* Compile with "gcc -o evas-3d-shadows evas-3d-shadows.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm"
*/
-
#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
#include <Ecore.h>
#include <Ecore_Evas.h>
#include <math.h>
+#include "primitives.c"
#define WIDTH 1024
#define HEIGHT 1024
+#define BG_COLOR 0.2, 0.2, 0.2
+#define AMBIENT_LIGHT 0.2, 0.2, 0.2
+#define DIFFUSE_LIGHT 1.0, 1.0, 1.0
+#define SPECULAR_LIGHT 1.0, 1.0, 1.0
+
Ecore_Evas *ecore_evas = NULL;
Evas *evas = NULL;
Eo *background = NULL;
Eo *image = NULL;
-Eo *scene = NULL;
-Eo *root_node = NULL;
-Eo *camera_node = NULL;
-Eo *light_node = NULL;
-Eo *camera = NULL;
-Eo *mesh_node = NULL;
-Eo *mesh_node1 = NULL;
-Eo *mesh = NULL;
-Eo *mesh1 = NULL;
-Eo *material = NULL;
-Eo *material1 = NULL;
-Eo *texture = NULL;
-Eo *light = NULL;
-Ecore_Animator *anim = NULL;
+typedef struct _Body_3D
+{
+ Eo *material;
+ Eo *mesh;
+ Eo *node;
+} Body_3D;
+
+typedef struct _Scene_Data
+{
+ Eo *scene;
+ Eo *root_node;
+ Eo *camera_node;
+ Eo *camera;
+ Eo *light_node;
+ Eo *light;
+
+ Body_3D sphere;
+ Body_3D cube;
+ Body_3D square;
+ Body_3D cylinder;
+ Body_3D model;
+ Body_3D cone;
+} Scene_Data;
static Eina_Bool
_animate_scene(void *data)
{
static int frame = 0;
+ Body_3D *body = (Body_3D *)data;
- eo_do((Evas_3D_Node *)data, evas_3d_node_mesh_frame_set(mesh, frame));
+ eo_do(body->node, evas_3d_node_mesh_frame_set(body->mesh, frame));
frame += 32;
eo_do(image, evas_obj_size_set(w, h));
}
-static double pi = 3.14159265359;
-typedef struct _vec3
+static void
+_body_material_set(Body_3D *body, float r, float g, float b)
{
- float x;
- float y;
- float z;
-} vec3;
+ body->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
-typedef struct _vec4
-{
- float x;
- float y;
- float z;
- float w;
-} vec4;
+ eo_do(body->material,
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
-static void
-_set_ball(Eo *ball_mesh, double r, double x, double y, double z, int p, Evas_3D_Material *ball_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 = pi / p;
- dfi = 2 * 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 = r * sinth * cosfi + x;
- vertices[i + j * vccount].y = r * sinth * sinfi + y;
- vertices[i + j * vccount].z = r * costh + z;
-
- 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(ball_mesh, evas_3d_mesh_vertex_count_set(vcount),
- evas_3d_mesh_frame_add(0);
- evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
- sizeof(vec3), &vertices[0]);
- evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL,
- sizeof(vec3), &normals[0]);
- evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
- icount , &indices[0]);
- evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
- evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG);
- evas_3d_mesh_frame_material_set(0, ball_material));
-
- free(vertices);
- free(normals);
- free(indices);
+ evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, r, g, b, 1.0),
+ evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, r, g, b, 1.0),
+ evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
+ evas_3d_material_shininess_set(100.0));
+
+ eo_do(body->mesh,
+ evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG),
+ evas_3d_mesh_frame_material_set(0, body->material));
}
-int
-main(void)
+static void
+_sphere_setup(Body_3D *sphere)
{
- //Unless Evas 3D supports Software renderer, we set gl backened forcely.
- setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
-
- if (!ecore_evas_init()) return 0;
+ sphere->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
+ _set_ball(sphere->mesh, 50);
+ _body_material_set(sphere, 1, 0.0, 0.0);
- ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
+ sphere->node =
+ eo_add(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH),
+ evas_3d_node_position_set(2.0, 3.0, 1.0));
+ eo_do(sphere->node, evas_3d_node_mesh_add(sphere->mesh));
+}
- if (!ecore_evas) return 0;
+static void
+_cone_setup(Body_3D *cone)
+{
+ cone->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
+ _set_cone(cone->mesh, 100);
+ _body_material_set(cone, 0.8, 0.5, 0.5);
- 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);
+ cone->node =
+ eo_add(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
+ eo_do(cone->node, evas_3d_node_mesh_add(cone->mesh),
+ evas_3d_node_position_set(-5.0, -1.0, -3.0),
+ evas_3d_node_scale_set(1.0, 2.0, 1.0));
+}
- evas = ecore_evas_get(ecore_evas);
+static void
+_cylinder_setup(Body_3D *cylinder)
+{
+ cylinder->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
+ _set_cylinder(cylinder->mesh, 50);
+ _body_material_set(cylinder, 0.0, 0.0, 1.0);
- /* Add a scene object .*/
- scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
+ cylinder->node =
+ eo_add(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
+ eo_do(cylinder->node, evas_3d_node_mesh_add(cylinder->mesh),
+ evas_3d_node_position_set(-2.0, 3.0, 1.0));
+}
- /* Add the root node for the scene. */
- root_node = eo_add(EVAS_3D_NODE_CLASS, evas,
- evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
+static void
+_square_setup(Body_3D *square)
+{
+ square->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
+ _set_square(square->mesh);
- /* Add the camera. */
- camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
- eo_do(camera,
- evas_3d_camera_projection_perspective_set(60.0, 1.0, 1.0, 1000.0));
+ _body_material_set(square, 0.9, 1, 1);
- camera_node =
+ square->node =
eo_add(EVAS_3D_NODE_CLASS, evas,
- evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
- eo_do(camera_node,
- evas_3d_node_camera_set(camera));
- eo_do(root_node,
- evas_3d_node_member_add(camera_node));
- eo_do(camera_node,
- evas_3d_node_position_set(100.0, 0.0, 20.0),
- evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0,
- EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
- /* Add the light. */
- light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
- eo_do(light,
- evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
- evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
- evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0),
- evas_3d_light_projection_perspective_set(60.0, 1.0, 2.0, 1000.0));
-
- light_node =
- eo_add(EVAS_3D_NODE_CLASS, evas,
- evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
- eo_do(light_node,
- evas_3d_node_light_set(light),
- evas_3d_node_position_set(100.0, 30.0, 20.0),
- evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0,
- EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
- eo_do(root_node,
- evas_3d_node_member_add(light_node));
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
+ eo_do(square->node, evas_3d_node_mesh_add(square->mesh),
+ evas_3d_node_position_set(0.0, -1.0, 0.0),
+ evas_3d_node_scale_set(30.0, 30.0, 30.0),
+ evas_3d_node_orientation_angle_axis_set(90.0, 1.0, 0.0, 0.0));
+}
- /* Add the mesh. */
- mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
- material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
+static void
+_box_setup(Body_3D *box)
+{
+ box->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
+ _set_cube(box->mesh);
- eo_do(mesh,
- efl_file_set("sonic.md2", NULL),
- evas_3d_mesh_frame_material_set(0, material),
- evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
+ _body_material_set(box, 0, 1, 0);
- texture = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
+ box->node = eo_add(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
+ eo_do(box->node, evas_3d_node_mesh_add(box->mesh),
+ evas_3d_node_position_set(5.0, 0.0, -3.0));
+}
+
+static void
+_model_setup(Body_3D *model)
+{
+ Eo *texture = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
eo_do(texture,
evas_3d_texture_file_set("sonic.png", NULL),
evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST,
EVAS_3D_TEXTURE_FILTER_NEAREST),
evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT,
EVAS_3D_WRAP_MODE_REPEAT));
+ model->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
- eo_do(material,
+ eo_do(model->material,
evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, texture),
evas_3d_material_texture_set(EVAS_3D_MATERIAL_AMBIENT, texture),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
- evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
- evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT,
- 1.0, 1.0, 1.0, 1.0),
- evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE,
- 1.0, 1.0, 1.0, 1.0),
- evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR,
- 1.0, 1.0, 1.0, 1.0),
- evas_3d_material_shininess_set(50.0));
-
- mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas,
- evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
- eo_do(root_node,
- evas_3d_node_member_add(mesh_node));
- eo_do(mesh_node,
- evas_3d_node_mesh_add(mesh));
-
- material1 = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
-
- eo_do(material1,
- evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
- evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
- evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
-
- evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 1.0, 1.0, 1.0, 1.0),
- evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
- evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(100.0));
- mesh1 = eo_add(EVAS_3D_MESH_CLASS, evas);
- _set_ball(mesh1, 100, -200, 0, 0, 100, material1);
+ model->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
- mesh_node1 =
+ eo_do(model->mesh,
+ efl_file_set("sonic.md2", NULL),
+ evas_3d_mesh_frame_material_set(0, model->material),
+ evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
+
+ model->node =
eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
- eo_do(root_node, evas_3d_node_member_add(mesh_node1));
- eo_do(mesh_node1, evas_3d_node_mesh_add(mesh1));
-
- /* Set up scene. */
- eo_do(scene,
- evas_3d_scene_root_node_set(root_node),
- evas_3d_scene_camera_node_set(camera_node),
- evas_3d_scene_size_set(WIDTH, HEIGHT),
+ eo_do(model->node, evas_3d_node_mesh_add(model->mesh),
+ evas_3d_node_scale_set(0.1, 0.1, 0.1),
+ evas_3d_node_orientation_angle_axis_set(120.0, -0.577, -0.577, -0.577));
+}
+
+static void
+_camera_setup(Scene_Data *data)
+{
+ data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
+
+ eo_do(data->camera,
+ evas_3d_camera_projection_perspective_set(50.0, 1.0, 2.0, 50.0));
+
+ data->camera_node =
+ eo_add(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
+
+ eo_do(data->camera_node,
+ evas_3d_node_camera_set(data->camera),
+ evas_3d_node_position_set(0.0, 6.0, 12.0),
+ evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 3.0, 0.0,
+ EVAS_3D_SPACE_PARENT, 0.0, 5.0, 0.0));
+
+ eo_do(data->root_node, evas_3d_node_member_add(data->camera_node));
+}
+
+static void
+_light_setup(Scene_Data *data)
+{
+ data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
+ eo_do(data->light,
+ evas_3d_light_ambient_set(AMBIENT_LIGHT, 1.0),
+ evas_3d_light_diffuse_set(DIFFUSE_LIGHT, 1.0),
+ evas_3d_light_specular_set(SPECULAR_LIGHT, 1.0),
+ evas_3d_light_projection_perspective_set(45.0, 1.0, 2.0, 1000.0));
+
+ data->light_node =
+ eo_add(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
+ eo_do(data->light_node,
+ evas_3d_node_light_set(data->light),
+ evas_3d_node_position_set(50.0, 50.0, 20.0),
+ evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0,
+ EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
+ eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
+}
+
+static void
+_scene_setup(Scene_Data *data)
+{
+ data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
+
+ eo_do(data->scene,
+ evas_3d_scene_size_set(WIDTH, HEIGHT);
+ evas_3d_scene_background_color_set(BG_COLOR, 1));
+
+ data->root_node =
+ eo_add(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
+
+
+ _camera_setup(data);
+ _light_setup(data);
+
+ _box_setup(&data->cube);
+ _sphere_setup(&data->sphere);
+ _cylinder_setup(&data->cylinder);
+ _square_setup(&data->square);
+ _model_setup(&data->model);
+ _cone_setup(&data->cone);
+
+ eo_do(data->root_node, evas_3d_node_member_add(data->sphere.node));
+ eo_do(data->root_node, evas_3d_node_member_add(data->cube.node));
+ eo_do(data->root_node, evas_3d_node_member_add(data->cylinder.node));
+ eo_do(data->root_node, evas_3d_node_member_add(data->square.node));
+ eo_do(data->root_node, evas_3d_node_member_add(data->model.node));
+ eo_do(data->root_node, evas_3d_node_member_add(data->cone.node));
+
+ eo_do(data->scene,
+ evas_3d_scene_root_node_set(data->root_node),
+ evas_3d_scene_camera_node_set(data->camera_node),
evas_3d_scene_shadows_enable_set(EINA_TRUE));
+}
+
+int
+main(void)
+{
+ Scene_Data data;
+ Ecore_Animator *anim;
+
+ //Unless Evas 3D supports Software renderer, we set gl backened forcely.
+ setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
+ 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);
+
+ _scene_setup(&data);
/* Add a background rectangle objects. */
background = eo_add(EVAS_RECTANGLE_CLASS, evas);
evas_obj_visibility_set(EINA_TRUE));
/* Set the image object as render target for 3D scene. */
- eo_do(image, evas_obj_image_scene_set(scene));
+ eo_do(image, evas_obj_image_scene_set(data.scene));
/* Add animator. */
ecore_animator_frametime_set(0.008);
- anim = ecore_animator_add(_animate_scene, mesh_node);
+ anim = ecore_animator_add(_animate_scene, &data.model);
/* Enter main loop. */
ecore_main_loop_begin();
+ ecore_animator_del(anim);
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();
--- /dev/null
+#include <Eo.h>
+#include <Evas.h>
+#include <Ecore.h>
+#include <Ecore_Evas.h>
+#include <math.h>
+
+#define SET_VERTEX_DATA eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount),\
+ evas_3d_mesh_frame_add(0);\
+ evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,\
+ sizeof(vec3), &vertices[0]);\
+ evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL,\
+ sizeof(vec3), &normals[0]));\
+ free(vertices);\
+ free(normals);
+
+typedef struct _vec3
+{
+ float x;
+ float y;
+ float z;
+} vec3;
+
+static const float cube_vertices[] =
+{
+ /* Front */
+ -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
+ 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
+ -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
+ 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
+
+ /* Back */
+ 1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
+ -1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
+ 1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
+ -1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
+
+ /* Left */
+ -1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
+ -1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
+ -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
+ -1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
+
+ /* Right */
+ 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
+ 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
+ 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
+ 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
+
+ /* Top */
+ -1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
+ 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
+ -1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
+ 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
+
+ /* Bottom */
+ 1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
+ -1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
+ 1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
+ -1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
+};
+
+static const unsigned short cube_indices[] =
+{
+ /* Front */
+ 0, 1, 2, 2, 1, 3,
+
+ /* Back */
+ 4, 5, 6, 6, 5, 7,
+
+ /* Left */
+ 8, 9, 10, 10, 9, 11,
+
+ /* Right */
+ 12, 13, 14, 14, 13, 15,
+
+ /* Top */
+ 16, 17, 18, 18, 17, 19,
+
+ /* Bottom */
+ 20, 21, 22, 22, 21, 23
+};
+
+static const float square_vertices[] =
+{
+ 1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
+ -1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0,
+ 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0,
+ -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0,
+};
+
+static const unsigned short square_indices[] = {0, 1, 2, 2, 1, 3};
+
+static void
+_set_grid_indices(Eo *mesh, int count)
+{
+ int i, j;
+ unsigned short *index, *indices;
+ int vccount = count + 1;
+ int icount = count * count * 6;
+
+ indices = malloc(sizeof(short) * icount);
+ index = indices;
+
+ for(j = 0; j < count; j++)
+ for(i = 0; i < count; i++)
+ {
+ *index++ = 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_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
+ icount , &indices[0]));
+ free(indices);
+}
+
+static void
+_set_tape_indices(Eo *mesh, int count)
+{
+ unsigned short *index, *indices;
+ int i, vccount = count + 1;
+ int icount = count * 6;
+ indices = malloc(sizeof(short) * icount);
+ index = indices;
+
+ for(i = 0; i < count; i++)
+ {
+ *index++ = i;
+ *index++ = i + 1;
+ *index++ = i + 1 + vccount;
+
+ *index++ = i;
+ *index++ = i + vccount;
+ *index++ = i + vccount + 1;
+ }
+ eo_do(mesh,
+ evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
+ icount , &indices[0]));
+ free(indices);
+}
+
+static void
+_set_ball(Eo *mesh, int p)
+{
+ int vcount, vccount, i, j;
+ double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
+
+ 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 = vertices[i + j * vccount].x;
+ normals[i + j * vccount].y = vertices[i + j * vccount].y;
+ normals[i + j * vccount].z = vertices[i + j * vccount].z;
+ }
+ }
+
+ _set_grid_indices(mesh, p);
+
+ SET_VERTEX_DATA
+}
+
+static void
+_set_cylinder(Eo *mesh, int p)
+{
+ int vcount, vccount, i;
+ double dfi, fi, sinfi, cosfi;
+
+ vccount = p + 1;
+ vcount = 2 * vccount;
+
+ dfi = 2 * M_PI / p;
+
+ vec3 *vertices = malloc(sizeof(vec3) * vcount);
+ vec3 *normals = malloc(sizeof(vec3) * vcount);
+
+ for (i = 0; i < vccount; i++)
+ {
+ fi = i * dfi;
+ sinfi = sin(fi);
+ cosfi = cos(fi);
+ vertices[i + vccount].x = vertices[i].x = cosfi;
+ vertices[i].y = -0.5;
+ vertices[i + vccount].z = vertices[i].z = sinfi;
+ vertices[i + vccount].y = 0.5;
+
+ normals[i + vccount].x = normals[i].x = cosfi;
+ normals[i + vccount].y = normals[i].y = 0;
+ normals[i + vccount].z = normals[i].z = sinfi;
+ }
+
+ _set_tape_indices(mesh, p);
+
+ SET_VERTEX_DATA
+}
+
+static void
+_set_cone(Eo *mesh, int p)
+{
+ int vcount, vccount, i;
+ double dfi, fi, sinfi, cosfi;
+
+ vccount = p + 1;
+ vcount = 2 * vccount;
+
+ dfi = 2 * M_PI / p;
+
+ vec3 *vertices = malloc(sizeof(vec3) * vcount);
+ vec3 *normals = malloc(sizeof(vec3) * vcount);
+
+ for (i = 0; i < vccount; i++)
+ {
+ fi = i * dfi;
+ sinfi = sin(fi);
+ cosfi = cos(fi);
+ vertices[i].x = cosfi;
+ vertices[i].y = 0;
+ vertices[i].z = sinfi;
+ vertices[i + vccount].x = 0;
+ vertices[i + vccount].y = 1;
+ vertices[i + vccount].z = 0;
+
+ normals[i + vccount].x = normals[i].x = cosfi * 0.71;
+ normals[i + vccount].y = normals[i].y = 0.71;
+ normals[i + vccount].z = normals[i].z = sinfi * 0.71;
+ }
+
+ _set_tape_indices(mesh, p);
+
+ SET_VERTEX_DATA
+}
+
+static void
+_set_square(Eo *mesh)
+{
+ eo_do(mesh, evas_3d_mesh_vertex_count_set(4),
+ evas_3d_mesh_frame_add(0);
+ evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
+ 8 * sizeof(float), &square_vertices[0]);
+ evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL,
+ 8 * sizeof(float), &square_vertices[3]),
+ evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_TEXCOORD,
+ 8 * sizeof(float), &square_vertices[6]);
+ evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
+ 6 , &square_indices[0]);
+ evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
+ evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
+}
+
+static void
+_set_cube(Eo *mesh)
+{
+ eo_do(mesh,
+ evas_3d_mesh_vertex_count_set(24),
+ evas_3d_mesh_frame_add(0),
+
+ evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
+ 12 * sizeof(float), &cube_vertices[0]),
+ evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
+ 12 * sizeof(float), &cube_vertices[3]),
+ evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
+ 12 * sizeof(float), &cube_vertices[6]),
+ evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
+ 12 * sizeof(float), &cube_vertices[10]),
+
+ evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
+ 36, &cube_indices[0]),
+ evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES));
+}