summaryrefslogtreecommitdiff
path: root/src/examples/elementary/evas3d_object_on_button_example.c
blob: c3866b78fe90c7bf8c0acf16f71a070b5a8afac1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
/*
 * This example shows the mechanism of elementary widget adding (button) to the 3d scene object (cube) and
 * illustrates the work of callback of event from mouse.
 *
 * Compile with:
 * gcc -o evas3d_object_on_button_example evas3d_object_on_button_example.c -g `pkg-config --libs --cflags evas ecore eo elementary`
 */


#define EFL_BETA_API_SUPPORT
#define EFL_EO_API_SUPPORT

#include <Eo.h>
#include <Evas.h>
#include <Ecore.h>
#include <Elementary.h>

#define  WIDTH          400
#define  HEIGHT         400

typedef struct _Scene_Data
{
   Eo *scene;
   Eo *root_node;
   Eo *camera_node;
   Eo *light_node;
   Eo *mesh_node;

   Eo *camera;
   Eo *light;
   Eo *mesh;
   Eo *material;
   Eo *texture;
} Scene_Data;

Evas_Object *win = NULL;
static Evas *evas = NULL;
static Eo *image = NULL;
static Eo *btn = NULL;
static float d_angle = 0.5;

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 void
_stop_scene(void *data,
            Evas *e EINA_UNUSED,
            Evas_Object *eo EINA_UNUSED,
            void *event_info)
{
   Evas_Event_Mouse_Down *ev = event_info;
   Evas_Canvas3D_Node *n;
   Evas_Canvas3D_Mesh *m;
   Evas_Real s, t;
   Scene_Data *d = (Scene_Data *)data;

   if (ev->button == 1)
     {
        Eina_Bool ret;

        evas_canvas3d_scene_color_pick_enable_set(d->scene, EINA_TRUE);
        ret = evas_canvas3d_scene_pick(d->scene, ev->canvas.x, ev->canvas.y, &n, &m, &s, &t);
        if (ret)
          {
             d_angle = 0.0;
             elm_object_signal_emit(btn, "mouse,down,1", "event");
             evas_canvas3d_node_position_set(d->mesh_node, 0.0, 0.0, -0.2);
          }
     }
}

static void
_play_scene(void *data,
            Evas *e EINA_UNUSED,
            Evas_Object *eo EINA_UNUSED,
            void *event_info EINA_UNUSED)
{
   Scene_Data *d = (Scene_Data *)data;

   d_angle = 0.5;
   elm_object_signal_emit(btn, "mouse,up,1", "event");
   evas_canvas3d_node_position_set(d->mesh_node, 0.0, 0.0, 0.0);
}


static Eina_Bool
_animate_scene(void *data)
{
   static float angle = 0.0f;
   Scene_Data *scene = (Scene_Data *)data;

   angle += d_angle;

   evas_canvas3d_node_orientation_angle_axis_set(scene->mesh_node, angle, 1.0, 1.0, 1.0);

   /* Rotate */
   if (angle > 360.0) angle -= 360.0f;

   return EINA_TRUE;
}

static void
_camera_setup(Scene_Data *data)
{
   data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);

   evas_canvas3d_camera_projection_perspective_set(data->camera, 20.0, 1.0, 2.0, 50.0);

   data->camera_node =
      efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_added, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
   evas_canvas3d_node_camera_set(data->camera_node, data->camera);
   evas_canvas3d_node_position_set(data->camera_node, 0.0, 0.0, 15.0);
   evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, -1.0, 0.0);
   evas_canvas3d_node_member_add(data->root_node, data->camera_node);
}

static void
_light_setup(Scene_Data *data)
{
   data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
   evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
   evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
   evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);

   data->light_node =
      efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_added, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
   evas_canvas3d_node_light_set(data->light_node, data->light);
   evas_canvas3d_node_position_set(data->light_node, 0.0, 0.0, 10.0);
   evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
   evas_canvas3d_node_member_add(data->root_node, data->light_node);
}
static void
_mesh_setup(Scene_Data *data)
{
   /* Setup material and texture as widget button. */
   data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
   data->texture = efl_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);

   evas_canvas3d_texture_source_set(data->texture, btn);
   evas_canvas3d_texture_source_visible_set(data->texture, EINA_FALSE);

   evas_canvas3d_material_texture_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, data->texture);
   evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
   evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
   evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
   evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0);
   evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0);
   evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
   evas_canvas3d_material_shininess_set(data->material, 100.0);

   /* Setup mesh. */
   data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
   evas_canvas3d_mesh_vertex_count_set(data->mesh, 24);
   evas_canvas3d_mesh_frame_add(data->mesh, 0);
   evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, 12 * sizeof(float), &cube_vertices[ 0]);
   evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL, 12 * sizeof(float), &cube_vertices[ 3]);
   evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_COLOR, 12 * sizeof(float), &cube_vertices[ 6]);
   evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
   evas_canvas3d_mesh_index_data_set(data->mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
   evas_canvas3d_mesh_vertex_assembly_set(data->mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
   evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
   evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
   evas_canvas3d_mesh_color_pick_enable_set(data->mesh, EINA_TRUE);

   data->mesh_node =
      efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
   evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
   evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh);
}

static void
_scene_setup(Scene_Data *data)
{
   data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
   evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
   evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);

   data->root_node =
      efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE));

   _camera_setup(data);
   _light_setup(data);
   _mesh_setup(data);

   evas_canvas3d_scene_root_node_set(data->scene, data->root_node);
   evas_canvas3d_scene_camera_node_set(data->scene, data->camera_node);
}

int
elm_main(int argc EINA_UNUSED, char **argv EINA_UNUSED)
{
   Scene_Data data;

   elm_config_accel_preference_set("3d");
   elm_policy_set(ELM_POLICY_QUIT, ELM_POLICY_QUIT_LAST_WINDOW_CLOSED);

   win = elm_win_util_standard_add("evas3d-object-button", "A button on the 3d object");
   elm_win_autodel_set(win, EINA_TRUE);

   evas = evas_object_evas_get(win);

   /* Add an image object for 3D scene rendering. */
   image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
   efl_gfx_size_set(image, EINA_SIZE2D(WIDTH,  HEIGHT));
   efl_gfx_visible_set(image, EINA_TRUE);

   btn = elm_button_add(win);
   evas_object_resize(btn, (WIDTH * 2) / 3, (HEIGHT * 2) / 3);
   elm_object_text_set(btn, "3D Button");
   elm_object_scale_set(btn, 3.0);
   evas_object_show(btn);

   /* Set the image object as render target for 3D scene. */
   _scene_setup(&data);
   evas_object_focus_set(image, EINA_TRUE);
   efl_canvas_scene3d_set(image, data.scene);

   evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _stop_scene, &data);
   evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_UP, _play_scene, &data);

   /* Add animation timer callback. */
   ecore_timer_add(0.016, _animate_scene, &data);

   evas_object_resize(win, WIDTH, HEIGHT);
   evas_object_show(win);

   /* Enter main loop. */
   elm_run();

   return 0;
}
ELM_MAIN()