When the
- * reference count gets to 0, the object will be actually deleted.
- *
- * Any modifications are automatically propagated to other objects referencing
- * the modified objects. As a result, if the scene object is set to modified
- * state, all image objects having the scene as a rendering source are marked
- * as dirty, so that rendering will be updated at next frame. But all these
- * things are done internally, so feel free to forget about calling some kind
- * of update functions.
- */
-
-/**
- * @defgroup Evas_3D_Scene Scene Object
- * @ingroup Evas_3D
- *
- * A scene represents a captured image of a scene graph through its viewing
- * camera. A scene can be set to an image object to be displayed on the Evas
- * canvas by using evas_object_image_scene_set() function.
- */
-
-/**
- * @defgroup Evas_3D_Node Node Object
- * @ingroup Evas_3D
- *
- * A node is used for hierarchical construction of a scene graph. Evas 3D
- * provides n-ary tree structure for the scene graph construction. A node has
- * its position, orientation and scale. Other objects, like camera, light and
- * mesh can be contained in a node to be located in a 3D space.
- */
-
-/**
- * @defgroup Evas_3D_Camera Camera Object
- * @ingroup Evas_3D
- *
- * A camera object is used for taking a picture of a scene graph. A camera
- * object itself is just a set of properties on how the camera should take the
- * picture (like focus length and film size of the real world cameras). To be
- * able to take a shot of the scene, a camera should be located in the scene, so
- * that it has its viewing position and direction. It is done by containing the
- * camera on a node. If one wants to locate several cameras having same
- * properties, instead of creating multiple cameras, just create one camera and
- * multiple nodes containing the camera and locate them at each desired position
- * and direction. Just for convinience, use evas_3d_node_position_set() to move
- * the camera to desired position and use evas_3d_node_look_at_set() to adjust
- * the viewing direction of the camera.
- */
-
-/**
- * @defgroup Evas_3D_Light Light Object
- * @ingroup Evas_3D
- *
- * A light object represents a set of properties of a light source. Evas 3D
- * provides standard reflection model that of ambient, diffuse and specular
- * reflection model. Also, Evas 3D support 3 types of light model, directional,
- * point and spot light. Light position and direction is determined by the node
- * containing the light.
- */
-
-/**
- * @defgroup Evas_3D_Mesh Mesh Object
- * @ingroup Evas_3D
- *
- * A mesh object is a set of information on a visible geometrical object like
- * character model, terrain or other structures and entities. Evas 3D support
- * key-frame-based mesh animation, so a mesh can have multiple frames and each
- * frame has its own material and geometric data. Like other data objects, a
- * mesh can be located on a scene by being contained in a node. The mesh is
- * transformed from its modeling coordinate space into the node's coordinate
- * space. Also, the frame number is saved in the containing node. So, one can
- * locate multiple nodes having same mesh object with different animation frame
- * and transform. Unlike camera and light object, multiple meshes can be
- * contained in a single node.
- */
-
-/**
- * @defgroup Evas_3D_Texture Texture Object
- * @ingroup Evas_3D
- *
- * A texture object is an image represents material of surfaces. A texture can
- * be set to a slot of Evas_3D_Material by using evas_3d_material_texture_set()
- * function. The data of a texture can be loaded from memory, file and other
- * Evas_Object.
- */
-
-/**
- * @defgroup Evas_3D_Material Material Object
- * @ingroup Evas_3D
- *
- * A material object represents properties of surfaces. Evas 3D defines the
- * properties with 5 material attributes, ambient, diffuse, specular emission
- * and normal. Each attribute have its color value and texture map. Materials
- * are used to determine the color of mesh surfaces.
- */
-
-/**
- * @typedef Evas_Real
- *
- * Floating-point data type
- *
- * Evas 3D use its own floating-point type. Even though it's a standard IEEE
- * 754 floating-point type always use Evas_Real for the type safety. Double
- * precision and fixed-point types will be useful but it's not supported yet.
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef double Evas_Real;
-
-
-/**
- * @typedef Evas_3D_Object
- *
- * 3D Object object handle
- *
- * @since 1.10
- * @ingroup Evas_3D_Object
- */
-typedef Eo Evas_3D_Object;
-
-/**
- * @typedef Evas_3D_Scene
- *
- * Scene object handle
- *
- * @since 1.10
- * @ingroup Evas_3D_Scene
- */
-typedef Eo Evas_3D_Scene;
-
-/**
- * @typedef Evas_3D_Node
- *
- * Node object handle
- *
- * @since 1.10
- * @ingroup Evas_3D_Node
- */
-typedef Eo Evas_3D_Node;
-
-/**
- * @typedef Evas_3D_Camera
- *
- * Camera object handle
- *
- * @since 1.10
- * @ingroup Evas_3D_Camera
- */
-typedef Eo Evas_3D_Camera;
-
-/**
- * @typedef Evas_3D_Light
- *
- * Light object handle
- *
- * @since 1.10
- * @ingroup Evas_3D_Light
- */
-typedef Eo Evas_3D_Light;
-
-/**
- * @typedef Evas_3D_Mesh
- *
- * Mesh object handle
- *
- * @since 1.10
- * @ingroup Evas_3D_Mesh
- */
-typedef Eo Evas_3D_Mesh;
-
-/**
- * @typedef Evas_3D_Texture
- *
- * Texture object handle
- *
- * @since 1.10
- * @ingroup Evas_3D_Texture
- */
-typedef Eo Evas_3D_Texture;
-
-/**
- * @typedef Evas_3D_Material
- *
- * Material object handle
- *
- * @since 1.10
- * @ingroup Evas_3D_Material
- */
-typedef Eo Evas_3D_Material;
-
-/**
- * Type of 3D Object
- *
- * @since 1.10
- * @ingroup Evas_3D_Type
- */
-typedef enum _Evas_3D_Object_Type
-{
- EVAS_3D_OBJECT_TYPE_INVALID = 0,
- EVAS_3D_OBJECT_TYPE_SCENE,
- EVAS_3D_OBJECT_TYPE_NODE,
- EVAS_3D_OBJECT_TYPE_CAMERA,
- EVAS_3D_OBJECT_TYPE_LIGHT,
- EVAS_3D_OBJECT_TYPE_MODEL,
- EVAS_3D_OBJECT_TYPE_MESH,
- EVAS_3D_OBJECT_TYPE_TEXTURE,
- EVAS_3D_OBJECT_TYPE_MATERIAL,
-} Evas_3D_Object_Type;
-
-/**
- * State of the Evas 3D
- *
- * @since 1.10
- * @ingroup Evas_3D_Type
- */
-typedef enum _Evas_3D_State
-{
- EVAS_3D_STATE_MAX = 16,
-
- EVAS_3D_STATE_ANY = 0,
-
- EVAS_3D_STATE_SCENE_ROOT_NODE = 1,
- EVAS_3D_STATE_SCENE_CAMERA_NODE,
- EVAS_3D_STATE_SCENE_BACKGROUND_COLOR,
- EVAS_3D_STATE_SCENE_SIZE,
-
- EVAS_3D_STATE_TEXTURE_DATA = 1,
- EVAS_3D_STATE_TEXTURE_WRAP,
- EVAS_3D_STATE_TEXTURE_FILTER,
-
- EVAS_3D_STATE_MATERIAL_ID = 1,
- EVAS_3D_STATE_MATERIAL_COLOR,
- EVAS_3D_STATE_MATERIAL_TEXTURE,
-
- EVAS_3D_STATE_MESH_VERTEX_COUNT = 1,
- EVAS_3D_STATE_MESH_FRAME,
- EVAS_3D_STATE_MESH_MATERIAL,
- EVAS_3D_STATE_MESH_TRANSFORM,
- EVAS_3D_STATE_MESH_VERTEX_DATA,
- EVAS_3D_STATE_MESH_INDEX_DATA,
- EVAS_3D_STATE_MESH_VERTEX_ASSEMBLY,
- EVAS_3D_STATE_MESH_SHADE_MODE,
-
- EVAS_3D_STATE_CAMERA_PROJECTION = 1,
-
- EVAS_3D_STATE_LIGHT_AMBIENT = 1,
- EVAS_3D_STATE_LIGHT_DIFFUSE,
- EVAS_3D_STATE_LIGHT_SPECULAR,
- EVAS_3D_STATE_LIGHT_SPOT_DIR,
- EVAS_3D_STATE_LIGHT_SPOT_EXP,
- EVAS_3D_STATE_LIGHT_SPOT_CUTOFF,
- EVAS_3D_STATE_LIGHT_ATTENUATION,
-
- EVAS_3D_STATE_NODE_TRANSFORM = 1,
- EVAS_3D_STATE_NODE_MESH_GEOMETRY,
- EVAS_3D_STATE_NODE_MESH_MATERIAL,
- EVAS_3D_STATE_NODE_MESH_FRAME,
- EVAS_3D_STATE_NODE_MESH_SHADE_MODE,
- EVAS_3D_STATE_NODE_MESH_MATERIAL_ID,
- EVAS_3D_STATE_NODE_LIGHT,
- EVAS_3D_STATE_NODE_CAMERA,
- EVAS_3D_STATE_NODE_PARENT,
- EVAS_3D_STATE_NODE_MEMBER,
-} Evas_3D_State;
-
-/**
- * Transform space
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef enum _Evas_3D_Space
-{
- EVAS_3D_SPACE_LOCAL = 0, /**< Local coordinate space */
- EVAS_3D_SPACE_PARENT, /**< Parent coordinate space */
- EVAS_3D_SPACE_WORLD, /**< World coordinate space */
-} Evas_3D_Space;
-
-/**
- * Types of a node
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef enum _Evas_3D_Node_Type
-{
- EVAS_3D_NODE_TYPE_NODE = 0, /**< Node with no items */
- EVAS_3D_NODE_TYPE_CAMERA, /**< Node which can contain camera object */
- EVAS_3D_NODE_TYPE_LIGHT, /**< Node which can contain light object */
- EVAS_3D_NODE_TYPE_MESH, /**< Node which can contain mesh objects */
-} Evas_3D_Node_Type;
-
-/**
- * Vertex attribute IDs
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef enum _Evas_3D_Vertex_Attrib
-{
- EVAS_3D_VERTEX_POSITION = 0, /**< Vertex position */
- EVAS_3D_VERTEX_NORMAL, /**< Vertex normal */
- EVAS_3D_VERTEX_TANGENT, /**< Vertex tangent (for normal mapping) */
- EVAS_3D_VERTEX_COLOR, /**< Vertex color */
- EVAS_3D_VERTEX_TEXCOORD, /**< Vertex texture coordinate */
-} Evas_3D_Vertex_Attrib;
-
-/**
- * Index formats
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef enum _Evas_3D_Index_Format
-{
- EVAS_3D_INDEX_FORMAT_NONE = 0, /**< Indexing is not used */
- EVAS_3D_INDEX_FORMAT_UNSIGNED_BYTE, /**< Index is of type unsigned byte */
- EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT /**< Index is of type unsigned short */
-} Evas_3D_Index_Format;
-
-/**
- * Vertex assembly modes
- *
- * Vertex assembly represents how the vertices are organized into geometric
- * primitives.
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef enum _Evas_3D_Vertex_Assembly
-{
- /**< A vertex is rendered as a point */
- EVAS_3D_VERTEX_ASSEMBLY_POINTS = 0,
- /**< Two vertices are organized as a line */
- EVAS_3D_VERTEX_ASSEMBLY_LINES,
- /**< Vertices are organized as a connected line path */
- EVAS_3D_VERTEX_ASSEMBLY_LINE_STRIP,
- /**< Vertices are organized as a closed line path */
- EVAS_3D_VERTEX_ASSEMBLY_LINE_LOOP,
- /**< Three vertices are organized as a triangle */
- EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES,
- /**< Vertices are organized as connected triangles */
- EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_STRIP,
- /**< Vertices are organized as a triangle fan */
- EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_FAN,
-} Evas_3D_Vertex_Assembly;
-
-/**
- * Color formats of pixel data
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef enum _Evas_3D_Color_Format
-{
- /**< Color contains full components, red, green, blue and alpha */
- EVAS_3D_COLOR_FORMAT_RGBA = 0,
- /**< Color contains only red, green and blue components */
- EVAS_3D_COLOR_FORMAT_RGB,
- /**< Color contains only alpha component */
- EVAS_3D_COLOR_FORMAT_ALPHA
-} Evas_3D_Color_Format;
-
-/**
- * Pixel formats
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef enum _Evas_3D_Pixel_Format
-{
- /**< 8-bit pixel with single component */
- EVAS_3D_PIXEL_FORMAT_8 = 0,
- /**< 16-bit pixel with three components (5-6-5 bit) */
- EVAS_3D_PIXEL_FORMAT_565,
- /**< 24-bit pixel with three 8-bit components */
- EVAS_3D_PIXEL_FORMAT_888,
- /**< 32-bit pixel with four 8-bit components */
- EVAS_3D_PIXEL_FORMAT_8888,
- /**< 16-bit pixel with four 4-bit components */
- EVAS_3D_PIXEL_FORMAT_4444,
- /**< 16-bit pixel with four components (5-5-5-1 bit) */
- EVAS_3D_PIXEL_FORMAT_5551
-} Evas_3D_Pixel_Format;
-
-/**
- * Wrap modes
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef enum _Evas_3D_Wrap_Mode
-{
- /**< Values will be clamped to be in range [min, max] */
- EVAS_3D_WRAP_MODE_CLAMP = 0,
- /**< Values will be repeated */
- EVAS_3D_WRAP_MODE_REPEAT,
- /**< Values will be repeated in a reflected manner */
- EVAS_3D_WRAP_MODE_REFLECT
-} Evas_3D_Wrap_Mode;
-
-/**
- * Texture filters
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef enum _Evas_3D_Texture_Filter
-{
- /**< Samples nearest texel */
- EVAS_3D_TEXTURE_FILTER_NEAREST = 0,
- /**< Lineary interpolate nearby texels */
- EVAS_3D_TEXTURE_FILTER_LINEAR,
- /**< Nearest sampling mipmap */
- EVAS_3D_TEXTURE_FILTER_NEAREST_MIPMAP_NEAREST,
- /**< Nearest sampling mipmap and interpolate */
- EVAS_3D_TEXTURE_FILTER_LINEAR_MIPMAP_NEAREST,
- /**< Linear sampling in nearest mipmap */
- EVAS_3D_TEXTURE_FILTER_NEAREST_MIPMAP_LINEAR,
- /**< Linear sampling in mipmap and interpolate */
- EVAS_3D_TEXTURE_FILTER_LINEAR_MIPMAP_LINEAR
-} Evas_3D_Texture_Filter;
-
-/**
- * Shade modes
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef enum _Evas_3D_Shade_Mode
-{
- /**< Shaded using vertex color attribute */
- EVAS_3D_SHADE_MODE_VERTEX_COLOR = 0,
- /**< Shaded using material diffuse term */
- EVAS_3D_SHADE_MODE_DIFFUSE,
- /**< Per-vertex flat lighting */
- EVAS_3D_SHADE_MODE_FLAT,
- /**< Per-pixel phong shading */
- EVAS_3D_SHADE_MODE_PHONG,
- /**< Per-pixel normal map shading */
- EVAS_3D_SHADE_MODE_NORMAL_MAP
-} Evas_3D_Shade_Mode;
-
-/**
- * Material attributes
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef enum _Evas_3D_Material_Attrib
-{
- EVAS_3D_MATERIAL_AMBIENT = 0, /**< Ambient term */
- EVAS_3D_MATERIAL_DIFFUSE, /**< Diffuse term */
- EVAS_3D_MATERIAL_SPECULAR, /**< Specular term */
- EVAS_3D_MATERIAL_EMISSION, /**< Emission term */
- EVAS_3D_MATERIAL_NORMAL, /**< Normal map term */
-} Evas_3D_Material_Attrib;
-
-/**
- * Mesh file type
- *
- * @since 1.10
- * @ingroup Evas_3D_Types
- */
-typedef enum _Evas_3D_Mesh_File_Type
-{
- EVAS_3D_MESH_FILE_TYPE_MD2 = 0, /**< Quake's MD2 mesh file format */
-} Evas_3D_Mesh_File_Type;
diff --git a/src/lib/evas/Evas_Eo.h b/src/lib/evas/Evas_Eo.h
index 5b44d1047c..3b53aedf21 100644
--- a/src/lib/evas/Evas_Eo.h
+++ b/src/lib/evas/Evas_Eo.h
@@ -208,10 +208,547 @@ EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_RENDER_POST;
#include "canvas/evas_object.eo.h"
-#include "canvas/evas_image.eo.h"
-
#include "canvas/evas_out.eo.h"
+
+ /**
+ * @defgroup Evas_3D Evas 3D Extensions
+ *
+ * Evas extension to support 3D rendering.
+ *
+ * @ingroup Evas
+ */
+
+/**
+ * @page evas_3d_main Evas 3D
+ *
+ * @since 1.10
+ *
+ * @section toc Table of Contents
+ *
+ * @li @ref evas_3d_intro
+ * @li @ref evas_3d_example
+ *
+ * @section evas_3d_intro Introduction
+ *
+ * Evas 3D is an extension to support 3D scene graph rendering into 2D Evas
+ * canvas supporting typicall tree-based scene graph manipulation and other 3D
+ * graphics rendering techniques.
+ *
+ * Evas 3D provides 3D objects which are used for describing 3D scene and APIs
+ * to connect the scene with an evas image object so that the scene is rendered
+ * on that image object.
+ *
+ * Contruction of a 3D scene is process of locating desired cameras, lights and
+ * meshes in the scene. Typically the scene is structured with some hierarchical
+ * data structure. Evas 3D support n-ary tree structure for describing the
+ * scene. Node is used to build the tree representation of the scene. Other
+ * objects, like camera, light and mesh can be located in the scene by being
+ * contained in a node.
+ *
+ * Like other 3D graphics engine, Evas 3D support standard 3D rendering method
+ * like flat shading, phong shading and normal map and other features like
+ * texture mapping, triangle meshes.
+ *
+ * Besides all the traditional 3D rendering things, one of the key feature of
+ * the Evas 3D is that it is able to use existing evas objects as textures
+ * inside of the 3D scene. "Existing evas objects" means all the EFL widgets
+ * and applications. By supporting this, it is easy to make 3D version of an
+ * application without modifying the original source that much.
+ *
+ * Also, 3D scene can be located on the canvas naturally stacked with existing
+ * evas objects. This can make it possible putting 3D things into existing 2D
+ * application layouts.
+ *
+ * @section evas_3d_example Introductory Example
+ *
+ * @include evas-3d-cube.c
+ */
+
+/**
+ * @defgroup Evas_3D_Types Types & Enums
+ * @ingroup Evas_3D
+ *
+ * Primitive type definitions and enumations.
+ */
+
+/**
+ * @defgroup Evas_3D_Object Generic 3D Object Descriptions
+ * @ingroup Evas_3D
+ *
+ * Evas 3D object is a generic type of all evas 3D objects like scene, node,
+ * camera, light, mesh, texture and material. Evas 3D object is basically
+ * reference counted. Any successful function call on an object which make a
+ * reference to an another object will increase the reference count. When the
+ * reference count gets to 0, the object will be actually deleted.
+ *
+ * Any modifications are automatically propagated to other objects referencing
+ * the modified objects. As a result, if the scene object is set to modified
+ * state, all image objects having the scene as a rendering source are marked
+ * as dirty, so that rendering will be updated at next frame. But all these
+ * things are done internally, so feel free to forget about calling some kind
+ * of update functions.
+ */
+
+/**
+ * @defgroup Evas_3D_Scene Scene Object
+ * @ingroup Evas_3D
+ *
+ * A scene represents a captured image of a scene graph through its viewing
+ * camera. A scene can be set to an image object to be displayed on the Evas
+ * canvas by using evas_object_image_scene_set() function.
+ */
+
+/**
+ * @defgroup Evas_3D_Node Node Object
+ * @ingroup Evas_3D
+ *
+ * A node is used for hierarchical construction of a scene graph. Evas 3D
+ * provides n-ary tree structure for the scene graph construction. A node has
+ * its position, orientation and scale. Other objects, like camera, light and
+ * mesh can be contained in a node to be located in a 3D space.
+ */
+
+/**
+ * @defgroup Evas_3D_Camera Camera Object
+ * @ingroup Evas_3D
+ *
+ * A camera object is used for taking a picture of a scene graph. A camera
+ * object itself is just a set of properties on how the camera should take the
+ * picture (like focus length and film size of the real world cameras). To be
+ * able to take a shot of the scene, a camera should be located in the scene, so
+ * that it has its viewing position and direction. It is done by containing the
+ * camera on a node. If one wants to locate several cameras having same
+ * properties, instead of creating multiple cameras, just create one camera and
+ * multiple nodes containing the camera and locate them at each desired position
+ * and direction. Just for convinience, use evas_3d_node_position_set() to move
+ * the camera to desired position and use evas_3d_node_look_at_set() to adjust
+ * the viewing direction of the camera.
+ */
+
+/**
+ * @defgroup Evas_3D_Light Light Object
+ * @ingroup Evas_3D
+ *
+ * A light object represents a set of properties of a light source. Evas 3D
+ * provides standard reflection model that of ambient, diffuse and specular
+ * reflection model. Also, Evas 3D support 3 types of light model, directional,
+ * point and spot light. Light position and direction is determined by the node
+ * containing the light.
+ */
+
+/**
+ * @defgroup Evas_3D_Mesh Mesh Object
+ * @ingroup Evas_3D
+ *
+ * A mesh object is a set of information on a visible geometrical object like
+ * character model, terrain or other structures and entities. Evas 3D support
+ * key-frame-based mesh animation, so a mesh can have multiple frames and each
+ * frame has its own material and geometric data. Like other data objects, a
+ * mesh can be located on a scene by being contained in a node. The mesh is
+ * transformed from its modeling coordinate space into the node's coordinate
+ * space. Also, the frame number is saved in the containing node. So, one can
+ * locate multiple nodes having same mesh object with different animation frame
+ * and transform. Unlike camera and light object, multiple meshes can be
+ * contained in a single node.
+ */
+
+/**
+ * @defgroup Evas_3D_Texture Texture Object
+ * @ingroup Evas_3D
+ *
+ * A texture object is an image represents material of surfaces. A texture can
+ * be set to a slot of Evas_3D_Material by using evas_3d_material_texture_set()
+ * function. The data of a texture can be loaded from memory, file and other
+ * Evas_Object.
+ */
+
+/**
+ * @defgroup Evas_3D_Material Material Object
+ * @ingroup Evas_3D
+ *
+ * A material object represents properties of surfaces. Evas 3D defines the
+ * properties with 5 material attributes, ambient, diffuse, specular emission
+ * and normal. Each attribute have its color value and texture map. Materials
+ * are used to determine the color of mesh surfaces.
+ */
+
+/**
+ * @typedef Evas_Real
+ *
+ * Floating-point data type
+ *
+ * Evas 3D use its own floating-point type. Even though it's a standard IEEE
+ * 754 floating-point type always use Evas_Real for the type safety. Double
+ * precision and fixed-point types will be useful but it's not supported yet.
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef double Evas_Real;
+
+
+/**
+ * @typedef Evas_3D_Object
+ *
+ * 3D Object object handle
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Object
+ */
+typedef Eo Evas_3D_Object;
+
+/**
+ * @typedef Evas_3D_Scene
+ *
+ * Scene object handle
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Scene
+ */
+typedef Eo Evas_3D_Scene;
+
+/**
+ * @typedef Evas_3D_Node
+ *
+ * Node object handle
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Node
+ */
+typedef Eo Evas_3D_Node;
+
+/**
+ * @typedef Evas_3D_Camera
+ *
+ * Camera object handle
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Camera
+ */
+typedef Eo Evas_3D_Camera;
+
+/**
+ * @typedef Evas_3D_Light
+ *
+ * Light object handle
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Light
+ */
+typedef Eo Evas_3D_Light;
+
+/**
+ * @typedef Evas_3D_Mesh
+ *
+ * Mesh object handle
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Mesh
+ */
+typedef Eo Evas_3D_Mesh;
+
+/**
+ * @typedef Evas_3D_Texture
+ *
+ * Texture object handle
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Texture
+ */
+typedef Eo Evas_3D_Texture;
+
+/**
+ * @typedef Evas_3D_Material
+ *
+ * Material object handle
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Material
+ */
+typedef Eo Evas_3D_Material;
+
+/**
+ * Type of 3D Object
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Type
+ */
+typedef enum _Evas_3D_Object_Type
+{
+ EVAS_3D_OBJECT_TYPE_INVALID = 0,
+ EVAS_3D_OBJECT_TYPE_SCENE,
+ EVAS_3D_OBJECT_TYPE_NODE,
+ EVAS_3D_OBJECT_TYPE_CAMERA,
+ EVAS_3D_OBJECT_TYPE_LIGHT,
+ EVAS_3D_OBJECT_TYPE_MODEL,
+ EVAS_3D_OBJECT_TYPE_MESH,
+ EVAS_3D_OBJECT_TYPE_TEXTURE,
+ EVAS_3D_OBJECT_TYPE_MATERIAL,
+} Evas_3D_Object_Type;
+
+/**
+ * State of the Evas 3D
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Type
+ */
+typedef enum _Evas_3D_State
+{
+ EVAS_3D_STATE_MAX = 16,
+
+ EVAS_3D_STATE_ANY = 0,
+
+ EVAS_3D_STATE_SCENE_ROOT_NODE = 1,
+ EVAS_3D_STATE_SCENE_CAMERA_NODE,
+ EVAS_3D_STATE_SCENE_BACKGROUND_COLOR,
+ EVAS_3D_STATE_SCENE_SIZE,
+
+ EVAS_3D_STATE_TEXTURE_DATA = 1,
+ EVAS_3D_STATE_TEXTURE_WRAP,
+ EVAS_3D_STATE_TEXTURE_FILTER,
+
+ EVAS_3D_STATE_MATERIAL_ID = 1,
+ EVAS_3D_STATE_MATERIAL_COLOR,
+ EVAS_3D_STATE_MATERIAL_TEXTURE,
+
+ EVAS_3D_STATE_MESH_VERTEX_COUNT = 1,
+ EVAS_3D_STATE_MESH_FRAME,
+ EVAS_3D_STATE_MESH_MATERIAL,
+ EVAS_3D_STATE_MESH_TRANSFORM,
+ EVAS_3D_STATE_MESH_VERTEX_DATA,
+ EVAS_3D_STATE_MESH_INDEX_DATA,
+ EVAS_3D_STATE_MESH_VERTEX_ASSEMBLY,
+ EVAS_3D_STATE_MESH_SHADE_MODE,
+
+ EVAS_3D_STATE_CAMERA_PROJECTION = 1,
+
+ EVAS_3D_STATE_LIGHT_AMBIENT = 1,
+ EVAS_3D_STATE_LIGHT_DIFFUSE,
+ EVAS_3D_STATE_LIGHT_SPECULAR,
+ EVAS_3D_STATE_LIGHT_SPOT_DIR,
+ EVAS_3D_STATE_LIGHT_SPOT_EXP,
+ EVAS_3D_STATE_LIGHT_SPOT_CUTOFF,
+ EVAS_3D_STATE_LIGHT_ATTENUATION,
+
+ EVAS_3D_STATE_NODE_TRANSFORM = 1,
+ EVAS_3D_STATE_NODE_MESH_GEOMETRY,
+ EVAS_3D_STATE_NODE_MESH_MATERIAL,
+ EVAS_3D_STATE_NODE_MESH_FRAME,
+ EVAS_3D_STATE_NODE_MESH_SHADE_MODE,
+ EVAS_3D_STATE_NODE_MESH_MATERIAL_ID,
+ EVAS_3D_STATE_NODE_LIGHT,
+ EVAS_3D_STATE_NODE_CAMERA,
+ EVAS_3D_STATE_NODE_PARENT,
+ EVAS_3D_STATE_NODE_MEMBER,
+} Evas_3D_State;
+
+/**
+ * Transform space
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef enum _Evas_3D_Space
+{
+ EVAS_3D_SPACE_LOCAL = 0, /**< Local coordinate space */
+ EVAS_3D_SPACE_PARENT, /**< Parent coordinate space */
+ EVAS_3D_SPACE_WORLD, /**< World coordinate space */
+} Evas_3D_Space;
+
+/**
+ * Types of a node
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef enum _Evas_3D_Node_Type
+{
+ EVAS_3D_NODE_TYPE_NODE = 0, /**< Node with no items */
+ EVAS_3D_NODE_TYPE_CAMERA, /**< Node which can contain camera object */
+ EVAS_3D_NODE_TYPE_LIGHT, /**< Node which can contain light object */
+ EVAS_3D_NODE_TYPE_MESH, /**< Node which can contain mesh objects */
+} Evas_3D_Node_Type;
+
+/**
+ * Vertex attribute IDs
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef enum _Evas_3D_Vertex_Attrib
+{
+ EVAS_3D_VERTEX_POSITION = 0, /**< Vertex position */
+ EVAS_3D_VERTEX_NORMAL, /**< Vertex normal */
+ EVAS_3D_VERTEX_TANGENT, /**< Vertex tangent (for normal mapping) */
+ EVAS_3D_VERTEX_COLOR, /**< Vertex color */
+ EVAS_3D_VERTEX_TEXCOORD, /**< Vertex texture coordinate */
+} Evas_3D_Vertex_Attrib;
+
+/**
+ * Index formats
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef enum _Evas_3D_Index_Format
+{
+ EVAS_3D_INDEX_FORMAT_NONE = 0, /**< Indexing is not used */
+ EVAS_3D_INDEX_FORMAT_UNSIGNED_BYTE, /**< Index is of type unsigned byte */
+ EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT /**< Index is of type unsigned short */
+} Evas_3D_Index_Format;
+
+/**
+ * Vertex assembly modes
+ *
+ * Vertex assembly represents how the vertices are organized into geometric
+ * primitives.
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef enum _Evas_3D_Vertex_Assembly
+{
+ /**< A vertex is rendered as a point */
+ EVAS_3D_VERTEX_ASSEMBLY_POINTS = 0,
+ /**< Two vertices are organized as a line */
+ EVAS_3D_VERTEX_ASSEMBLY_LINES,
+ /**< Vertices are organized as a connected line path */
+ EVAS_3D_VERTEX_ASSEMBLY_LINE_STRIP,
+ /**< Vertices are organized as a closed line path */
+ EVAS_3D_VERTEX_ASSEMBLY_LINE_LOOP,
+ /**< Three vertices are organized as a triangle */
+ EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES,
+ /**< Vertices are organized as connected triangles */
+ EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_STRIP,
+ /**< Vertices are organized as a triangle fan */
+ EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_FAN,
+} Evas_3D_Vertex_Assembly;
+
+/**
+ * Color formats of pixel data
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef enum _Evas_3D_Color_Format
+{
+ /**< Color contains full components, red, green, blue and alpha */
+ EVAS_3D_COLOR_FORMAT_RGBA = 0,
+ /**< Color contains only red, green and blue components */
+ EVAS_3D_COLOR_FORMAT_RGB,
+ /**< Color contains only alpha component */
+ EVAS_3D_COLOR_FORMAT_ALPHA
+} Evas_3D_Color_Format;
+
+/**
+ * Pixel formats
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef enum _Evas_3D_Pixel_Format
+{
+ /**< 8-bit pixel with single component */
+ EVAS_3D_PIXEL_FORMAT_8 = 0,
+ /**< 16-bit pixel with three components (5-6-5 bit) */
+ EVAS_3D_PIXEL_FORMAT_565,
+ /**< 24-bit pixel with three 8-bit components */
+ EVAS_3D_PIXEL_FORMAT_888,
+ /**< 32-bit pixel with four 8-bit components */
+ EVAS_3D_PIXEL_FORMAT_8888,
+ /**< 16-bit pixel with four 4-bit components */
+ EVAS_3D_PIXEL_FORMAT_4444,
+ /**< 16-bit pixel with four components (5-5-5-1 bit) */
+ EVAS_3D_PIXEL_FORMAT_5551
+} Evas_3D_Pixel_Format;
+
+/**
+ * Wrap modes
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef enum _Evas_3D_Wrap_Mode
+{
+ /**< Values will be clamped to be in range [min, max] */
+ EVAS_3D_WRAP_MODE_CLAMP = 0,
+ /**< Values will be repeated */
+ EVAS_3D_WRAP_MODE_REPEAT,
+ /**< Values will be repeated in a reflected manner */
+ EVAS_3D_WRAP_MODE_REFLECT
+} Evas_3D_Wrap_Mode;
+
+/**
+ * Texture filters
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef enum _Evas_3D_Texture_Filter
+{
+ /**< Samples nearest texel */
+ EVAS_3D_TEXTURE_FILTER_NEAREST = 0,
+ /**< Lineary interpolate nearby texels */
+ EVAS_3D_TEXTURE_FILTER_LINEAR,
+ /**< Nearest sampling mipmap */
+ EVAS_3D_TEXTURE_FILTER_NEAREST_MIPMAP_NEAREST,
+ /**< Nearest sampling mipmap and interpolate */
+ EVAS_3D_TEXTURE_FILTER_LINEAR_MIPMAP_NEAREST,
+ /**< Linear sampling in nearest mipmap */
+ EVAS_3D_TEXTURE_FILTER_NEAREST_MIPMAP_LINEAR,
+ /**< Linear sampling in mipmap and interpolate */
+ EVAS_3D_TEXTURE_FILTER_LINEAR_MIPMAP_LINEAR
+} Evas_3D_Texture_Filter;
+
+/**
+ * Shade modes
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef enum _Evas_3D_Shade_Mode
+{
+ /**< Shaded using vertex color attribute */
+ EVAS_3D_SHADE_MODE_VERTEX_COLOR = 0,
+ /**< Shaded using material diffuse term */
+ EVAS_3D_SHADE_MODE_DIFFUSE,
+ /**< Per-vertex flat lighting */
+ EVAS_3D_SHADE_MODE_FLAT,
+ /**< Per-pixel phong shading */
+ EVAS_3D_SHADE_MODE_PHONG,
+ /**< Per-pixel normal map shading */
+ EVAS_3D_SHADE_MODE_NORMAL_MAP
+} Evas_3D_Shade_Mode;
+
+/**
+ * Material attributes
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef enum _Evas_3D_Material_Attrib
+{
+ EVAS_3D_MATERIAL_AMBIENT = 0, /**< Ambient term */
+ EVAS_3D_MATERIAL_DIFFUSE, /**< Diffuse term */
+ EVAS_3D_MATERIAL_SPECULAR, /**< Specular term */
+ EVAS_3D_MATERIAL_EMISSION, /**< Emission term */
+ EVAS_3D_MATERIAL_NORMAL, /**< Normal map term */
+} Evas_3D_Material_Attrib;
+
+/**
+ * Mesh file type
+ *
+ * @since 1.10
+ * @ingroup Evas_3D_Types
+ */
+typedef enum _Evas_3D_Mesh_File_Type
+{
+ EVAS_3D_MESH_FILE_TYPE_MD2 = 0, /**< Quake's MD2 mesh file format */
+} Evas_3D_Mesh_File_Type;
+
+#include "canvas/evas_image.eo.h"
+
#include "canvas/evas_3d_camera.eo.h"
#include "canvas/evas_3d_texture.eo.h"