evas: Evas_3D - Revision frustum culling.
authorOleksandr Shcherbina <o.shcherbina@samsung.com>
Wed, 4 Jun 2014 17:46:55 +0000 (19:46 +0200)
committerCedric BAIL <c.bail@partner.samsung.com>
Wed, 4 Jun 2014 17:55:34 +0000 (19:55 +0200)
Summary:
Add API that checks OBB's points of node are inside frustum of camera.
Add example with frustum culling.

@feature

Reviewers: Hermet, cedric, raster

CC: cedric
Differential Revision: https://phab.enlightenment.org/D942

Signed-off-by: Cedric BAIL <c.bail@partner.samsung.com>
src/examples/evas/.gitignore
src/examples/evas/Makefile.am
src/examples/evas/eagle.md2 [new file with mode: 0644]
src/examples/evas/eagle.png [new file with mode: 0644]
src/examples/evas/evas-3d-frustum.c [new file with mode: 0644]
src/lib/evas/canvas/evas_3d_node.c
src/lib/evas/canvas/evas_3d_node.eo

index 405e5bb..879b07d 100644 (file)
@@ -22,4 +22,5 @@
 /evas_3d_pick
 /evas_3d_proxy
 /evas_cxx_rectangle
-/evas_3d_aabb
\ No newline at end of file
+/evas_3d_aabb
+/evas_3d_frustum
index 1f2aade..861d8ed 100644 (file)
@@ -197,6 +197,11 @@ evas_3d_md2_SOURCES = evas-3d-md2.c
 evas_3d_md2_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
 evas_3d_md2_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
 
+EXTRA_PROGRAMS += evas_3d_frustum
+evas_3d_frustum_SOURCES = evas-3d-frustum.c
+evas_3d_frustum_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
+evas_3d_frustum_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
+
 EXTRA_PROGRAMS += evas_3d_aabb
 evas_3d_aabb_SOURCES = evas-3d-aabb.c
 evas_3d_aabb_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
diff --git a/src/examples/evas/eagle.md2 b/src/examples/evas/eagle.md2
new file mode 100644 (file)
index 0000000..c72647a
Binary files /dev/null and b/src/examples/evas/eagle.md2 differ
diff --git a/src/examples/evas/eagle.png b/src/examples/evas/eagle.png
new file mode 100644 (file)
index 0000000..503ca1f
Binary files /dev/null and b/src/examples/evas/eagle.png differ
diff --git a/src/examples/evas/evas-3d-frustum.c b/src/examples/evas/evas-3d-frustum.c
new file mode 100644 (file)
index 0000000..d5c67ef
--- /dev/null
@@ -0,0 +1,256 @@
+/*
+ * This example shows how to work frustum culling.
+ * Use keys Up/Down for moving far plane of frustum.
+ * Use keys Left/Right for changing camera view.
+ * See in terminal output value of z coordinate of far plane of frustum
+ * and check OBB's points inside frustum.
+ * @see evas_3d_node_obb_frustum_check.
+ * Compile with "gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags evas ecore ecore-evas eo`"
+ */
+
+#define EFL_EO_API_SUPPORT
+#define EFL_BETA_API_SUPPORT
+
+#include <Ecore.h>
+#include <Ecore_Evas.h>
+#include <Evas.h>
+#include <Eo.h>
+
+#define  WIDTH          800
+#define  HEIGHT         600
+
+typedef struct _Scene_Data
+{
+   Eo *root_node;
+   Eo *camera_node;
+   Eo *light_node;
+   Eo *mesh_node_model;
+   Eo *scene;
+   Eo *camera;
+   Eo *light;
+   Eo *mesh_model;
+   Eo *material_model;
+   Eo *texture_model;
+} Scene_Data;
+
+Evas *evas;
+Evas_Object *background,*image;
+Evas_Real fleft = -5, fright = 5, fbottom = -5, fup = 5, fnear = 20, ffar = 40;
+
+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);
+}
+
+static void
+_on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
+{
+
+   Scene_Data *scene = (Scene_Data *)data;
+   Evas_Event_Key_Down *ev = event_info;
+   int frustum;
+
+   if (!strcmp("Up", ev->key))
+     {
+        ffar += 5;
+        eo_do(scene->camera, evas_3d_camera_projection_frustum_set(fleft, fright, fbottom, fup, fnear, ffar));
+        eo_do(scene->mesh_node_model,
+              frustum = evas_3d_node_obb_frustum_check(scene->camera_node));
+        fprintf(stdout, "far - %f frustum - %d \n", ffar, frustum);
+     }
+   else if(!strcmp("Down", ev->key))
+     {
+        ffar -= 5;
+        eo_do(scene->camera, evas_3d_camera_projection_frustum_set(fleft, fright, fbottom, fup, fnear, ffar));
+        eo_do(scene->mesh_node_model,
+              frustum = evas_3d_node_obb_frustum_check(scene->camera_node));
+        fprintf(stdout, "far - %f frustum - %d \n", ffar, frustum);
+     }
+   else if(!strcmp("Return", ev->key))
+     {
+        eo_do(scene->mesh_node_model,
+              frustum = evas_3d_node_obb_frustum_check(scene->camera_node));
+        fprintf(stdout, "far - %f frustum - %d \n", ffar, frustum);
+     }
+   else if (!strcmp("Left", ev->key))
+     {
+        eo_do(scene->camera_node, evas_3d_node_position_set(50.0, 0.0, 0.0),
+              evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
+        fprintf(stdout, "Changed position and view of camera\n");
+     }
+   else if (!strcmp("Right", ev->key))
+     {
+        eo_do(scene->camera_node, evas_3d_node_position_set(0.0, 0.0, 50.0);
+              evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, -1.0, 0.0));
+        fprintf(stdout, "Changed position and view of camera\n");
+     }
+   else
+     fprintf(stdout, "Press Right/Left/Up/Bottom keys\n");
+}
+
+static Eina_Bool
+_animate_scene_model(void *data)
+{
+   static int frame = 0;
+   Scene_Data *scene = (Scene_Data *)data;
+
+   eo_do(scene->mesh_node_model,
+         evas_3d_node_mesh_frame_set(scene->mesh_model, frame),
+         evas_3d_node_orientation_angle_axis_set(90, 1.0, 0.0, 0.0));
+   frame += 20;
+
+   if (frame > 256 * 18) frame = 0;
+
+   return ECORE_CALLBACK_RENEW;
+}
+
+static void
+_camera_setup(Scene_Data *data)
+{
+   data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
+   data->camera_node = eo_add_custom(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, 0.0, 50.0);
+         evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, -1.0, 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( 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));
+
+   data->light_node = eo_add_custom(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(0.0, 0.0, 0.0),
+         evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
+
+   eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
+}
+
+static void
+_mesh_setup_model(Scene_Data *data)
+{
+   data->mesh_model = eo_add(EVAS_3D_MESH_CLASS, evas);
+   data->material_model = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
+   data->texture_model = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
+
+   eo_do(data->texture_model,
+         evas_3d_texture_file_set("eagle.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));
+
+   eo_do(data->material_model,
+         evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
+         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, 0.01, 0.01, 0.01, 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_texture_set( EVAS_3D_MATERIAL_DIFFUSE, data->texture_model),
+         evas_3d_material_shininess_set(100.0));
+
+   eo_do(data->mesh_model,
+         evas_3d_mesh_file_set(EVAS_3D_MESH_FILE_TYPE_MD2, "eagle.md2", NULL),
+         evas_3d_mesh_frame_material_set(0, data->material_model),
+         evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE));
+}
+
+static void
+_scene_setup(Scene_Data *data)
+{
+   data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
+
+   data->root_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
+                                   evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
+   _camera_setup(data);
+   _light_setup(data);
+   _mesh_setup_model(data);
+
+   data->mesh_node_model = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
+                                      evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
+   eo_do(data->mesh_node_model,
+         evas_3d_node_position_set(0, 0, 0);
+         evas_3d_node_scale_set(0.3, 0.3, 0.3),
+         evas_3d_node_orientation_angle_axis_set(90, 1.0, 1.0, 0.0));
+   eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node_model));
+   eo_do(data->mesh_node_model, evas_3d_node_mesh_add(data->mesh_model));
+
+   eo_do(data->scene,
+         evas_3d_scene_size_set( WIDTH, HEIGHT),
+         evas_3d_scene_background_color_set(0.5, 0.5, 0.5, 0.0),
+         evas_3d_scene_root_node_set(data->root_node);
+         evas_3d_scene_camera_node_set(data->camera_node));
+}
+
+int
+main(void)
+{
+   Scene_Data data;
+
+   Ecore_Evas *ecore_evas;
+
+   if (!ecore_evas_init()) return 0;
+
+   setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
+
+   ecore_evas = ecore_evas_new(NULL, 0, 0, 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);
+
+   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_move(image, 0, 0);
+   evas_object_resize(image, WIDTH, HEIGHT);
+   evas_object_show(image);
+
+   evas_object_focus_set(image, EINA_TRUE);
+   eo_do(image, evas_obj_image_scene_set(data.scene));
+
+   ecore_timer_add(0.1, _animate_scene_model, &data);
+
+   evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data);
+   ecore_main_loop_begin();
+
+   ecore_evas_free(ecore_evas);
+   ecore_evas_shutdown();
+
+   return 0;
+}
index 27a888c..558a339 100644 (file)
@@ -1378,4 +1378,99 @@ _evas_3d_node_bounding_box_get(Eo *obj EINA_UNUSED, Evas_3D_Node_Data *pd, Evas_
    if (z2) *z2 = pd->aabb.p1.z;
 }
 
+EOLIAN static int
+_evas_3d_node_obb_frustum_check(Eo *obj EINA_UNUSED, Evas_3D_Node_Data *pd, Evas_3D_Node *camera_node)
+{
+   Evas_Mat4  matrix_eye;
+   Evas_Mat4  matrix_local_to_world;
+   Evas_Mat4  matrix_mv;
+   Evas_Mat4  matrix_mvp;
+   Evas_Vec4 plane_right, plane_left, plane_bottom, plane_top, plane_far, plane_near, tmp;
+   int frustum = 0;
+   Evas_3D_Node_Data *camera_pd = eo_data_scope_get(camera_node, EVAS_3D_CAMERA_CLASS);
+   Evas_3D_Camera_Data *camera = eo_data_scope_get(camera_pd->data.camera.camera, EVAS_3D_CAMERA_CLASS);
+
+
+   if (camera_pd->type != EVAS_3D_NODE_TYPE_CAMERA)
+     {
+        ERR("Nodes type mismatch.");
+        return -1;
+     }
+
+#define CHECK_IN_FRUSTUM_MIN(name) \
+   (((plane_##name.x * pd->obb.p0.x + plane_##name.y * pd->obb.p0.y + plane_##name.z * pd->obb.p0.z + plane_##name.w) >= 0) ? EINA_TRUE : EINA_FALSE)
+
+#define CHECK_IN_FRUSTUM_MAX(name) \
+   (((plane_##name.x * pd->obb.p1.x + plane_##name.y * pd->obb.p1.y + plane_##name.z * pd->obb.p1.z + plane_##name.w) >= 0) ? EINA_TRUE : EINA_FALSE)
+
+#define NORMALIZE(name) \
+   evas_vec4_copy(&tmp, &plane_##name); \
+   plane_##name.x = plane_##name.x / sqrtf(evas_vec4_length_square_get(&tmp)); \
+   plane_##name.y = plane_##name.y / sqrtf(evas_vec4_length_square_get(&tmp)); \
+   plane_##name.z = plane_##name.z / sqrtf(evas_vec4_length_square_get(&tmp)); \
+   plane_##name.w = plane_##name.w / sqrtf(evas_vec4_length_square_get(&tmp));
+
+   /*get need matrix like multiply view matrix with projection matrix*/
+   evas_mat4_inverse_build(&matrix_eye, &camera_pd->position_world, &camera_pd->orientation_world, &camera_pd->scale_world);
+   evas_mat4_build(&matrix_local_to_world, &pd->position_world, &pd->orientation_world, &pd->scale_world);
+   evas_mat4_multiply(&matrix_mv, &matrix_eye, &matrix_local_to_world);
+   evas_mat4_multiply(&matrix_mvp, &camera->projection, &matrix_mv);
+
+   /*get planes and normilize results*/
+   evas_vec4_set(&plane_right, matrix_mvp.m[3] - matrix_mvp.m[0],
+                               matrix_mvp.m[7] - matrix_mvp.m[4],
+                               matrix_mvp.m[11] - matrix_mvp.m[8],
+                               matrix_mvp.m[15] - matrix_mvp.m[12]);
+   NORMALIZE(right)
+
+   evas_vec4_set(&plane_left, matrix_mvp.m[3] + matrix_mvp.m[0],
+                              matrix_mvp.m[7] + matrix_mvp.m[4],
+                              matrix_mvp.m[11] + matrix_mvp.m[8],
+                              matrix_mvp.m[15] + matrix_mvp.m[12]);
+   NORMALIZE(left)
+
+   evas_vec4_set(&plane_bottom, matrix_mvp.m[3] + matrix_mvp.m[1],
+                                matrix_mvp.m[7] + matrix_mvp.m[5],
+                                matrix_mvp.m[11] + matrix_mvp.m[9],
+                                matrix_mvp.m[15] + matrix_mvp.m[13]);
+   NORMALIZE(bottom)
+
+   evas_vec4_set(&plane_top, matrix_mvp.m[3] - matrix_mvp.m[1],
+                             matrix_mvp.m[7] - matrix_mvp.m[5],
+                             matrix_mvp.m[11] - matrix_mvp.m[9],
+                             matrix_mvp.m[15] - matrix_mvp.m[13]);
+   NORMALIZE(top)
+
+   evas_vec4_set(&plane_far, matrix_mvp.m[3] - matrix_mvp.m[2],
+                             matrix_mvp.m[7] - matrix_mvp.m[6],
+                             matrix_mvp.m[11] - matrix_mvp.m[10],
+                             matrix_mvp.m[15] - matrix_mvp.m[14]);
+   NORMALIZE(far)
+
+   evas_vec4_set(&plane_near, matrix_mvp.m[3] + matrix_mvp.m[2],
+                              matrix_mvp.m[7] + matrix_mvp.m[6],
+                              matrix_mvp.m[11] + matrix_mvp.m[10],
+                              matrix_mvp.m[15] + matrix_mvp.m[14]);
+   NORMALIZE(near)
+
+#undef NORMALIZE
+
+   /*check OBB points in frustum (Ax + By + Cz + D >= 0)*/
+   if (CHECK_IN_FRUSTUM_MIN(right) && CHECK_IN_FRUSTUM_MIN(left)
+       && CHECK_IN_FRUSTUM_MIN(bottom) && CHECK_IN_FRUSTUM_MIN(top)
+       && CHECK_IN_FRUSTUM_MIN(far) && CHECK_IN_FRUSTUM_MIN(near))
+     frustum |= 1;
+
+   if (CHECK_IN_FRUSTUM_MAX(right) && CHECK_IN_FRUSTUM_MAX(left)
+       && CHECK_IN_FRUSTUM_MAX(bottom) && CHECK_IN_FRUSTUM_MAX(top)
+       && CHECK_IN_FRUSTUM_MAX(far) && CHECK_IN_FRUSTUM_MAX(near))
+     frustum |= 2;
+
+#undef CHECK_IN_FRUSTUM_MIN
+#undef CHECK_IN_FRUSTUM_MAX
+
+   return frustum;
+}
+
+
 #include "canvas/evas_3d_node.eo.c"
index 3b8f843..5abc1fc 100644 (file)
@@ -354,6 +354,26 @@ class Evas_3D_Node (Evas_3D_Object, Evas_Common_Interface)
             @in Evas_Real *z2;
          }
       }
+
+      obb_frustum_check {
+         /*
+
+          * Check is the obb of node in frustum of camera node.
+          *
+          * @param camera_node     The given node of camera.
+          * @param node            The given node.
+          * @return                @c 0 if the obb is not in frustum, @c 1 if only min coordinate of obb is in frustum,
+          *                        @c 2 if only max coordinate of obb is in frustum, @c 3 if both coordinates of obb is in frustum.
+
+          * If the camera_node is not of type EVAS_3D_NODE_TYPE_CAMERA error wrong type of node will be generated and returned @ -1.
+
+          * @ingroup Evas_3D_Node
+          */
+         return int;
+         params {
+            @in Evas_3D_Node *camera_node;
+         }
+      }
    }
 
    properties {