--- /dev/null
+#include <Ecore.h>
+#include <Ecore_Evas.h>
+#include <stdio.h>
+#include <math.h>
+#include <Evas_3D.h>
+
+#define WIDTH 1024
+#define HEIGHT 1024
+
+Ecore_Evas *ecore_evas = NULL;
+Evas *evas = NULL;
+Evas_Object *background = NULL;
+Evas_Object *image = NULL;
+
+Evas_3D_Scene *scene = NULL;
+Evas_3D_Node *root_node = NULL;
+Evas_3D_Node *camera_node = NULL;
+Evas_3D_Camera *camera = NULL;
+Evas_3D_Node *mesh_node = NULL;
+Evas_3D_Mesh *mesh = NULL;
+Evas_3D_Material *material = NULL;
+Evas_3D_Texture *texture_diffuse = NULL;
+
+static Eina_Bool
+_animate_scene(void *data)
+{
+ static float angle = 0.0f;
+
+ angle += 0.3;
+
+ evas_3d_node_orientation_angle_axis_set((Evas_3D_Node *)data, angle, 0.0, 1.0, 0.0);
+
+ /* Rotate */
+ if (angle > 360.0)
+ angle -= 360.0f;
+
+ return EINA_TRUE;
+}
+
+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);
+ evas_object_resize(image, w, h);
+ evas_object_move(image, 0, 0);
+}
+
+typedef struct _vec4
+{
+ float x;
+ float y;
+ float z;
+ float w;
+} vec4;
+
+typedef struct _vec3
+{
+ float x;
+ float y;
+ float z;
+} vec3;
+
+typedef struct _vec2
+{
+ float x;
+ float y;
+} vec2;
+
+typedef struct _vertex
+{
+ vec3 position;
+ vec3 normal;
+ vec3 tangent;
+ vec4 color;
+ vec3 texcoord;
+} vertex;
+
+static int vertex_count = 0;
+static vertex *vertices = NULL;
+
+static int index_count = 0;
+static unsigned short *indices = NULL;
+
+static inline vec3
+_normalize(const vec3 *v)
+{
+ double l = sqrt(v->x * v->x + v->y * v->y + v->z * v->z);
+ vec3 vec;
+
+ vec.x = v->x / l;
+ vec.y = v->y / l;
+ vec.z = v->z / l;
+
+ return vec;
+}
+
+static void
+_sphere_fini()
+{
+ if (vertices)
+ free(vertices);
+
+ if (indices)
+ free(indices);
+}
+
+static void
+_sphere_init(int precision)
+{
+ int i, j;
+ unsigned short *index;
+
+ vertex_count = (precision + 1) * (precision + 1);
+ index_count = precision * precision * 6;
+
+ /* Allocate buffer. */
+ vertices = malloc(sizeof(vertex) * vertex_count);
+ indices = malloc(sizeof(unsigned short) * index_count);
+
+ for (i = 0; i <= precision; i++)
+ {
+ double lati = (M_PI * (double)i) / (double)precision;
+ double y = cos(lati);
+ double r = fabs(sin(lati));
+
+ for (j = 0; j <= precision; j++)
+ {
+ double longi = (M_PI * 2.0 * j) / precision;
+ vertex *v = &vertices[i * (precision + 1) + j];
+
+ if (j == 0 || j == precision)
+ v->position.x = 0.0;
+ else
+ v->position.x = r * sin(longi);
+
+ v->position.y = y;
+
+ if (j == 0 || j == precision)
+ v->position.z = r;
+ else
+ v->position.z = r * cos(longi);
+
+ v->normal = v->position;
+
+ if (v->position.x > 0.0)
+ {
+ v->tangent.x = -v->normal.y;
+ v->tangent.y = v->normal.x;
+ v->tangent.z = v->normal.z;
+ }
+ else
+ {
+ v->tangent.x = v->normal.y;
+ v->tangent.y = -v->normal.x;
+ v->tangent.z = v->normal.z;
+ }
+
+ v->color.x = v->position.x;
+ v->color.y = v->position.y;
+ v->color.z = v->position.z;
+ v->color.w = 1.0;
+
+ if (j == precision)
+ v->texcoord.x = 1.0;
+ else if (j == 0)
+ v->texcoord.x = 0.0;
+ else
+ v->texcoord.x = (double)j / (double)precision;
+
+ if (i == precision)
+ v->texcoord.y = 1.0;
+ else if (i == 0)
+ v->texcoord.y = 0.0;
+ else
+ v->texcoord.y = 1.0 - (double)i / (double)precision;
+ }
+ }
+
+ index = &indices[0];
+
+ for (i = 0; i < precision; i++)
+ {
+ for (j = 0; j < precision; j++)
+ {
+ *index++ = i * (precision + 1) + j;
+ *index++ = i * (precision + 1) + j + 1;
+ *index++ = (i + 1) * (precision + 1) + j;
+
+ *index++ = (i + 1) * (precision + 1) + j;
+ *index++ = i * (precision + 1) + j + 1;
+ *index++ = (i + 1) * (precision + 1) + j + 1;
+ }
+ }
+
+ for (i = 0; i < index_count; i += 3)
+ {
+ vertex *v0 = &vertices[indices[i + 0]];
+ vertex *v1 = &vertices[indices[i + 1]];
+ vertex *v2 = &vertices[indices[i + 2]];
+
+ vec3 e1, e2;
+ float du1, du2, dv1, dv2, f;
+ vec3 tangent;
+
+ e1.x = v1->position.x - v0->position.x;
+ e1.y = v1->position.y - v0->position.y;
+ e1.z = v1->position.z - v0->position.z;
+
+ e2.x = v2->position.x - v0->position.x;
+ e2.y = v2->position.y - v0->position.y;
+ e2.z = v2->position.z - v0->position.z;
+
+ du1 = v1->texcoord.x - v0->texcoord.x;
+ dv1 = v1->texcoord.y - v0->texcoord.y;
+
+ du2 = v2->texcoord.x - v0->texcoord.x;
+ dv2 = v2->texcoord.y - v0->texcoord.y;
+
+ f = 1.0 / (du1 * dv2 - du2 * dv1);
+
+ tangent.x = f * (dv2 * e1.x - dv1 * e2.x);
+ tangent.y = f * (dv2 * e1.y - dv1 * e2.y);
+ tangent.z = f * (dv2 * e1.z - dv1 * e2.z);
+
+ v0->tangent = tangent;
+ }
+
+ for (i = 0; i <= precision; i++)
+ {
+ for (j = 0; j <= precision; j++)
+ {
+ if (j == precision)
+ {
+ vertex *v = &vertices[i * (precision + 1) + j];
+ v->tangent = vertices[i * (precision + 1)].tangent;
+ }
+ }
+ }
+}
+
+static void
+_on_mouse_down(void *data EINA_UNUSED,
+ Evas *e EINA_UNUSED,
+ Evas_Object *o,
+ void *einfo)
+{
+ Evas_Event_Mouse_Down *ev = einfo;
+ Evas_Coord x, y, w, h;
+ Evas_Coord obj_x, obj_y;
+ int scene_w, scene_h;
+ Evas_Real scene_x, scene_y;
+ Evas_Real s, t;
+ Evas_3D_Node *n;
+ Evas_3D_Mesh *m;
+
+ evas_object_geometry_get(o, &x, &y, &w, &h);
+
+ obj_x = ev->canvas.x - x;
+ obj_y = ev->canvas.y - y;
+
+ evas_3d_scene_size_get(scene, &scene_w, &scene_h);
+
+ scene_x = obj_x * scene_w / (Evas_Real)w;
+ scene_y = obj_y * scene_h / (Evas_Real)h;
+
+ if (evas_3d_scene_pick(scene, scene_x, scene_y, &n, &m, &s, &t))
+ printf("Picked : ");
+ else
+ printf("Not picked : ");
+
+ printf("output(%d, %d) canvas(%d, %d) object(%d, %d) scene(%f, %f) texcoord(%f, %f) "
+ "node(%p) mesh(%p)\n",
+ ev->output.x, ev->output.y,
+ ev->canvas.x, ev->canvas.y,
+ obj_x, obj_y,
+ scene_x, scene_y,
+ s, t, n, m);
+}
+
+int
+main(void)
+{
+ if (!ecore_evas_init())
+ return 0;
+
+ ecore_evas = ecore_evas_new(NULL, 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);
+
+ /* Add a scene object .*/
+ scene = evas_3d_scene_add(evas);
+
+ /* Add the root node for the scene. */
+ root_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_NODE);
+
+ /* Add the camera. */
+ camera = evas_3d_camera_add(evas);
+ evas_3d_camera_projection_perspective_set(camera, 30.0, 1.0, 1.0, 100.0);
+
+ camera_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_CAMERA);
+ evas_3d_node_camera_set(camera_node, camera);
+ evas_3d_node_member_add(root_node, camera_node);
+ evas_3d_node_position_set(camera_node, 0.0, 0.0, 5.0);
+ evas_3d_node_look_at_set(camera_node, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
+ EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0);
+
+ /* Add the cube mesh. */
+ _sphere_init(100);
+
+ mesh = evas_3d_mesh_add(evas);
+ evas_3d_mesh_vertex_count_set(mesh, vertex_count);
+ evas_3d_mesh_frame_add(mesh, 0);
+ evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_POSITION,
+ sizeof(vertex), &vertices[0].position);
+ evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_NORMAL,
+ sizeof(vertex), &vertices[0].normal);
+ evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_TANGENT,
+ sizeof(vertex), &vertices[0].tangent);
+ evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_COLOR,
+ sizeof(vertex), &vertices[0].color);
+ evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_TEXCOORD,
+ sizeof(vertex), &vertices[0].texcoord);
+
+ evas_3d_mesh_index_data_set(mesh, EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]);
+ evas_3d_mesh_vertex_assembly_set(mesh, EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
+
+ material = evas_3d_material_add(evas);
+ evas_3d_mesh_frame_material_set(mesh, 0, material);
+
+ texture_diffuse = evas_3d_texture_add(evas);
+
+ evas_3d_texture_file_set(texture_diffuse, "EarthDiffuse.png", NULL);
+ evas_3d_texture_filter_set(texture_diffuse, EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR);
+ evas_3d_material_texture_set(material, EVAS_3D_MATERIAL_DIFFUSE, texture_diffuse);
+
+ evas_3d_material_enable_set(material, EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE);
+ evas_3d_material_enable_set(material, EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE);
+ evas_3d_material_enable_set(material, EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE);
+
+ evas_3d_material_color_set(material, EVAS_3D_MATERIAL_AMBIENT, 0.01, 0.01, 0.01, 1.0);
+ evas_3d_material_color_set(material, EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0);
+ evas_3d_material_color_set(material, EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0);
+ evas_3d_material_shininess_set(material, 50.0);
+
+ mesh_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_MESH);
+ evas_3d_node_member_add(root_node, mesh_node);
+ evas_3d_node_mesh_add(mesh_node, mesh);
+ evas_3d_mesh_shade_mode_set(mesh, EVAS_3D_SHADE_MODE_DIFFUSE);
+
+ /* Set up scene. */
+ evas_3d_scene_root_node_set(scene, root_node);
+ evas_3d_scene_camera_node_set(scene, camera_node);
+ evas_3d_scene_size_set(scene, WIDTH, HEIGHT);
+
+ /* Add evas objects. */
+ background = evas_object_rectangle_add(evas);
+ evas_object_color_set(background, 0, 0, 0, 255);
+ evas_object_move(background, 0, 0);
+ evas_object_resize(background, WIDTH, HEIGHT);
+ evas_object_show(background);
+
+ image = evas_object_image_filled_add(evas);
+ evas_object_image_size_set(image, WIDTH, HEIGHT);
+ evas_object_image_3d_scene_set(image, scene);
+ evas_object_move(image, 0, 0);
+ evas_object_resize(image, WIDTH, HEIGHT);
+ evas_object_show(image);
+ evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _on_mouse_down, NULL);
+
+ ecore_timer_add(0.01, _animate_scene, mesh_node);
+
+ printf ("Enter main loop\n");
+ ecore_main_loop_begin();
+
+ ecore_evas_free(ecore_evas);
+ ecore_evas_shutdown();
+ _sphere_fini();
+
+ return 0;
+}