summaryrefslogtreecommitdiff
path: root/src/lib/evas/canvas/evas_canvas3d_mesh.eo
blob: 04771d7d4552fc27df296bf0627d116a55cc1925 (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
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
import evas_canvas3d_types;

struct @extern Eina.Inarray; [[Eina inarray data structure]]

class Evas.Canvas3D.Mesh (Evas.Canvas3D.Object, Efl.File)
{
   [[Evas 3D canvas mesh class]]
   data: Evas_Canvas3D_Mesh_Data;

   methods {
      frame_vertex_data_set {
         [[Set the vertex data of the key frame of the given mesh.

           This function make evas read from the given buffer whenever it
           requires. If you want to release the buffer after calling this
           function, use @.frame_vertex_data_copy_set instead.

           After setting the vertex data, further modifications should be
           protected by map/unmap pair.

           See also @.frame_vertex_data_map, @.frame_vertex_data_unmap.
         ]]
         params {
            @in frame: int; [[The number of the key frame.]]
            @in attrib: Evas.Canvas3D.Vertex_Attrib; [[Vertex attribute ID.]]
            @in stride: int; [[Stride to go to the next vertex (in bytes).]]
            @in data: const(void_ptr); [[Pointer to the vertex data buffer.]]
         }
      }

      frame_vertex_data_copy_set {
         [[Set the vertex data of the key frame of the given mesh by copying
           from a buffer. This function allocates internal vertex buffer and
           copy from the given buffer. So you can release the buffer. If you
           want to modify the vertex data use @.frame_vertex_data_map. After
           finishing the modifications, you should call @.frame_vertex_data_unmap.

           See also @.frame_vertex_data_set.
         ]]
         params {
            @in frame: int; [[The number of the key frame.]]
            @in attrib: Evas.Canvas3D.Vertex_Attrib; [[Vertex attribute ID.]]
            @in stride: int; [[Stride to go to the next vertex (in bytes).]]
            @in data: const(void_ptr); [[Pointer to the vertex data buffer.]]
         }
      }

      frame_vertex_data_map {
         [[Map the vertex buffer of the key frame of the given mesh.

           After manipulating the mapped buffer, @.frame_vertex_data_unmap
           should be called to properly download the data to the engine. If
           the data was set using @.frame_vertex_data_set, pointer to the
           original buffer will be returned. Otherwise, the returned pointer
           can differ every time calling this function.
         ]]
         return: void_ptr; [[Starting address of the mapped vertex buffer.]]
         params {
            @in frame: int; [[The number of the key frame.]]
            @in attrib: Evas.Canvas3D.Vertex_Attrib; [[Vertex attribute ID.]]
         }
      }

      frame_vertex_data_unmap {
         [[Unmap the vertex buffer of the key frame of the given mesh.

           See also @.frame_vertex_data_map.
         ]]
         params {
            @in frame: int; [[The number of the key frame.]]
            @in attrib: Evas.Canvas3D.Vertex_Attrib; [[Vertex attribute ID.]]
         }
      }

      frame_vertex_stride_get @const {
         [[Get the vertex buffer stride of the key frame of the given mesh.

           This function returns valid stride only when the vertex buffer
           is mapped. If the data was set with @.frame_vertex_data_set, the
           original stride will be returned unchanged.
         ]]
         return: int; [[Stride to go to the next vertex (in bytes).]]
         params {
            @in frame: int; [[The number of the key frame.]]
            @in attrib: Evas.Canvas3D.Vertex_Attrib; [[Vertex attribute ID.]]
         }
      }

      index_data_set {
         [[Set the vertex index data of the given mesh.

           When the index data is set, Evas 3D assembles vertices using the
           index data. If you want to free the data buffer, use
           @.index_data_copy_set. Further modifications should be made
           within map/unmap pair.
         ]]
         params {
            @in format: Evas.Canvas3D.Index_Format; [[Vertex index data format.]]
            @in count: int; [[Vertex index count.]]
            @in indices: const(void_ptr); [[Pointer to the index data.]]
         }
      }

      convex_hull_data_get {
         [[Get the vertex and index data of convex hull around the given mesh.
         ]]
         params {
            @in frame: int; [[ The number of the key frame.]]
            @in vertex: ptr(Eina.Inarray); [[Vertex data pointer]]
            @in index: ptr(Eina.Inarray); [[Index data pointer]]
         }
      }

      index_data_copy_set {
         [[Set the vertex index data of the given mesh by copying from a
           buffer.

           This function allocates internal index buffer any copy data from
           the given buffer. Further modifications can be made within
           map/unmap pair.

           See also @.index_data_set.
         ]]
         params {
            @in format: Evas.Canvas3D.Index_Format; [[Vertex index data format.]]
            @in count: int; [[Vertex index count.]]
            @in indices: const(void_ptr); [[Pointer to the index data.]]
         }
      }

      index_format_get @const {
         [[Get the format of the index data of the given mesh.

           Returns valid format only when the index buffer is mapped. First
           map the index buffer and then query the properties of the mapped
           buffer. If the index data was set by @.index_data_set, the
           original format will be returned. Otherwise the format can differ
           every time you call the @.index_data_map function.
         ]]
         return: Evas.Canvas3D.Index_Format; [[Format of the index data.]]
      }

      index_count_get @const {
         [[Get the count of the index data of the given mesh.

           This function returns the index count of the last called data_set
           function.
         ]]
         return: int; [[Index data count.]]
      }

      index_data_map {
         [[Map the index buffer of the given mesh.

           @.index_data_unmap should be called after modifications. If the
           data was set using @.index_data_set, the original pointer will
           be returned, otherwise, the returned pointer may differ every
           time you call this function.
         ]]
         return: void_ptr; [[Pointer to the mapped buffer.]]
      }

      index_data_unmap {
         [[Unmap the index buffer of the given mesh.

           See also @.index_data_map.
         ]]
      }

      frame_exist {
         [[Returns $true if frame was added and $false in other case.]]
         params {
            @in frame: int; [[Frame number.]]
         }
         return: bool; [[$true ifr frame was added, $false otherwise]]
      }

      frame_add {
         [[Add a key frame to the given mesh.

           If specified frame is already exist, error message will be generated.
         ]]
         params {
            @in frame: int; [[The number of the key frame to be added.]]
         }
      }

      frame_del {
         [[Delete a key frame from the given mesh.]]
         params {
            @in frame: int; [[The number of the key frame to be added.]]
         }
      }

      fog_color_set {
         [[Set the fog color and density for the given mesh.]]
         params {
            @in r: Evas.Real; [[The red component of the fog color.]]
            @in g: Evas.Real; [[The green component of the fog color.]]
            @in b: Evas.Real; [[The blue component of the fog color.]]
            @in a: Evas.Real; [[The transparency of fog.]]
         }
      }
      fog_color_get {
         [[Set the fog color and density for the given mesh.]]
         params {
            @out r: Evas.Real; [[Pointer to receive red component of the fog color.]]
            @out g: Evas.Real; [[Pointer to receive green component of the fog color.]]
            @out b: Evas.Real; [[Pointer to receive blue component of the fog color.]]
            @out a: Evas.Real; [[Pointer to receive transparency of fog.]]
         }
      }
      blending_func_set {
         [[Set the blending function for given mesh.]]
         params {
            @in sfactor: Evas.Canvas3D.Blend_Func; [[Specifies how the red, green, blue,
                                                     and alpha source blending factors
                                                     are computed.
                                                   ]]
            @in dfactor: Evas.Canvas3D.Blend_Func; [[Specifies how the red, green, blue,
                                                     and alpha destination blending
                                                     factors are computed.
                                                   ]]
         }
      }
      blending_func_get {
         [[Get blending function for given mesh.]]
         params {
            @out sfactor: Evas.Canvas3D.Blend_Func; [[Pointer to receive source blending factors key.]]
            @out dfactor: Evas.Canvas3D.Blend_Func; [[Pointer to receive destination blending factors key.]]
         }
      }
      from_primitive_set {
         [[Set the data of given mesh frame from the given primitive.]]
         params {
            @in frame: int; [[Specifies data of which frame of given mesh will be set.]]
            @in primitive: Evas.Canvas3D.Primitive; [[Specifies which data will be set.]]
         }
      }
      @property shader_mode {
         set {
            [[Set the shader mode of the given mesh.

              Default shader mode is EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR.
            ]]
         }
         get {
            [[Get the shader mode of the given mesh.]]
         }
         values {
            mode: Evas.Canvas3D.Shader_Mode; [[The shader mode.]]
         }
      }
      @property color_pick_enable {
        set {
            [[Set possibility color picking.]]
         }
         get {
            [[Get status of color picking of the mesh.]]
         }
         values {
            enabled: bool; [[Possibility flag.]]
         }
      }
      @property vertex_count {
        set {
           [[Set the vertex count of the given mesh.

             Each key frame should have same vertex count to be properly
             interpolated. Key frames have their own vertex data and the
             data should have more vertices than the mesh's vertex count.

             Default vertex count is 0.
           ]]
        }
        get {
           [[Get the vertex count of the given mesh.]]
        }
        values {
           count: uint; [[Vertex count.]]
        }
      }
      @property fog_enable {
        set {
            [[Enable or disable fog effect for given mesh.

              Default fog is disabled.
            ]]
         }
         get {
            [[Get the enable status of fog effect for given mesh.]]
         }
         values {
            enabled: bool; [[Fog enabled status.]]
         }
      }

      @property alpha_test_enable {
        set {
            [[Get the enable status of alpha test for given mesh.

              Default alpha test disabled.
            ]]
         }
         get {
            [[Get the enable status of alpha test for given mesh.]]
         }
         values {
            enabled: bool; [[The alpha test status.]]
         }
      }

      @property alpha_func {
        set {
           [[Set the alpha func.

             The alpha test discards fragments depending on the outcome of
             a comparison between an incoming fragment's alpha value and a
             constant reference value. This func specifies the reference
             value and the comparison function.
           ]]
        }
        get {
            [[Get the reference value and the comparison function for alpha
              testing.
            ]]
        }
        values {
           comparison_func: Evas.Canvas3D.Comparison; [[The alpha comparison function.]]
           ref_value: Evas.Real; [[The reference value that incoming alpha values are compared to.]]
        }
      }

      @property blending_enable {
        set {
            [[Enable or disable blending for given mesh.]]
         }
         get {
            [[Get whether blending is enabled for the mesh.]]
         }
         values {
            blending: bool; [[The blending state.]]
         }
      }

      @property frame_material {
         set {
            [[Set the material of the key frame of the given mesh.

              Setting different materials for each key frame is useful for
              doing animations like GIF images or color changing animations.
            ]]
         }
         get {
            [[Get the material of the key frame of the given mesh.]]
         }
         keys {
            frame: int; [[The number of the key frame.]]
         }
         values {
            material: Evas.Canvas3D.Material; [[The material to be set to the key frame.]]
         }
      }

      @property vertex_assembly {
         set {
            [[Set the vertex assembly of the given mesh.

              Vertex assembly defines how the engine organizes vertices into
              geometric primitives.

              Default vertex assembly is EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES.
            ]]
         }
         get {
            [[Get the vertex assembly of the given mesh.]]
         }
         values {
            assembly: Evas.Canvas3D.Vertex_Assembly; [[The vertex assembly.]]
         }
      }
      @property shadows_edges_filtering {
        set {
           [[Set the shadow edges blur parameters.

             The averaging values in window is used for blurring.
             User can set the size of window and num of points in window.
           ]]
        }
        get {
            [[Get the shadow edges blur parameters.]]
        }
        values {
           blur_level: int; [[Number of points within a bluring radius.]]
           edges_size: Evas.Real; [[The bluring radius.]]
        }
      }
      @property shadows_constant_bias {
        set {
           [[Set offset shadow toward object.]]
        }
        get {
            [[Get offset shadow toward object.]]
        }
        values {
           bias: Evas.Real; [[Offset.]]
        }
      }
      @property lod_boundary {
         set {
            [[Set LOD boundary distances.]]
         }
         get {
            [[Get LOD boundary distances.

              See also @Evas.Canvas3D.Mesh.lod_boundary.set.]]
         }
         values {
            near_lod: Evas.Real; [[Up boundary]]
            far_lod: Evas.Real; [[Down boundary]]
         }
      }
   }
   implements {
      Efl.Object.constructor;
      Efl.Object.destructor;
      Evas.Canvas3D.Object.update_notify;
      Evas.Canvas3D.Object.change_notify;
      Efl.File.file { set; }
      Efl.File.mmap { set; }
      Efl.File.save;
   }

}