refraction-effect-example.cpp
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/*
* Copyright (c) 2014 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
#include "shared/view.h"
#include <fstream>
#include <sstream>
using namespace Dali;
namespace
{
const char * const APPLICATION_TITLE( "Refraction Effect" );
const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
const char * const CHANGE_TEXTURE_ICON( DALI_IMAGE_DIR "icon-change.png" );
const char * const CHANGE_MESH_ICON( DALI_IMAGE_DIR "icon-replace.png" );
const char* MESH_FILES[] =
{
DALI_MODEL_DIR "surface_pattern_v01.obj",
DALI_MODEL_DIR "surface_pattern_v02.obj"
};
const unsigned int NUM_MESH_FILES( sizeof( MESH_FILES ) / sizeof( MESH_FILES[0] ) );
const char* TEXTURE_IMAGES[]=
{
DALI_IMAGE_DIR "background-1.jpg",
DALI_IMAGE_DIR "background-2.jpg",
DALI_IMAGE_DIR "background-3.jpg",
DALI_IMAGE_DIR "background-4.jpg"
};
const unsigned int NUM_TEXTURE_IMAGES( sizeof( TEXTURE_IMAGES ) / sizeof( TEXTURE_IMAGES[0] ) );
#define MAKE_SHADER(A)#A
struct LightOffsetConstraint
{
LightOffsetConstraint( float radius )
: mRadius( radius )
{
}
Vector2 operator()( const Vector2& current, const PropertyInput& spinAngleProperty)
{
float spinAngle = spinAngleProperty.GetFloat();
return Vector2( cos(spinAngle ), sin( spinAngle ) ) * mRadius;
}
float mRadius;
};
/**
* @brief Load an image, scaled-down to no more than the stage dimensions.
*
* Uses image scaling mode ImageAttributes::ScaleToFill to resize the image at
* load time to cover the entire stage with pixels with no borders,
* and filter mode ImageAttributes::BoxThenLinear to sample the image with
* maximum quality.
*/
ResourceImage LoadStageFillingImage( const char * const imagePath )
{
Size stageSize = Stage::GetCurrent().GetSize();
ImageAttributes attributes;
attributes.SetSize( stageSize.x, stageSize.y );
attributes.SetFilterMode( ImageAttributes::BoxThenLinear );
attributes.SetScalingMode( ImageAttributes::ScaleToFill );
return ResourceImage::New( imagePath, attributes );
}
} // namespace
/************************************************************************************************
*** This shader is used when the MeshActor is not touched***
************************************************************************************************/
class NoEffect : public ShaderEffect
{
public:
/**
* Create an empty handle.
*/
NoEffect()
{
}
/**
* Virtual destructor
*/
virtual ~NoEffect()
{
}
/**
* Create a NoEffect object.
* @return A handle to a newly allocated NoEffect
*/
static NoEffect New()
{
std::string vertexShader = MAKE_SHADER(
precision mediump float;\n
uniform mediump vec4 uTextureRect;\n
void main()\n
{\n
gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
vTexCoord = aTexCoord.xy;\n
}\n
);
std::string fragmentShader = MAKE_SHADER(
precision mediump float;\n
void main()\n
{\n
gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
}\n
);
ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ) );
NoEffect handle( shaderEffect );
return handle;
}
private:
/**
* Helper for New()
*/
NoEffect( ShaderEffect handle )
: ShaderEffect( handle )
{
}
};
/************************************************************/
/* Custom refraction effect shader******************************/
/************************************************************/
class RefractionEffect : public ShaderEffect
{
public:
/**
* Create an empty RefractionEffect handle.
*/
RefractionEffect()
{
}
/**
* Virtual destructor
*/
virtual ~RefractionEffect()
{
}
/**
* Create a RefractionEffect object.
* @return A handle to a newly allocated RefractionEffect
*/
static RefractionEffect New()
{
std::string vertexShader = MAKE_SHADER(
precision mediump float;\n
varying mediump vec2 vTextureOffset;\n
void main()\n
{\n
gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
vTexCoord = aTexCoord.xy;\n
vNormal = aNormal;\n
vVertex = vec4( aPosition, 1.0 );\n
float length = max(0.01, length(aNormal.xy)) * 40.0;\n
vTextureOffset = aNormal.xy / length;\n
}\n
);
std::string fragmentShader = MAKE_SHADER(
precision mediump float;\n
uniform mediump float uEffectStrength;\n
uniform mediump vec3 uLightPosition;\n
uniform mediump vec2 uLightXYOffset;\n
uniform mediump vec2 uLightSpinOffset;\n
uniform mediump float uLightIntensity;\n
varying mediump vec2 vTextureOffset;\n
vec3 rgb2hsl(vec3 rgb)\n
{\n
float epsilon = 1.0e-10;\n
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n
vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n
\n
// RGB -> HCV
float value = Q.x;\n
float chroma = Q.x - min(Q.w, Q.y);\n
float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n
// HCV -> HSL
float lightness = value - chroma*0.5;\n
return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n
}\n
vec3 hsl2rgb( vec3 hsl )
{
// pure hue->RGB
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n
vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n
\n
float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n
return ( RGB - 0.5 ) * chroma + hsl.z;
}
void main()\n
{\n
vec3 normal = normalize( vNormal);\n
vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0);\n
mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n
mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n
spotEffect = spotEffect * uEffectStrength;\n
mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity ) * spotEffect;\n
lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n
vec3 lightedColor = hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n
gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n
}\n
);
ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
RefractionEffect handle( shaderEffect );
Vector2 stageSize = Stage::GetCurrent().GetSize();
handle.SetLightPosition( Vector2(stageSize.x, 0.f) );
handle.SetUniform( "uLightXYOffset", Vector2::ZERO );
handle.SetUniform( "uLightSpinOffset", Vector2::ZERO );
handle.SetUniform( "uEffectStrength", 0.f );
handle.SetUniform( "uLightIntensity", 2.5f );
Dali::Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
Constraint constraint = Constraint::New<Vector2>( handle.GetPropertyIndex("uLightSpinOffset"),
LocalSource(index),
LightOffsetConstraint(stageSize.x*0.1f));
handle.ApplyConstraint( constraint );
return handle;
}
void SetLightPosition( const Vector2& position )
{
Vector2 stageHalfSize = Stage::GetCurrent().GetSize() * 0.5f;
SetUniform( "uLightPosition", Vector3( position.x - stageHalfSize.x, position.y - stageHalfSize.y, stageHalfSize.x ) );
}
void SetLightXYOffset( const Vector2& offset )
{
SetUniform( "uLightXYOffset", offset );
}
void SetEffectStrength( float strength )
{
SetUniform( "uEffectStrength", strength );
}
void SetLightIntensity( float intensity )
{
SetUniform( "uLightIntensity", intensity );
}
private:
/**
* Helper for New()
*/
RefractionEffect( ShaderEffect handle )
: ShaderEffect( handle )
{
}
};
/*************************************************/
/*Demo using RefractionEffect*****************/
/*************************************************/
class RefractionEffectExample : public ConnectionTracker
{
public:
RefractionEffectExample( Application &application )
: mApplication( application ),
mIsDown( false ),
mCurrentTextureId( 1 ),
mCurrentMeshId( 0 )
{
// Connect to the Application's Init signal
application.InitSignal().Connect(this, &RefractionEffectExample::Create);
}
~RefractionEffectExample()
{
}
private:
// The Init signal is received once (only) during the Application lifetime
void Create(Application& application)
{
Stage stage = Stage::GetCurrent();
mStageHalfSize = stage.GetSize() * 0.5f;
stage.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent);
// Creates a default view with a default tool bar.
// The view is added to the stage.
Toolkit::ToolBar toolBar;
Toolkit::View view;
mContent = DemoHelper::CreateView( application,
view,
toolBar,
"",
TOOLBAR_IMAGE,
APPLICATION_TITLE );
// Add a button to change background. (right of toolbar)
mChangeTextureButton = Toolkit::PushButton::New();
mChangeTextureButton.SetBackgroundImage( ResourceImage::New( CHANGE_TEXTURE_ICON ) );
mChangeTextureButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeTexture );
toolBar.AddControl( mChangeTextureButton,
DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
Toolkit::Alignment::HorizontalRight,
DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
// Add a button to change mesh pattern. ( left of bar )
mChangeMeshButton = Toolkit::PushButton::New();
mChangeMeshButton.SetBackgroundImage( ResourceImage::New( CHANGE_MESH_ICON ) );
mChangeMeshButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeMesh );
toolBar.AddControl( mChangeMeshButton,
DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
Toolkit::Alignment::HorizontalLeft,
DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
// creates the shader effects applied on the mesh actor
mRefractionEffect = RefractionEffect::New(); // used when the finger is touching the screen
mNoEffect = NoEffect::New(); // used in the other situations, basic render shader
// Create the mesh from the obj file and add to stage
mMaterial = Material::New( "Material" ) ;
mMaterial.SetDiffuseTexture( LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] ) );
CreateSurface( MESH_FILES[mCurrentMeshId] );
// Connect the callback to the touch signal on the mesh actor
mContent.TouchedSignal().Connect( this, &RefractionEffectExample::OnTouch );
// the animation which spin the light around the finger touch position
mLightPosition = Vector2( mStageHalfSize.x*2.f, 0.f);
mLightAnimation = Animation::New(2.f);
mLightAnimation.AnimateTo( Property( mRefractionEffect, "uSpinAngle" ), Math::PI*2.f );
mLightAnimation.SetLooping( true );
mLightAnimation.Pause();
}
/**
* Create a mesh actor with different geometry to replace the current one
*/
bool OnChangeMesh( Toolkit::Button button )
{
if( mMeshActor )
{
UnparentAndReset( mMeshActor );
}
mCurrentMeshId = ( mCurrentMeshId + 1 ) % NUM_MESH_FILES;
CreateSurface( MESH_FILES[mCurrentMeshId] );
return true;
}
bool OnChangeTexture( Toolkit::Button button )
{
mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
mMaterial.SetDiffuseTexture( LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] ) );
return true;
}
bool OnTouch( Actor actor , const TouchEvent& event )
{
const TouchPoint &point = event.GetPoint(0);
switch(point.state)
{
case TouchPoint::Down:
{
mIsDown = true;
mDownPosition = point.screen;
mLightAnimation.Play();
if( mStrenghAnimation )
{
mStrenghAnimation.Clear();
}
mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
mMeshActor.SetShaderEffect( mRefractionEffect );
mStrenghAnimation= Animation::New(0.5f);
mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 1.f );
mStrenghAnimation.Play();
break;
}
case TouchPoint::Motion:
{
if(mIsDown)
{
// make the light position following the finger movement
mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
}
break;
}
case TouchPoint::Up:
case TouchPoint::Leave:
case TouchPoint::Interrupted:
{
if(mIsDown)
{
mLightAnimation.Pause();
if( mStrenghAnimation )
{
mStrenghAnimation.Clear();
}
mStrenghAnimation = Animation::New(0.5f);
mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 0.f );
mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
mStrenghAnimation.Play();
}
mIsDown = false;
break;
}
case TouchPoint::Stationary:
case TouchPoint::Last:
default:
{
break;
}
}
return true;
}
void OnTouchFinished( Animation& source )
{
mMeshActor.SetShaderEffect( mNoEffect );
mRefractionEffect.SetLightXYOffset( Vector2::ZERO );
}
void CreateSurface( const std::string& objFileName )
{
MeshData::VertexContainer vertices;
MeshData::FaceIndices faces;
MeshData meshData;
std::vector<float> boundingBox;
std::vector<Vector3> vertexPositions;
std::vector<int> faceIndices;
// read the vertice and faces from the .obj file, and record the bounding box
ReadObjFile( objFileName, boundingBox, vertexPositions, faceIndices );
std::vector<Vector2> textureCoordinates;
// align the mesh, scale it to fit the screen size, and calculate the texture coordinate for each vertex
ShapeResizeAndTexureCoordinateCalculation( boundingBox, vertexPositions, textureCoordinates );
// re-organize the mesh, the vertices are duplicated, each vertex only belongs to one triangle.
// Without sharing vertex between triangle, so we can manipulate the texture offset on each triangle conveniently.
for( std::size_t i=0; i<faceIndices.size(); i=i+3 )
{
Vector3 edge1 = vertexPositions[ faceIndices[i+2] ] - vertexPositions[ faceIndices[i] ];
Vector3 edge2 = vertexPositions[ faceIndices[i+1] ] - vertexPositions[ faceIndices[i] ];
Vector3 normal = edge1.Cross(edge2);
normal.Normalize();
if( normal.z > 0 )
{
faces.push_back( i );
faces.push_back( i+1 );
faces.push_back( i+2 );
}
else
{
normal *= -1.f;
faces.push_back( i );
faces.push_back( i+2 );
faces.push_back( i+1 );
}
vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i] ], textureCoordinates[ faceIndices[i] ], normal ) );
vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+1] ], textureCoordinates[ faceIndices[i+1] ], normal ) );
vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+2] ], textureCoordinates[ faceIndices[i+2] ], normal ) );
}
// Now ready to construct the mesh actor
meshData.SetMaterial( mMaterial );
meshData.SetVertices( vertices );
meshData.SetFaceIndices( faces );
meshData.SetHasTextureCoords(true);
meshData.SetHasNormals(true);
mMeshActor = MeshActor::New( Mesh::New( meshData ) );
mMeshActor.SetParentOrigin(ParentOrigin::CENTER);
mMeshActor.SetShaderEffect( mNoEffect );
mContent.Add( mMeshActor );
}
void ReadObjFile( const std::string& objFileName,
std::vector<float>& boundingBox,
std::vector<Vector3>& vertexPositions,
std::vector<int>& faceIndices)
{
std::ifstream ifs( objFileName.c_str(), std::ios::in );
boundingBox.resize( 6 );
boundingBox[0]=boundingBox[2]=boundingBox[4] = std::numeric_limits<float>::max();
boundingBox[1]=boundingBox[3]=boundingBox[5] = -std::numeric_limits<float>::max();
std::string line;
while( std::getline( ifs, line ) )
{
if( line[0] == 'v' && std::isspace(line[1])) // vertex
{
std::istringstream iss(line.substr(2), std::istringstream::in);
unsigned int i = 0;
Vector3 vertex;
while( iss >> vertex[i++] && i < 3);
if( vertex.x < boundingBox[0] ) boundingBox[0] = vertex.x;
if( vertex.x > boundingBox[1] ) boundingBox[1] = vertex.x;
if( vertex.y < boundingBox[2] ) boundingBox[2] = vertex.y;
if( vertex.y > boundingBox[3] ) boundingBox[3] = vertex.y;
if( vertex.z < boundingBox[4] ) boundingBox[4] = vertex.z;
if( vertex.z > boundingBox[5] ) boundingBox[5] = vertex.z;
vertexPositions.push_back( vertex );
}
else if( line[0] == 'f' ) //face
{
unsigned int numOfInt = 3;
while( true )
{
std::size_t found = line.find('/');
if( found == std::string::npos )
{
break;
}
line[found] = ' ';
numOfInt++;
}
std::istringstream iss(line.substr(2), std::istringstream::in);
int indices[ numOfInt ];
unsigned int i=0;
while( iss >> indices[i++] && i < numOfInt);
unsigned int step = (i+1) / 3;
faceIndices.push_back( indices[0]-1 );
faceIndices.push_back( indices[step]-1 );
faceIndices.push_back( indices[2*step]-1 );
}
}
ifs.close();
}
void ShapeResizeAndTexureCoordinateCalculation( const std::vector<float>& boundingBox,
std::vector<Vector3>& vertexPositions,
std::vector<Vector2>& textureCoordinates)
{
Vector3 bBoxSize( boundingBox[1] - boundingBox[0], boundingBox[3] - boundingBox[2], boundingBox[5] - boundingBox[4]);
Vector3 bBoxMinCorner( boundingBox[0], boundingBox[2], boundingBox[4] );
Vector2 stageSize = Stage::GetCurrent().GetSize();
Vector3 scale( stageSize.x / bBoxSize.x, stageSize.y / bBoxSize.y, 1.f );
scale.z = (scale.x + scale.y)/2.f;
for( std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++ )
{
Vector3 newPosition( (*iter) - bBoxMinCorner ) ;
Vector2 textureCoord( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y );
textureCoordinates.push_back( textureCoord );
newPosition -= bBoxSize * 0.5f;
(*iter) = newPosition * scale;
}
}
/**
* Main key event handler
*/
void OnKeyEvent(const KeyEvent& event)
{
if(event.state == KeyEvent::Down)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{
mApplication.Quit();
}
}
}
private:
Application& mApplication;
Layer mContent;
bool mIsDown;
Vector2 mDownPosition;
Vector2 mLightPosition;
Vector2 mStageHalfSize;
Material mMaterial;
MeshActor mMeshActor;
RefractionEffect mRefractionEffect;
NoEffect mNoEffect;
Animation mLightAnimation;
Animation mStrenghAnimation;
Toolkit::PushButton mChangeTextureButton;
Toolkit::PushButton mChangeMeshButton;
unsigned int mCurrentTextureId;
unsigned int mCurrentMeshId;
};
/*****************************************************************************/
static void
RunTest(Application& app)
{
RefractionEffectExample theApp(app);
app.MainLoop();
}
/*****************************************************************************/
int
main(int argc, char **argv)
{
Application app = Application::New(&argc, &argv);
RunTest(app);
return 0;
}