/** * Example illustrating usage of fog effect. * * @verbatim * gcc -o evas-3d-fog evas-3d-fog.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo`-lm * @endverbatim */ #ifdef HAVE_CONFIG_H #include "config.h" #else #define EFL_BETA_API_SUPPORT #define EFL_EO_API_SUPPORT #endif #include #include #include #include #include #define WIDTH 1024 #define HEIGHT 1024 #define FOG_COLOR 0.5, 0.5, 0.5 #define FOG_FACTOR 0.2 typedef struct _Scene_Data { Eo *scene; Eo *root_node; Eo *camera_node; Eo *light_node; Eo *mesh_node; Eo *mesh_node1; Eo *animation_node; Eo *sphere; Eo *camera; Eo *light; Eo *mesh; Eo *mesh1; Eo *material; } Scene_Data; Ecore_Evas *ecore_evas = NULL; Evas *evas = NULL; Eo *background = NULL; Eo *image = NULL; static void _on_delete(Ecore_Evas *ee EINA_UNUSED) { ecore_main_loop_quit(); } static void _on_canvas_resize(Ecore_Evas *ee) { int w, h; ecore_evas_geometry_get(ee, NULL, NULL, &w, &h); evas_object_resize(background, w, h); efl_gfx_size_set(background, w, h); efl_gfx_size_set(image, w, h); } static Eina_Bool _animate_scene(void *data) { static float angle = 0.0f; Scene_Data *scene = (Scene_Data *)data; angle += 0.5; evas_canvas3d_node_orientation_angle_axis_set(scene->animation_node, angle, 0.0, 1.0, 0.0); if (angle > 360.0) angle -= 360.0f; return EINA_TRUE; } static void _camera_setup(Scene_Data *data) { data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas); evas_canvas3d_camera_projection_perspective_set(data->camera, 60.0, 1.0, 2.0, 50.0); data->camera_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, 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, 7.0); 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 = eo_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 = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, 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 _set_ball(Eo *mesh, Eo *sphere, Evas_Canvas3D_Material *material) { evas_canvas3d_mesh_from_primitive_set(mesh, 0, sphere); evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG); evas_canvas3d_mesh_frame_material_set(mesh, 0, material); } static void _mesh_setup(Scene_Data *data) { data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); 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); data->sphere = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas); evas_canvas3d_primitive_form_set(data->sphere, EVAS_CANVAS3D_MESH_PRIMITIVE_SPHERE); evas_canvas3d_primitive_precision_set(data->sphere, 50); data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); data->mesh1 = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); _set_ball(data->mesh, data->sphere, data->material); _set_ball(data->mesh1, data->sphere, data->material); data->animation_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE)); data->mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_member_add(data->animation_node, data->mesh_node); evas_canvas3d_node_member_add(data->root_node, data->animation_node); evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh); evas_canvas3d_node_position_set(data->mesh_node, 0.0, 0.0, 3.0); data->mesh_node1 = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_member_add(data->root_node, data->mesh_node1); evas_canvas3d_node_mesh_add(data->mesh_node1, data->mesh1); evas_canvas3d_node_scale_set(data->mesh_node1, 3, 3, 3); evas_canvas3d_mesh_fog_enable_set(data->mesh, EINA_TRUE); evas_canvas3d_mesh_fog_color_set(data->mesh, FOG_COLOR, FOG_FACTOR); evas_canvas3d_mesh_fog_enable_set(data->mesh1, EINA_TRUE); evas_canvas3d_mesh_fog_color_set(data->mesh1, FOG_COLOR, FOG_FACTOR); } static void _scene_setup(Scene_Data *data) { data->scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas); evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT); evas_canvas3d_scene_background_color_set(data->scene, FOG_COLOR, 1); data->root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, 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 main(void) { //Unless Evas 3D supports Software renderer, we set gl backened forcely. setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1); Scene_Data data; Ecore_Animator *anim; if (!ecore_evas_init()) return 0; ecore_evas = ecore_evas_new("opengl_x11", 10, 10, WIDTH, HEIGHT, NULL); if (!ecore_evas) return 0; ecore_evas_callback_delete_request_set(ecore_evas, _on_delete); ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize); ecore_evas_show(ecore_evas); evas = ecore_evas_get(ecore_evas); _scene_setup(&data); /* Add a background rectangle objects. */ background = eo_add(EFL_CANVAS_RECTANGLE_CLASS, evas); efl_gfx_color_set(background, 0, 0, 0, 255); efl_gfx_size_set(background, WIDTH, HEIGHT); efl_gfx_visible_set(background, EINA_TRUE); /* Add an image object for 3D scene rendering. */ image = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas); efl_gfx_size_set(image, WIDTH, HEIGHT); efl_gfx_visible_set(image, EINA_TRUE); /* Set the image object as render target for 3D scene. */ efl_canvas_scene3d_set(image, data.scene); /* Add animation timer callback. */ ecore_animator_frametime_set(0.008); anim = ecore_animator_add(_animate_scene, &data); /* Enter main loop. */ ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); ecore_animator_del(anim); return 0; }