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authorBogdan Devichev <b.devichev@samsung.com>2015-03-18 14:46:06 +0100
committerCedric BAIL <cedric@osg.samsung.com>2015-03-18 15:22:20 +0100
commitca111165e9af8651e60d068dad188564717d0ee6 (patch)
treefe86bc4527de0cbf1f3ed22ef8f92ec1abfa954b /src
parent31651a88424744054c41b3544937991488f032ef (diff)
downloadefl-ca111165e9af8651e60d068dad188564717d0ee6.tar.gz
evas: frustum example uses sphere and cube primitives.
Reviewers: cedric, Hermet, raster Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D2167 Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Diffstat (limited to 'src')
-rw-r--r--src/examples/evas/evas-3d-frustum.c226
1 files changed, 63 insertions, 163 deletions
diff --git a/src/examples/evas/evas-3d-frustum.c b/src/examples/evas/evas-3d-frustum.c
index c9ca845dd1..462159aa85 100644
--- a/src/examples/evas/evas-3d-frustum.c
+++ b/src/examples/evas/evas-3d-frustum.c
@@ -4,13 +4,13 @@
* Use 't'/'g' key to move near frustum plane from/to the camera.
* Use '1'/'2' key to set camera to the first/second position.
* Use '3'/'4'/'5' key to set bounding sphere/aabb/central point mode.
- * Use 'i', 'k', 'j', 'l', 'u' and 'o' keys to move mesh node in 3D.
- * Use 'z', 'x', 'c', 'Z', 'X' and 'C' keys to change scaling constants of mesh.
+ * Use 'i', 'k', 'j', 'l', 'u' and 'o' keys to move mesh node (model) in 3D.
+ * Use 'z', 'x', 'c', 'Z', 'X' and 'C' keys to change scaling constants of mesh (model).
* See in terminal output value distance to far plane of frustum and value of visibility of node
* @see evas_3d_camera_node_visible_get.
*
* @verbatim
- * gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm
+ * gcc -o evas-3d-frustum evas-3d-frustum.c evas-3d-primitives.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm
* @endverbatim
*/
@@ -28,6 +28,7 @@
#include <Eo.h>
#include <math.h>
#include "evas-common.h"
+#include "evas-3d-primitives.h"
#define WIDTH 800
#define HEIGHT 600
@@ -46,7 +47,8 @@ typedef struct _Scene_Data
Eo *camera;
Eo *light;
Eo *mesh_model;
- Eo *mesh;
+ Eo *mesh_sphere;
+ Eo *mesh_aabb;
Eo *material_model;
Eo *material;
Eo *texture_model;
@@ -58,19 +60,7 @@ Evas_Real obj_x = 0.0, obj_y = 0.0, obj_z = 0.0, obj_sc_x = 10.0, obj_sc_y = 10.
Evas_Real fleft = -5, fright = 5, fbottom = -5, fup = 5, fnear = 20, ffar = 1000;
Evas_Real radius = 0;
Evas_3D_Frustum_Mode key = EVAS_3D_FRUSTUM_MODE_AABB;
-
-typedef struct _vec3
-{
- float x;
- float y;
- float z;
-} vec3;
-
-static void
-_set_ball(Eo *mesh, double r, double x, double y, double z, int p);
-
-static void
-_mesh_aabb(Eo *mesh_b, Eo *mesh_node);
+static const vec2 tex_scale = {1, 1};
static void
_show_help()
@@ -104,16 +94,54 @@ _on_canvas_resize(Ecore_Evas *ee)
static Eina_Bool
_redraw_bounding_object(void *data)
{
- Evas_Real x, y, z;
+ Evas_Real px, py, pz, sx, sy, sz;
+ Evas_Real x0, y0, z0, x1, y1, z1, radius;
Scene_Data *scene = (Scene_Data *)data;
+ Eo *current_mesh;
+ Eina_List *meshes = NULL, *l;
+
+ eo_do(scene->mesh_node, meshes = (Eina_List *)evas_3d_node_mesh_list_get());
+ EINA_LIST_FOREACH(meshes, l, current_mesh)
+ {
+ eo_do(scene->mesh_node, evas_3d_node_mesh_del(current_mesh));
+ }
- eo_do(scene->mesh_node_model, evas_3d_node_bounding_sphere_get(&x, &y, &z, &radius));
if (key == EVAS_3D_FRUSTUM_MODE_BSPHERE)
- _set_ball(scene->mesh, radius, x, y, z, 100);
+ {
+ eo_do(scene->mesh_node_model,
+ evas_3d_node_bounding_sphere_get(&x0, &y0, &z0, &radius));
+ current_mesh = scene->mesh_sphere;
+ px = x0;
+ py = y0;
+ pz = z0;
+ sx = sy = sz = 2.0 * radius;
+ }
else if (key == EVAS_3D_FRUSTUM_MODE_AABB)
- _mesh_aabb(scene->mesh, scene->mesh_node_model);
+ {
+ eo_do(scene->mesh_node_model, evas_3d_node_bounding_box_get(&x0, &y0, &z0,
+ &x1, &y1, &z1));
+ current_mesh = scene->mesh_aabb;
+ px = (x1 + x0) / 2;
+ py = (y1 + y0) / 2;
+ pz = (z1 + z0) / 2;
+ sx = x1 - x0;
+ sy = y1 - y0;
+ sz = z1 - z0;
+ }
else if (key == EVAS_3D_FRUSTUM_MODE_CENTRAL_POINT)
- _set_ball(scene->mesh, 1, x, y, z, 1);
+ {
+ eo_do(scene->mesh_node_model,
+ evas_3d_node_bounding_sphere_get(&x0, &y0, &z0, &radius));
+ current_mesh = scene->mesh_sphere;
+ px = x0;
+ py = y0;
+ pz = z0;
+ sx = sy = sz = 0.1 * radius;
+ }
+
+ eo_do(scene->mesh_node, evas_3d_node_mesh_add(current_mesh),
+ evas_3d_node_position_set(px, py, pz),
+ evas_3d_node_scale_set(sx, sy, sz));
return ECORE_CALLBACK_RENEW;
}
@@ -291,140 +319,6 @@ _light_setup(Scene_Data *data)
}
static void
-_mesh_aabb(Eo *mesh_b, Eo *mesh_node)
-{
- Evas_Real x0, y0, z0, x1, y1, z1;
-
- eo_do(mesh_node, evas_3d_node_bounding_box_get(&x0, &y0, &z0, &x1, &y1, &z1));
-
- float vertices[] =
- {
- x0, y0, z1,
- x0, y1, z1,
- x1, y1, z1,
- x1, y0, z1,
-
- x0, y0, z0,
- x1, y0, z0,
- x0, y1, z0,
- x1, y1, z0,
-
- x0, y0, z0,
- x0, y1, z0,
- x0, y0, z1,
- x0, y1, z1,
-
- x1, y0, z0,
- x1, y1, z0,
- x1, y1, z1,
- x1, y0, z1,
-
- x0, y1, z0,
- x1, y1, z0,
- x0, y1, z1,
- x1, y1, z1,
-
- x0, y0, z0,
- x1, y0, z0,
- x1, y0, z1,
- x0, y0, z1
- };
-
- unsigned short indices[] =
- {
- 0, 1, 2, 3, 1, 2, 0, 3,
- 4, 5, 5, 7, 7, 6, 6, 4,
- 8, 9, 9, 11, 11, 10, 10, 8,
- 12, 13, 13, 14, 14, 15, 15, 12,
- 16, 17, 17, 19, 19, 18, 18, 16,
- 20, 21, 21, 22, 22, 23, 23, 20
- };
-
- float *cube_vertices = (float *) malloc(1 * sizeof(vertices));
- unsigned short *cube_indices = (unsigned short *) malloc(1 * sizeof(indices));
- memcpy(cube_vertices, vertices, sizeof(vertices));
- memcpy(cube_indices, indices, sizeof(indices));
-
- eo_do(mesh_b,
- evas_3d_mesh_vertex_count_set(24));
-
- eo_do(mesh_b,
- evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
- 3 * sizeof(float),
- &cube_vertices[ 0]),
- evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
- 48, &cube_indices[0]));
- free(cube_vertices);
- free(cube_indices);
-}
-
-static void
-_set_ball(Eo *mesh, double r, double x, double y, double z, int p)
-{
- int vcount, icount, vccount, i, j;
- double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
- unsigned short *indices, *index;
-
- icount = p * p * 6;
- vccount = p + 1;
- vcount = vccount * vccount;
-
- dtheta = M_PI / p;
- dfi = 2 * M_PI / p;
-
- vec3 *vertices = malloc(sizeof(vec3) * vcount);
- vec3 *normals = malloc(sizeof(vec3) * vcount);
-
- for (j = 0; j < vccount; j++)
- {
- theta = j * dtheta;
- sinth = sin(theta);
- costh = cos(theta);
- for (i = 0; i < vccount; i++)
- {
- fi = i * dfi;
- sinfi = sin(fi);
- cosfi = cos(fi);
- vertices[i + j * vccount].x = r * sinth * cosfi + x;
- vertices[i + j * vccount].y = r * sinth * sinfi + y;
- vertices[i + j * vccount].z = r * costh + z;
-
- normals[i + j * vccount].x = sinth * cosfi;
- normals[i + j * vccount].y = sinth * sinfi;
- normals[i + j * vccount].z = costh;
- }
- }
-
- indices = malloc(sizeof(short) * icount);
- index = &indices[0];
-
- for(j = 0; j < p; j++)
- for(i = 0; i < p; i++)
- {
- *index++ = (unsigned short)(i + vccount * j);
- *index++ = i + vccount * (j + 1);
- *index++ = i + 1 + vccount * (j + 1);
-
- *index++ = i + vccount * j;
- *index++ = i + 1 + vccount * j;
- *index++ = i + vccount * (j + 1) + 1;
- }
-
- eo_do(mesh,
- evas_3d_mesh_vertex_count_set(vcount),
- evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
- sizeof(vec3), &vertices[0]),
- evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL,
- sizeof(vec3), &normals[0]),
- evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
- icount , &indices[0]));
-
- free(vertices);
- free(normals);
- free(indices);
-}
-
-static void
_mesh_setup(Scene_Data *data)
{
data->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
@@ -439,18 +333,24 @@ _mesh_setup(Scene_Data *data)
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(100.0));
- data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
- eo_do(data->mesh,
- evas_3d_mesh_frame_add(0);
- evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_LINES);
- evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE),
- evas_3d_mesh_frame_material_set(0, data->material));
+ data->mesh_aabb = eo_add(EVAS_3D_MESH_CLASS, evas);
+ evas_3d_add_cube_frame(data->mesh_aabb, 0);
+ eo_do(data->mesh_aabb,
+ evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_LINES),
+ evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE),
+ evas_3d_mesh_frame_material_set(0, data->material));
+ data->mesh_sphere = eo_add(EVAS_3D_MESH_CLASS, evas);
+ evas_3d_add_sphere_frame(data->mesh_sphere, 0, 20, tex_scale);
+ eo_do(data->mesh_sphere,
+ evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_LINES),
+ evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE),
+ evas_3d_mesh_frame_material_set(0, data->material));
data->mesh_node =
eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
- eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
+ eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh_aabb));
}
static void