ed->mesh_node.texture.filter1 = 0;
ed->mesh_node.texture.filter2 = 0;
- ed->mesh_node.properties.shade = EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR;
+ ed->mesh_node.properties.shade = EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR;
ed->mesh_node.properties.ambient.r = 50;
ed->mesh_node.properties.ambient.g = 50;
ed->mesh_node.properties.ambient.b = 50;
check_arg_count(1);
shade = parse_enum(0,
- "VERTEX_COLOR", EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR,
- "PARENT", EVAS_CANVAS3D_SHADE_MODE_DIFFUSE,
- "WORLD", EVAS_CANVAS3D_SHADE_MODE_FLAT,
- "PHONG", EVAS_CANVAS3D_SHADE_MODE_PHONG,
- "NORMAL_MAP", EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP,
- "RENDER", EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER,
+ "VERTEX_COLOR", EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
+ "PARENT", EVAS_CANVAS3D_SHADER_MODE_DIFFUSE,
+ "WORLD", EVAS_CANVAS3D_SHADER_MODE_FLAT,
+ "PHONG", EVAS_CANVAS3D_SHADER_MODE_PHONG,
+ "NORMAL_MAP", EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP,
+ "RENDER", EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER,
NULL);
if (current_part->type == EDJE_PART_TYPE_MESH_NODE)
skybox_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(root_node, skybox_mesh_node);
evas_canvas3d_node_mesh_add(skybox_mesh_node, skybox_mesh);
- evas_canvas3d_mesh_shade_mode_set(skybox_mesh, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
+ evas_canvas3d_mesh_shader_mode_set(skybox_mesh, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
static void
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(root_node, mesh_node);
evas_canvas3d_node_mesh_add(mesh_node, mesh);
- evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
+ evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
}
static void
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_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ 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);
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_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node =
evas_canvas3d_mesh_frame_vertex_data_copy_set(globalGraphical.mesh_box, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_copy_set(globalGraphical.mesh_box, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(globalGraphical.mesh_box, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
- evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh_box, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh_box, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh_box, 0, globalGraphical.material_box);
globalGraphical.mesh_nodebox =
evas_canvas3d_mesh_frame_vertex_data_copy_set(globalGraphical.mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, sizeof(vertex), &globalGraphical.vertices[0].texcoord);
evas_canvas3d_mesh_index_data_copy_set(globalGraphical.mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, globalGraphical.index_count, &globalGraphical.indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(globalGraphical.mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
- evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
else
{
efl_file_set(globalGraphical.mesh, globalGraphical.model_path, NULL);
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh, 0, globalGraphical.material);
- evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
if (globalGraphical.flags.fog_enable)
evas_canvas3d_mesh_frame_vertex_data_copy_set(globalGraphical.mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, sizeof(vertex), &globalGraphical.vertices[0].texcoord);
evas_canvas3d_mesh_index_data_copy_set(globalGraphical.mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, globalGraphical.index_count, &globalGraphical.indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(globalGraphical.mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
- evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
else
{
efl_file_set(globalGraphical.mesh, globalGraphical.model_path, NULL);
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh, 0, globalGraphical.material);
- evas_canvas3d_mesh_shade_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(globalGraphical.mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
evas_canvas3d_mesh_frame_material_set(globalGraphical.mesh, 0, globalGraphical.material);
globalGraphical.list_meshes = eina_list_append(globalGraphical.list_meshes, globalGraphical.mesh);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_cube, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(data->mesh_cube, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_cube, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
- evas_canvas3d_mesh_shade_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_cube, 0, data->material_cube);
}
evas_canvas3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
- evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_node_member_add(data->root_node, node);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_ball, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, sizeof(vertex), &vertices[0].texcoord);
evas_canvas3d_mesh_index_data_set(data->mesh_ball, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_ball, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
- evas_canvas3d_mesh_shade_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_ball, 0, data->material_ball);
evas_canvas3d_node_member_add(data->root_node, data->mesh_node_ball);
efl_file_set(mesh, model_path, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
- evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(texture, image_path, NULL);
mesh_box = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(mesh_box, 0, cube);
evas_canvas3d_mesh_vertex_assembly_set(mesh_box, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
- evas_canvas3d_mesh_shade_mode_set(mesh_box, EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR);
+ evas_canvas3d_mesh_shader_mode_set(mesh_box, EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR);
evas_canvas3d_mesh_frame_material_set(mesh_box, 0, material_box);
_redraw_aabb();
{
evas_canvas3d_mesh_from_primitive_set(mesh, 0, sphere);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
- evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
static void
evas_canvas3d_primitive_precision_set(sphere->primitive, 50);
evas_canvas3d_mesh_from_primitive_set(sphere->mesh, 0, sphere->primitive);
evas_canvas3d_mesh_frame_material_set(sphere->mesh, 0, sphere->material);
- evas_canvas3d_mesh_shade_mode_set(sphere->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(sphere->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_color_pick_enable_set(sphere->mesh, EINA_TRUE);
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
- evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
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_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node =
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material0);
evas_canvas3d_mesh_frame_add(data->mesh, 20);
evas_canvas3d_mesh_frame_material_set(data->mesh, 20, data->material1);
- evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
data->mesh_node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
efl_file_set(mesh, input_model_path, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
- evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
efl_file_save(mesh, output_model_path, NULL, NULL);
efl_file_set(mesh2, output_model_path, NULL);
- evas_canvas3d_mesh_shade_mode_set(mesh2, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(mesh2, EVAS_CANVAS3D_SHADER_MODE_PHONG);
mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
_set_ball(Eo *mesh, Eo *sphere, Evas_Canvas3D_Material *material)
{
evas_canvas3d_mesh_from_primitive_set(mesh, 0, sphere);
- evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
}
data->mesh_aabb = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh_aabb, 0, data->cube);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_aabb, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
- evas_canvas3d_mesh_shade_mode_set(data->mesh_aabb, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_aabb, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_frame_material_set(data->mesh_aabb, 0, data->material);
data->mesh_sphere = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh_sphere, 0, data->sphere);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_sphere, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
- evas_canvas3d_mesh_shade_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_frame_material_set(data->mesh_sphere, 0, data->material);
data->mesh_node =
efl_file_set(data->mesh_model, mesh_path, NULL);
evas_canvas3d_mesh_frame_material_set(data->mesh_model, 0, data->material_model);
- evas_canvas3d_mesh_shade_mode_set(data->mesh_model, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_model, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
static void
data->mesh_##name = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
efl_file_set(data->mesh_##name, model, NULL); \
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_##name, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES); \
- evas_canvas3d_mesh_shade_mode_set(data->mesh_##name, EVAS_CANVAS3D_SHADE_MODE_##shade); \
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_##name, EVAS_CANVAS3D_SHADER_MODE_##shade); \
evas_canvas3d_mesh_frame_material_set(data->mesh_##name, 0, data->material);
#define CONVEX_HULL_MESH_INIT(name) \
evas_canvas3d_mesh_index_data_copy_set(data->mesh_##name##_ch, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, \
ind->len, &index[0]); \
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_##name##_ch, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES); \
- evas_canvas3d_mesh_shade_mode_set(data->mesh_##name##_ch, EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR); \
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_##name##_ch, EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR); \
evas_canvas3d_mesh_frame_material_set(data->mesh_##name##_ch, 0, data->material); \
free(vert); \
free(ind);
data->mesh_sphere = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh_sphere, 0, primitive);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_sphere, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
- evas_canvas3d_mesh_shade_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_sphere, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_sphere, 0, data->material);
/* Setup mesh torus */
evas_canvas3d_primitive_precision_set(primitive, 50);
evas_canvas3d_mesh_from_primitive_set(data->mesh_torus, 0, primitive);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_torus, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
- evas_canvas3d_mesh_shade_mode_set(data->mesh_torus, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_torus, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_torus, 0, data->material);
/* Setup mesh cube */
evas_canvas3d_primitive_precision_set(primitive, 50);
evas_canvas3d_mesh_from_primitive_set(data->mesh_cube, 0, primitive);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_cube, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
- evas_canvas3d_mesh_shade_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_cube, 0, data->material);
MODEL_MESH_INIT(plain, plain, PHONG)
efl_file_set(mesh, model_path, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
- evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
texture = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_texture_file_set(texture, image_path, NULL);
mesh_##extention = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); \
efl_file_mmap_set(mesh_##extention, extention##_file, NULL); \
evas_canvas3d_mesh_frame_material_set(mesh_##extention, 0, material); \
- evas_canvas3d_mesh_shade_mode_set(mesh_##extention, EVAS_CANVAS3D_SHADE_MODE_PHONG); \
+ evas_canvas3d_mesh_shader_mode_set(mesh_##extention, EVAS_CANVAS3D_SHADER_MODE_PHONG); \
node_##extention = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); \
evas_canvas3d_node_member_add(root_node, node_##extention); \
evas_canvas3d_node_mesh_add(node_##extention, mesh_##extention); \
snprintf(full_file_path, PATH_MAX, "%s%s", path, ".obj"); \
efl_file_set(mesh[num], full_file_path, NULL); \
evas_canvas3d_mesh_frame_material_set(mesh[num], 0, name_of_material); \
- evas_canvas3d_mesh_shade_mode_set(mesh[num], shade_mode); \
+ evas_canvas3d_mesh_shader_mode_set(mesh[num], shade_mode); \
mesh_node[num] = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); \
evas_canvas3d_node_member_add(root_node, mesh_node[num]); \
evas_canvas3d_node_mesh_add(mesh_node[num], mesh[num]); \
PACKAGE_EXAMPLES_DIR EVAS_SAVED_FILES);
ADD_OBJ_MESH_AND_SAVED_COPY(home, -GRID_SIZE, -GRID_SIZE, 0,
- EVAS_CANVAS3D_SHADE_MODE_PHONG, material_with_tex)
+ EVAS_CANVAS3D_SHADER_MODE_PHONG, material_with_tex)
ADD_OBJ_MESH_AND_SAVED_COPY(home_without_normals, -GRID_SIZE, GRID_SIZE, 1,
- EVAS_CANVAS3D_SHADE_MODE_DIFFUSE, material_with_tex)
+ EVAS_CANVAS3D_SHADER_MODE_DIFFUSE, material_with_tex)
ADD_OBJ_MESH_AND_SAVED_COPY(home_without_tex_coords, GRID_SIZE, -GRID_SIZE, 2,
- EVAS_CANVAS3D_SHADE_MODE_PHONG, material)
+ EVAS_CANVAS3D_SHADER_MODE_PHONG, material)
ADD_OBJ_MESH_AND_SAVED_COPY(home_only_vertex_coords, GRID_SIZE, GRID_SIZE, 3,
- EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER, NULL)
+ EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER, NULL)
/* Set up scene. */
evas_canvas3d_scene_root_node_set(scene, root_node);
Evas_Event_Key_Down *ev = event_info;
if (!strcmp("n", ev->key))
- evas_canvas3d_mesh_shade_mode_set(scene->mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
+ evas_canvas3d_mesh_shader_mode_set(scene->mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
if (!strcmp("p", ev->key))
- evas_canvas3d_mesh_shade_mode_set(scene->mesh, EVAS_CANVAS3D_SHADE_MODE_PARALLAX_OCCLUSION);
+ evas_canvas3d_mesh_shader_mode_set(scene->mesh, EVAS_CANVAS3D_SHADER_MODE_PARALLAX_OCCLUSION);
}
static void
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 100, data->cube);
- evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_PARALLAX_OCCLUSION);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PARALLAX_OCCLUSION);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material_rocks);
evas_canvas3d_mesh_frame_material_set(data->mesh, 100, data->material_wood);
evas_canvas3d_node_member_add(root_node, mesh_node);
evas_canvas3d_node_mesh_add(mesh_node, mesh);
- evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
+ evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
/* Set up scene. */
"NoNormal_NoUVs_Colors.ply",
"NoNormal_NoUVs_NoColors.ply"};
-int draw_mode[8] = {EVAS_CANVAS3D_SHADE_MODE_PHONG,
- EVAS_CANVAS3D_SHADE_MODE_PHONG,
- EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR,
- EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER,
- EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR,
- EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER,
- EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR,
- EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER};
+int draw_mode[8] = {EVAS_CANVAS3D_SHADER_MODE_PHONG,
+ EVAS_CANVAS3D_SHADER_MODE_PHONG,
+ EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
+ EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER,
+ EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
+ EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER,
+ EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR,
+ EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER};
Ecore_Evas *ecore_evas = NULL;
Evas *evas = NULL;
snprintf(buffer, PATH_MAX, "%s%s", input_template, file_name[i % 8]);
efl_file_set(mesh[i], buffer, NULL);
evas_canvas3d_mesh_frame_material_set(mesh[i], 0, material);
- evas_canvas3d_mesh_shade_mode_set(mesh[i], draw_mode[(i % 8)]);
+ evas_canvas3d_mesh_shader_mode_set(mesh[i], draw_mode[(i % 8)]);
snprintf(buffer, PATH_MAX, "%s%s", output_template, file_name[i % 8]);
efl_file_save(mesh[i], buffer, NULL, NULL);
{
efl_file_set(mesh[i], buffer, NULL);
evas_canvas3d_mesh_frame_material_set(mesh[i], 0, material);
- evas_canvas3d_mesh_shade_mode_set(mesh[i], draw_mode[(i % 8)]);
+ evas_canvas3d_mesh_shader_mode_set(mesh[i], draw_mode[(i % 8)]);
}
mesh_node[i] = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
/* Setup mesh. */
data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
- evas_canvas3d_mesh_shade_mode_set(data->mesh, EVAS_CANVAS3D_SHADE_MODE_FLAT);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_FLAT);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node =
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get((Evas_Canvas3D_Node *)event->info);
EINA_LIST_FOREACH(meshes, l, m)
{
- evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
+ evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
if (choosed_node != (Evas_Canvas3D_Node *)event->info)
{
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(choosed_node);
EINA_LIST_FOREACH(meshes, l, m)
{
- evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
}
choosed_node = (Evas_Canvas3D_Node *)event->info;
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get((Evas_Canvas3D_Node *)event->info);
EINA_LIST_FOREACH(meshes, l, m)
{
- evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
+ evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
}
return EINA_TRUE;
evas_canvas3d_material_color_set(body->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(body->material, 100.0);
- evas_canvas3d_mesh_shade_mode_set(body->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(body->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(body->mesh, 0, body->material);
}
evas_canvas3d_mesh_frame_material_set(fence->mesh, 0, fence->material);
evas_canvas3d_mesh_alpha_func_set(fence->mesh, EVAS_CANVAS3D_COMPARISON_GREATER, 0);
evas_canvas3d_mesh_alpha_test_enable_set(fence->mesh, EINA_TRUE);
- evas_canvas3d_mesh_shade_mode_set(fence->mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
+ evas_canvas3d_mesh_shader_mode_set(fence->mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
fence->node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(fence->node, fence->mesh);
model->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
efl_file_set(model->mesh, model_path, NULL);
evas_canvas3d_mesh_frame_material_set(model->mesh, 0, model->material);
- evas_canvas3d_mesh_shade_mode_set(model->mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(model->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
model->node =
eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_mesh_frame_material_set(data->billboard.mesh, 0, data->billboard.material);
evas_canvas3d_mesh_alpha_func_set(data->billboard.mesh, EVAS_CANVAS3D_COMPARISON_GREATER, 0);
evas_canvas3d_mesh_alpha_test_enable_set(data->billboard.mesh, EINA_TRUE);
- evas_canvas3d_mesh_shade_mode_set(data->billboard.mesh, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
+ evas_canvas3d_mesh_shader_mode_set(data->billboard.mesh, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_blending_enable_set(data->billboard.mesh, EINA_TRUE);
evas_canvas3d_mesh_blending_func_set(data->billboard.mesh, EVAS_CANVAS3D_BLEND_FUNC_SRC_ALPHA, EVAS_CANVAS3D_BLEND_FUNC_ONE_MINUS_SRC_ALPHA);
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->sphere.node);
EINA_LIST_FOREACH(meshes, l, m)
{
- evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cube.node);
EINA_LIST_FOREACH(meshes, l, m)
{
- evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cylinder.node);
EINA_LIST_FOREACH(meshes, l, m)
{
- evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->model.node);
EINA_LIST_FOREACH(meshes, l, m)
{
- evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
meshes = (Eina_List *)evas_canvas3d_node_mesh_list_get(data->cone.node);
EINA_LIST_FOREACH(meshes, l, m)
{
- evas_canvas3d_mesh_shade_mode_set(m, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(m, EVAS_CANVAS3D_SHADER_MODE_PHONG);
}
}
i, ".obj");
efl_file_set(mesh, str, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, data->material);
- evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_lod_boundary_set(mesh, distances[i], distances[i + 1]);
evas_canvas3d_node_mesh_add(data->lod_mesh_node1, mesh);
mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
efl_file_set(mesh, str, NULL);
evas_canvas3d_mesh_frame_material_set(mesh, 0, data->material);
- evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_lod_boundary_set(mesh, m_distances[i], m_distances[i + 1]);
evas_canvas3d_node_mesh_add(data->lod_mesh_node2, mesh);
#define ENABLE_NORMAL(mesh) \
- evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
+ evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
#define DISABLE_NORMAL(mesh) \
- evas_canvas3d_mesh_shade_mode_set(mesh, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
#define ADD_MESH(Object, Name, a, d, s) \
data->mesh_##Name = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
#define SETUP_DEFAULT_MESH(Object, Name, Shade_Mode) \
- evas_canvas3d_mesh_shade_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADE_MODE_##Shade_Mode); \
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADER_MODE_##Shade_Mode); \
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_##Name, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES); \
evas_canvas3d_mesh_frame_material_set(data->mesh_##Name, 0, data->material_##Object);
evas_canvas3d_material_texture_set(data->material_##Object, EVAS_CANVAS3D_MATERIAL_ATTRIB_NORMAL, \
data->texture_normal_##Object); \
\
- evas_canvas3d_mesh_shade_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_##Name, EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP);
#define TEXTCOORDS_SET(Name, fb1, fb2, lr1, lr2, tb1, tb2) \
static float Name##_textcoords[] = \
SETUP_MESH_NODE(tommy)
efl_file_set(data->mesh_tommy, gun_path, NULL);
efl_file_save(data->mesh_tommy, "try.obj", NULL, NULL);
- evas_canvas3d_mesh_shade_mode_set(data->mesh_tommy, EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_tommy, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_tommy, 0, data->material_tommy);
evas_canvas3d_node_scale_set(data->mesh_node_tommy, 1.5, 1.5, 1.5);
_set_ball(data->mesh_ball, 10);
- evas_canvas3d_mesh_shade_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_ball, EVAS_CANVAS3D_VERTEX_ASSEMBLY_LINES);
evas_canvas3d_mesh_frame_material_set(data->mesh_ball, 0, data->material_ball);
SETUP_MESH_NODE(column[index])
evas_canvas3d_mesh_from_primitive_set(data->mesh_column[index], 0, data->cylinder_primitive);
- evas_canvas3d_mesh_shade_mode_set(data->mesh_column[index], EVAS_CANVAS3D_SHADE_MODE_DIFFUSE);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_column[index], EVAS_CANVAS3D_SHADER_MODE_DIFFUSE);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_column[index], EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
- evas_canvas3d_mesh_shade_mode_set(data->mesh_column[index], EVAS_CANVAS3D_SHADE_MODE_PHONG);
+ evas_canvas3d_mesh_shader_mode_set(data->mesh_column[index], EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_column[index], 0, data->material_column);
data->texture_diffuse_column = eo_add(EVAS_CANVAS3D_TEXTURE_CLASS, evas);
evas_canvas3d_mesh_frame_add(mesh, pf->type.node.frame);
evas_canvas3d_mesh_frame_material_set(mesh, pf->type.node.frame, material);
}
- evas_canvas3d_mesh_shade_mode_set(mesh, pd_mesh_node->mesh_node.properties.shade);
+ evas_canvas3d_mesh_shader_mode_set(mesh, pd_mesh_node->mesh_node.properties.shade);
evas_canvas3d_mesh_vertex_assembly_set(mesh, pd_mesh_node->mesh_node.mesh.assembly);
evas_canvas3d_node_mesh_frame_set(ep->node, mesh, pf->type.node.frame);
evas_canvas3d_node_scale_set(ep->node, pf->type.node.scale_3d.x, pf->type.node.scale_3d.y, pf->type.node.scale_3d.z);
Edje_Color specular;
Eina_Bool normal;
FLOAT_T shininess;
- Evas_Canvas3D_Shade_Mode shade;
+ Evas_Canvas3D_Shader_Mode shade;
Evas_Canvas3D_Material_Attrib material_attrib;
} properties;
scene_data.post_processing = EINA_TRUE;
scene_data.color_pick_enabled = EINA_FALSE;
scene_data.render_to_texture = EINA_TRUE;
- scene_data.post_processing_type = EVAS_CANVAS3D_SHADE_MODE_POST_PROCESSING_FXAA;
+ scene_data.post_processing_type = EVAS_CANVAS3D_SHADER_MODE_POST_PROCESSING_FXAA;
}
/* Phase 1 - Update scene graph tree. */
evas_canvas3d_object_update(scene);
}
EOLIAN static void
-_evas_canvas3d_mesh_shade_mode_set(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh_Data *pd, Evas_Canvas3D_Shade_Mode mode)
+_evas_canvas3d_mesh_shader_mode_set(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh_Data *pd, Evas_Canvas3D_Shader_Mode mode)
{
- if (pd->shade_mode != mode)
+ if (pd->shader_mode != mode)
{
- pd->shade_mode = mode;
- evas_canvas3d_object_change(obj, EVAS_CANVAS3D_STATE_MESH_SHADE_MODE, NULL);
+ pd->shader_mode = mode;
+ evas_canvas3d_object_change(obj, EVAS_CANVAS3D_STATE_MESH_SHADER_MODE, NULL);
}
}
-EOLIAN static Evas_Canvas3D_Shade_Mode
-_evas_canvas3d_mesh_shade_mode_get(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh_Data *pd)
+EOLIAN static Evas_Canvas3D_Shader_Mode
+_evas_canvas3d_mesh_shader_mode_get(Eo *obj EINA_UNUSED, Evas_Canvas3D_Mesh_Data *pd)
{
- return pd->shade_mode;
+ return pd->shader_mode;
}
EOLIAN static void
@in primitive: Evas.Canvas3D.Primitive *; [[Specifies which data will be set.]]
}
}
- @property shade_mode {
+ @property shader_mode {
set {
- [[Set the shade mode of the given mesh.
+ [[Set the shader mode of the given mesh.
- Default shade mode is EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR.
+ Default shader mode is EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR.
]]
}
get {
- [[Get the shade mode of the given mesh.]]
+ [[Get the shader mode of the given mesh.]]
}
values {
- mode: Evas.Canvas3D.Shade_Mode; [[The shade mode.]]
+ mode: Evas.Canvas3D.Shader_Mode; [[The shader mode.]]
}
}
@property color_pick_enable {
}
float *tangent_data = (float *)f->vertices[EVAS_CANVAS3D_VERTEX_ATTRIB_TANGENT].data;
- if (!tangent_data && ((mesh_pd->shade_mode == EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP) ||
- (mesh_pd->shade_mode == EVAS_CANVAS3D_SHADE_MODE_PARALLAX_OCCLUSION)))
+ if (!tangent_data && ((mesh_pd->shader_mode == EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP) ||
+ (mesh_pd->shader_mode == EVAS_CANVAS3D_SHADER_MODE_PARALLAX_OCCLUSION)))
{
index = (unsigned short int *)mesh_pd->indices;
tangent_data = (float*) malloc((3 * mesh_pd->vertex_count) * sizeof(float));
data->render_to_texture = EINA_FALSE;
data->lod_distance = 0;
data->post_processing = EINA_FALSE;
- data->post_processing_type = EVAS_CANVAS3D_SHADE_MODE_POST_PROCESSING_FXAA;
+ data->post_processing_type = EVAS_CANVAS3D_SHADER_MODE_POST_PROCESSING_FXAA;
}
void
mesh_vertex_data,
mesh_index_data,
mesh_vertex_assembly,
- mesh_shade_mode,
+ mesh_shader_mode,
mesh_fog,
mesh_blending,
mesh_alpha_test,
node_mesh_geometry,
node_mesh_material,
node_mesh_frame,
- node_mesh_shade_mode,
+ node_mesh_shader_mode,
node_mesh_material_id,
node_light,
node_camera,
alternative_uv [[Ptimitive with alternative uv (supported for sphere)]]
}
-enum Evas.Canvas3D.Shade_Mode
+enum Evas.Canvas3D.Shader_Mode
{
[[Shader shade modes
struct _Evas_Canvas3D_Mesh
{
- Evas_Canvas3D_Shade_Mode shade_mode;
+ Evas_Canvas3D_Shader_Mode shader_mode;
int vertex_count;
int frame_count;
unsigned int lod_distance;
Eina_Bool post_processing :1;
- Evas_Canvas3D_Shade_Mode post_processing_type;
+ Evas_Canvas3D_Shader_Mode post_processing_type;
};
struct _Evas_Canvas3D_Pick_Data
data->blending = pdmesh->blending;
data->blend_sfactor = pdmesh->blend_sfactor;
data->blend_dfactor = pdmesh->blend_dfactor;
- data->mode = pdmesh->shade_mode;
+ data->mode = pdmesh->shader_mode;
data->assembly = pdmesh->assembly;
data->vertex_count = pdmesh->vertex_count;
data->index_count = pdmesh->index_count;
} \
} while (0)
- if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_VERTEX_COLOR)
+ if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_COLOR, EINA_TRUE);
}
- else if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER)
+ else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
if (pdmesh->alpha_test_enabled)
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_FALSE);
}
}
- else if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_COLOR_PICK)
+ else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_COLOR_PICK)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
}
- else if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_DIFFUSE)
+ else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_DIFFUSE)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(material_color, MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
if (_flags_need_tex_coord(data->flags))
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_FALSE);
}
- else if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_FLAT)
+ else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_FLAT)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_NORMAL, EINA_TRUE);
if (_flags_need_tex_coord(data->flags))
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_FALSE);
}
- else if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_PHONG)
+ else if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_PHONG)
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_NORMAL, EINA_TRUE);
if (_flags_need_tex_coord(data->flags))
BUILD(vertex_attrib, VERTEX_ATTRIB_TEXCOORD, EINA_FALSE);
}
- else if ((pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP) ||
- (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_PARALLAX_OCCLUSION))
+ else if ((pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP) ||
+ (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_PARALLAX_OCCLUSION))
{
BUILD(vertex_attrib, VERTEX_ATTRIB_POSITION, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_NORMAL, EINA_TRUE);
BUILD(vertex_attrib, VERTEX_ATTRIB_TANGENT, EINA_FALSE);
- if (pdmesh->shade_mode == EVAS_CANVAS3D_SHADE_MODE_NORMAL_MAP)
+ if (pdmesh->shader_mode == EVAS_CANVAS3D_SHADER_MODE_NORMAL_MAP)
BUILD(vertex_attrib, VERTEX_ATTRIB_TANGENT, EINA_FALSE);
else BUILD(vertex_attrib, VERTEX_ATTRIB_TANGENT, EINA_TRUE);
{
Eina_List *l;
Evas_Canvas3D_Node *n;
- Evas_Canvas3D_Shade_Mode shade_mode;
+ Evas_Canvas3D_Shader_Mode shader_mode;
Eina_Bool blend_enabled;
Evas_Color c = {1.0, 1.0, 1.0, 1.0};
Eina_Matrix4 matrix_vp;
{
RENDER_MESH_NODE_ITERATE_BEGIN(light_eye)
{
- shade_mode = pdmesh->shade_mode;
+ shader_mode = pdmesh->shader_mode;
blend_enabled = pdmesh->blending;
pdmesh->blending = EINA_FALSE;
- pdmesh->shade_mode = EVAS_CANVAS3D_SHADE_MODE_SHADOW_MAP_RENDER;
+ pdmesh->shader_mode = EVAS_CANVAS3D_SHADER_MODE_SHADOW_MAP_RENDER;
_mesh_draw(renderer, nm->mesh, nm->frame, light, matrix_light_eye,
&matrix_mv, &matrix_mvp, &matrix_mvp);
- pdmesh->shade_mode = shade_mode;
+ pdmesh->shader_mode = shader_mode;
pdmesh->blending = blend_enabled;
}
RENDER_MESH_NODE_ITERATE_END
Evas_Canvas3D_Scene_Public_Data *data)
{
const Eina_Matrix4 *matrix_eye;
- Evas_Canvas3D_Shade_Mode shade_mode;
+ Evas_Canvas3D_Shader_Mode shader_mode;
Eina_Stringshare *tmp;
Eina_Iterator *itmn;
void *ptrmn;
pdmesh->color_pick_key.r = unic_color->r;
pdmesh->color_pick_key.g = unic_color->g;
pdmesh->color_pick_key.b = unic_color->b;
- shade_mode = pdmesh->shade_mode;
- pdmesh->shade_mode = EVAS_CANVAS3D_SHADE_MODE_COLOR_PICK;
+ shader_mode = pdmesh->shader_mode;
+ pdmesh->shader_mode = EVAS_CANVAS3D_SHADER_MODE_COLOR_PICK;
_mesh_draw(renderer, nm->mesh, nm->frame, NULL, matrix_eye, &matrix_mv,
&matrix_mvp, NULL);
- pdmesh->shade_mode = shade_mode;
+ pdmesh->shader_mode = shader_mode;
}
eina_stringshare_del(tmp);
}
struct _E3D_Draw_Data
{
E3D_Shader_Flag flags;
- Evas_Canvas3D_Shade_Mode mode;
+ Evas_Canvas3D_Shader_Mode mode;
Eina_Matrix4 matrix_mvp;
Eina_Matrix4 matrix_mv;
void e3d_texture_param_update(E3D_Texture *texture);
/* Program */
-E3D_Program *e3d_program_new(Evas_Canvas3D_Shade_Mode mode, E3D_Shader_Flag flags);
+E3D_Program *e3d_program_new(Evas_Canvas3D_Shader_Mode mode, E3D_Shader_Flag flags);
void e3d_program_free(E3D_Program *program);
GLuint e3d_program_id_get(const E3D_Program *program);
-Evas_Canvas3D_Shade_Mode e3d_program_shade_mode_get(const E3D_Program *program);
+Evas_Canvas3D_Shader_Mode e3d_program_shader_mode_get(const E3D_Program *program);
E3D_Shader_Flag e3d_program_shader_flags_get(const E3D_Program *program);
void e3d_program_uniform_upload(E3D_Program *program, const E3D_Draw_Data *data);
EINA_LIST_FOREACH(renderer->programs, l, p)
{
- if (e3d_program_shade_mode_get(p) == data->mode &&
+ if (e3d_program_shader_mode_get(p) == data->mode &&
e3d_program_shader_flags_get(p) == data->flags)
{
program = p;
GLuint prog;
E3D_Shader_Flag flags;
- Evas_Canvas3D_Shade_Mode mode;
+ Evas_Canvas3D_Shader_Mode mode;
GLint uniform_locations[E3D_UNIFORM_COUNT];
};
}
E3D_Program *
-e3d_program_new(Evas_Canvas3D_Shade_Mode mode, E3D_Shader_Flag flags)
+e3d_program_new(Evas_Canvas3D_Shader_Mode mode, E3D_Shader_Flag flags)
{
E3D_Shader_String vert, frag;
E3D_Program *program = NULL;
return program->prog;
}
-Evas_Canvas3D_Shade_Mode
-e3d_program_shade_mode_get(const E3D_Program *program)
+Evas_Canvas3D_Shader_Mode
+e3d_program_shader_mode_get(const E3D_Program *program)
{
return program->mode;
}