* For more detailes see https://www.opengl.org/sdk/docs/man2/xhtml/glBlendFunc.xml
*
* @verbatim
- * gcc -o evas-3d-blending evas-3d-blending.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm
+ * gcc -o evas-3d-blending evas-3d-blending.c evas-3d-primitives.c `pkg-config --libs --cflags evas ecore ecore-evas eo`-lm
* @endverbatim
*/
#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
-#include <math.h>
#include <Eo.h>
#include <Evas.h>
#include <Ecore.h>
#include <Ecore_Evas.h>
+#include "evas-3d-primitives.h"
#define WIDTH 1024
#define HEIGHT 1024
Eo *material1;
} Scene_Data;
-typedef struct _vec3
-{
- float x;
- float y;
- float z;
-} vec3;
-
-typedef struct _vec4
-{
- float x;
- float y;
- float z;
- float w;
-} vec4;
+static const vec2 tex_scale = {1, 1};
Evas *evas = NULL;
Eo *background = NULL;
static void
_set_ball(Eo *mesh, int p, Evas_3D_Material *material)
{
- int vcount, icount, vccount, i, j;
- double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
- unsigned short *indices, *index;
-
- icount = p * p * 6;
- vccount = p + 1;
- vcount = vccount * vccount;
-
- dtheta = M_PI / p;
- dfi = 2 * M_PI / p;
-
- vec3 *vertices = malloc(sizeof(vec3) * vcount);
- vec3 *normals = malloc(sizeof(vec3) * vcount);
-
- for (j = 0; j < vccount; j++)
- {
- theta = j * dtheta;
- sinth = sin(theta);
- costh = cos(theta);
- for (i = 0; i < vccount; i++)
- {
- fi = i * dfi;
- sinfi = sin(fi);
- cosfi = cos(fi);
- vertices[i + j * vccount].x = sinth * cosfi;
- vertices[i + j * vccount].y = sinth * sinfi;
- vertices[i + j * vccount].z = costh;
-
- normals[i + j * vccount].x = sinth * cosfi;
- normals[i + j * vccount].y = sinth * sinfi;
- normals[i + j * vccount].z = costh;
- }
- }
-
- indices = malloc(sizeof(short) * icount);
- index = &indices[0];
-
- for(j = 0; j < p; j++)
- for(i = 0; i < p; i++)
- {
- *index++ = (unsigned short)(i + vccount * j);
- *index++ = i + vccount * (j + 1);
- *index++ = i + 1 + vccount * (j + 1);
-
- *index++ = i + vccount * j;
- *index++ = i + 1 + vccount * j;
- *index++ = i + vccount * (j + 1) + 1;
- }
-
- eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount),
- evas_3d_mesh_frame_add(0);
- evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
- sizeof(vec3), &vertices[0]);
- evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
- sizeof(vec3), &normals[0]);
- evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
- icount , &indices[0]);
- evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG);
- evas_3d_mesh_frame_material_set(0, material));
+
+ evas_3d_add_sphere_frame(mesh, 0, p, tex_scale);
+ eo_do(mesh,
+ evas_3d_mesh_frame_material_set(0, material),
+ evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
}
static void
data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
data->mesh1 = eo_add(EVAS_3D_MESH_CLASS, evas);
- _set_ball(data->mesh, 100, data->material);
- _set_ball(data->mesh1, 100, data->material1);
+ _set_ball(data->mesh, 50, data->material);
+ _set_ball(data->mesh1, 50, data->material1);
data->mesh_node =
eo_add(EVAS_3D_NODE_CLASS, evas,
eo_do(data->mesh1, evas_3d_mesh_blending_enable_set(EINA_TRUE),
evas_3d_mesh_blending_func_set(func1, func2));
+ eo_do(data->mesh_node,
+ evas_3d_node_scale_set(2.0, 2.0, 2.0),
+ evas_3d_node_orientation_angle_axis_set(90.0, 1.0, 0.0, 0.0));
+
eo_do(data->mesh_node1,
- evas_3d_node_scale_set(2.5, 2.5, 2.5));
+ evas_3d_node_scale_set(5.0, 5.0, 5.0),
+ evas_3d_node_orientation_angle_axis_set(90.0, 1.0, 0.0, 0.0));
}
static void