textured-mesh-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.
*
*/
// EXTERNAL INCLUDES
#include <dali/devel-api/rendering/renderer.h>
#include <dali-toolkit/dali-toolkit.h>
// INTERNAL INCLUDES
#include "shared/view.h"
using namespace Dali;
namespace
{
const char* MATERIAL_SAMPLE( DEMO_IMAGE_DIR "gallery-small-48.jpg" );
const char* MATERIAL_SAMPLE2( DEMO_IMAGE_DIR "gallery-medium-19.jpg" );
#define MAKE_SHADER(A)#A
const char* VERTEX_SHADER = MAKE_SHADER(
attribute mediump vec2 aPosition;
attribute highp vec2 aTexCoord;
varying mediump vec2 vTexCoord;
uniform mediump mat4 uMvpMatrix;
uniform mediump vec3 uSize;
uniform lowp vec4 uFadeColor;
void main()
{
mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
vertexPosition.xyz *= uSize;
vertexPosition = uMvpMatrix * vertexPosition;
vTexCoord = aTexCoord;
gl_Position = vertexPosition;
}
);
const char* FRAGMENT_SHADER = MAKE_SHADER(
varying mediump vec2 vTexCoord;
uniform lowp vec4 uColor;
uniform sampler2D sTexture;
uniform lowp vec4 uFadeColor;
void main()
{
gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * uFadeColor;
}
);
Geometry CreateGeometry()
{
// Create vertices
const float halfQuadSize = .5f;
struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
TexturedQuadVertex texturedQuadVertexData[4] = {
{ Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) },
{ Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) },
{ Vector2(-halfQuadSize, halfQuadSize), Vector2(0.f, 1.f) },
{ Vector2( halfQuadSize, halfQuadSize), Vector2(1.f, 1.f) } };
Property::Map texturedQuadVertexFormat;
texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat );
texturedQuadVertices.SetData( texturedQuadVertexData, 4 );
// Create indices
unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 };
Property::Map indexFormat;
indexFormat["indices"] = Property::INTEGER;
PropertyBuffer indices = PropertyBuffer::New( indexFormat );
indices.SetData( indexData, sizeof(indexData)/sizeof(indexData[0]) );
// Create the geometry object
Geometry texturedQuadGeometry = Geometry::New();
texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices );
texturedQuadGeometry.SetIndexBuffer( indices );
return texturedQuadGeometry;
}
/**
* Sinusoidal curve starting at zero with 2 cycles
*/
float AlphaFunctionSineX2(float progress)
{
return 0.5f - cosf(progress * 4.0f * Math::PI) * 0.5f;
}
} // anonymous namespace
// This example shows how to use a simple mesh
//
class ExampleController : public ConnectionTracker
{
public:
/**
* The example controller constructor.
* @param[in] application The application instance
*/
ExampleController( Application& application )
: mApplication( application )
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect( this, &ExampleController::Create );
}
/**
* The example controller destructor
*/
~ExampleController()
{
// Nothing to do here;
}
/**
* Invoked upon creation of application
* @param[in] application The application instance
*/
void Create( Application& application )
{
// The Init signal is received once (only) during the Application lifetime
Stage stage = Stage::GetCurrent();
stage.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
mStageSize = stage.GetSize();
// Hide the indicator bar
application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
mImage = ResourceImage::New( MATERIAL_SAMPLE );
Image image = ResourceImage::New( MATERIAL_SAMPLE2 );
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
mMaterial1 = Material::New( mShader );
mMaterial1.AddTexture(mImage, "sTexture");
mMaterial2 = Material::New( mShader );
mMaterial2.AddTexture(image, "sTexture");
mGeometry = CreateGeometry();
mRenderer = Renderer::New( mGeometry, mMaterial1 );
mMeshActor = Actor::New();
mMeshActor.AddRenderer( mRenderer );
mMeshActor.SetSize(400, 400);
Property::Index fadeColorIndex = mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA );
mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
mMeshActor.SetParentOrigin( ParentOrigin::TOP_CENTER );
mMeshActor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
stage.Add( mMeshActor );
mRenderer2 = Renderer::New( mGeometry, mMaterial2 );
mMeshActor2 = Actor::New();
mMeshActor2.AddRenderer( mRenderer2 );
mMeshActor2.SetSize(400, 400);
mMeshActor2.RegisterProperty( "anotherProperty", Color::GREEN );
mRenderer2.RegisterProperty( "anotherProperty", Vector3::ZERO );
mRenderer2.RegisterProperty( "aCoefficient", 0.008f );
Property::Index fadeColorIndex2 = mRenderer2.RegisterProperty( "uFadeColor", Color::BLUE );
mRenderer2.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
mMeshActor2.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
mMeshActor2.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
stage.Add( mMeshActor2 );
Animation animation = Animation::New(5);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, Vector4::ZERO);
keyFrames.Add(1.0f, Vector4( Color::GREEN ));
KeyFrames keyFrames2 = KeyFrames::New();
keyFrames2.Add(0.0f, Vector4::ZERO);
keyFrames2.Add(1.0f, Color::MAGENTA);
animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunction(AlphaFunction::SIN) );
animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunction(AlphaFunctionSineX2) );
animation.SetLooping(true);
animation.Play();
stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));
}
BufferImage CreateBufferImage()
{
BufferImage image = BufferImage::New( 200, 200, Pixel::RGB888 );
PixelBuffer* pixelBuffer = image.GetBuffer();
unsigned int stride = image.GetBufferStride();
for( unsigned int x=0; x<200; x++ )
{
for( unsigned int y=0; y<200; y++ )
{
PixelBuffer* pixel = pixelBuffer + y*stride + x*3;
if( ((int)(x/20.0f))%2 + ((int)(y/20.0f)%2) == 1 )
{
pixel[0]=255;
pixel[1]=0;
pixel[2]=0;
pixel[3]=255;
}
else
{
pixel[0]=0;
pixel[1]=0;
pixel[2]=255;
pixel[3]=255;
}
}
}
image.Update();
return image;
}
/**
* Invoked whenever the quit button is clicked
* @param[in] button the quit button
*/
bool OnQuitButtonClicked( Toolkit::Button button )
{
// quit the application
mApplication.Quit();
return true;
}
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; ///< Application instance
Vector3 mStageSize; ///< The size of the stage
Image mImage;
Shader mShader;
Material mMaterial1;
Material mMaterial2;
Geometry mGeometry;
Renderer mRenderer;
Actor mMeshActor;
Renderer mRenderer2;
Actor mMeshActor2;
Timer mChangeImageTimer;
};
void RunTest( Application& application )
{
ExampleController test( application );
application.MainLoop();
}
// Entry point for Linux & SLP applications
//
int main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );
RunTest( application );
return 0;
}