refraction-effect-example.cpp
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/*
* Copyright (c) 2019 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/dali.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali/integration-api/debug.h>
#include <dali/devel-api/adaptor-framework/file-loader.h>
#include <sstream>
#include <limits>
#include <cctype>
// INTERNAL INCLUDES
#include "shared/view.h"
#include "shared/utility.h"
using namespace Dali;
namespace
{
const char * const APPLICATION_TITLE( "Refraction Effect" );
const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
const char * const CHANGE_TEXTURE_ICON( DEMO_IMAGE_DIR "icon-change.png" );
const char * const CHANGE_TEXTURE_ICON_SELECTED( DEMO_IMAGE_DIR "icon-change-selected.png" );
const char * const CHANGE_MESH_ICON( DEMO_IMAGE_DIR "icon-replace.png" );
const char * const CHANGE_MESH_ICON_SELECTED( DEMO_IMAGE_DIR "icon-replace-selected.png" );
const char* MESH_FILES[] =
{
DEMO_MODEL_DIR "surface_pattern_v01.obj",
DEMO_MODEL_DIR "surface_pattern_v02.obj"
};
const unsigned int NUM_MESH_FILES( sizeof( MESH_FILES ) / sizeof( MESH_FILES[0] ) );
const char* TEXTURE_IMAGES[]=
{
DEMO_IMAGE_DIR "background-1.jpg",
DEMO_IMAGE_DIR "background-2.jpg",
DEMO_IMAGE_DIR "background-3.jpg",
DEMO_IMAGE_DIR "background-4.jpg"
};
const unsigned int NUM_TEXTURE_IMAGES( sizeof( TEXTURE_IMAGES ) / sizeof( TEXTURE_IMAGES[0] ) );
struct LightOffsetConstraint
{
LightOffsetConstraint( float radius )
: mRadius( radius )
{
}
void operator()( Vector2& current, const PropertyInputContainer& inputs )
{
float spinAngle = inputs[0]->GetFloat();
current.x = cos( spinAngle );
current.y = sin( spinAngle );
current *= mRadius;
}
float mRadius;
};
/**
* structure of the vertex in the mesh
*/
struct Vertex
{
Vector3 position;
Vector3 normal;
Vector2 textureCoord;
Vertex()
{}
Vertex( const Vector3& position, const Vector3& normal, const Vector2& textureCoord )
: position( position ), normal( normal ), textureCoord( textureCoord )
{}
};
/************************************************************************************************
*** The shader source is used when the MeshActor is not touched***
************************************************************************************************/
const char* VERTEX_SHADER_FLAT = DALI_COMPOSE_SHADER(
attribute mediump vec3 aPosition;\n
attribute mediump vec3 aNormal;\n
attribute highp vec2 aTexCoord;\n
uniform mediump mat4 uMvpMatrix;\n
varying mediump vec2 vTexCoord;\n
void main()\n
{\n
gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
vTexCoord = aTexCoord.xy;\n
}\n
);
const char* FRAGMENT_SHADER_FLAT = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
uniform sampler2D sTexture;\n
varying mediump vec2 vTexCoord;\n
void main()\n
{\n
gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
}\n
);
/************************************************************
** Custom refraction effect shader***************************
************************************************************/
const char* VERTEX_SHADER_REFRACTION = DALI_COMPOSE_SHADER(
attribute mediump vec3 aPosition;\n
attribute mediump vec3 aNormal;\n
attribute highp vec2 aTexCoord;\n
uniform mediump mat4 uMvpMatrix;\n
varying mediump vec4 vVertex;\n
varying mediump vec3 vNormal;\n
varying mediump vec2 vTexCoord;\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
);
const char* FRAGMENT_SHADER_REFRACTION = DALI_COMPOSE_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
uniform lowp vec4 uColor;\n
uniform sampler2D sTexture;\n
varying mediump vec4 vVertex;\n
varying mediump vec3 vNormal;\n
varying mediump vec2 vTexCoord;\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 )\n
{\n
// 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;\n
}\n
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
);
} // namespace
/*************************************************/
/*Demo using RefractionEffect*****************/
/*************************************************/
class RefractionEffectExample : public ConnectionTracker
{
public:
RefractionEffectExample( Application &application )
: mApplication( application ),
mContent(),
mTextureSet(),
mGeometry(),
mRenderer(),
mMeshActor(),
mShaderFlat(),
mShaderRefraction(),
mLightAnimation(),
mStrenghAnimation(),
mLightXYOffsetIndex( Property::INVALID_INDEX ),
mSpinAngleIndex( Property::INVALID_INDEX ),
mLightIntensityIndex( Property::INVALID_INDEX ),
mEffectStrengthIndex( Property::INVALID_INDEX ),
mChangeTextureButton(),
mChangeMeshButton(),
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();
Vector2 stageSize = stage.GetSize();
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::Control 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.SetProperty( Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_TEXTURE_ICON );
mChangeTextureButton.SetProperty( Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_TEXTURE_ICON_SELECTED );
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.SetProperty( Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_MESH_ICON );
mChangeMeshButton.SetProperty( Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_MESH_ICON_SELECTED );
mChangeMeshButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeMesh );
toolBar.AddControl( mChangeMeshButton,
DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
Toolkit::Alignment::HorizontalLeft,
DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
// shader used when the screen is not touched, render a flat surface
mShaderFlat = Shader::New( VERTEX_SHADER_FLAT, FRAGMENT_SHADER_FLAT );
mGeometry = CreateGeometry( MESH_FILES[mCurrentMeshId] );
Texture texture = DemoHelper::LoadStageFillingTexture( TEXTURE_IMAGES[mCurrentTextureId] );
mTextureSet = TextureSet::New();
mTextureSet.SetTexture( 0u, texture );
mRenderer = Renderer::New( mGeometry, mShaderFlat );
mRenderer.SetTextures( mTextureSet );
mMeshActor = Actor::New();
mMeshActor.AddRenderer( mRenderer );
mMeshActor.SetProperty( Actor::Property::SIZE, stageSize );
mMeshActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
mContent.Add( mMeshActor );
// Connect the callback to the touch signal on the mesh actor
mContent.TouchSignal().Connect( this, &RefractionEffectExample::OnTouch );
// shader used when the finger is touching the screen. render refraction effect
mShaderRefraction = Shader::New( VERTEX_SHADER_REFRACTION, FRAGMENT_SHADER_REFRACTION );
// register uniforms
mLightXYOffsetIndex = mMeshActor.RegisterProperty( "uLightXYOffset", Vector2::ZERO );
mLightIntensityIndex = mMeshActor.RegisterProperty( "uLightIntensity", 2.5f );
mEffectStrengthIndex = mMeshActor.RegisterProperty( "uEffectStrength", 0.f );
Vector3 lightPosition( -stageSize.x*0.5f, -stageSize.y*0.5f, stageSize.x*0.5f ); // top_left
mMeshActor.RegisterProperty( "uLightPosition", lightPosition );
Property::Index lightSpinOffsetIndex = mMeshActor.RegisterProperty( "uLightSpinOffset", Vector2::ZERO );
mSpinAngleIndex = mMeshActor.RegisterProperty("uSpinAngle", 0.f );
Constraint constraint = Constraint::New<Vector2>( mMeshActor, lightSpinOffsetIndex, LightOffsetConstraint(stageSize.x*0.1f) );
constraint.AddSource( LocalSource(mSpinAngleIndex) );
constraint.Apply();
// the animation which spin the light around the finger touch position
mLightAnimation = Animation::New(2.f);
mLightAnimation.AnimateTo( Property( mMeshActor, mSpinAngleIndex ), Math::PI*2.f );
mLightAnimation.SetLooping( true );
mLightAnimation.Pause();
}
void SetLightXYOffset( const Vector2& offset )
{
mMeshActor.SetProperty( mLightXYOffsetIndex, offset );
}
/**
* Create a mesh actor with different geometry to replace the current one
*/
bool OnChangeMesh( Toolkit::Button button )
{
mCurrentMeshId = ( mCurrentMeshId + 1 ) % NUM_MESH_FILES;
mGeometry = CreateGeometry( MESH_FILES[mCurrentMeshId] );
mRenderer.SetGeometry( mGeometry );
return true;
}
bool OnChangeTexture( Toolkit::Button button )
{
mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
Texture texture = DemoHelper::LoadStageFillingTexture( TEXTURE_IMAGES[mCurrentTextureId] );
mTextureSet.SetTexture( 0u, texture );
return true;
}
bool OnTouch( Actor actor, const TouchData& event )
{
switch( event.GetState( 0 ) )
{
case PointState::DOWN:
{
mRenderer.SetShader( mShaderRefraction );
SetLightXYOffset( event.GetScreenPosition( 0 ) );
mLightAnimation.Play();
if( mStrenghAnimation )
{
mStrenghAnimation.Clear();
}
mStrenghAnimation= Animation::New(0.5f);
mStrenghAnimation.AnimateTo( Property( mMeshActor, mEffectStrengthIndex ), 1.f );
mStrenghAnimation.Play();
break;
}
case PointState::MOTION:
{
// make the light position following the finger movement
SetLightXYOffset( event.GetScreenPosition( 0 ) );
break;
}
case PointState::UP:
case PointState::LEAVE:
case PointState::INTERRUPTED:
{
mLightAnimation.Pause();
if( mStrenghAnimation )
{
mStrenghAnimation.Clear();
}
mStrenghAnimation = Animation::New(0.5f);
mStrenghAnimation.AnimateTo( Property( mMeshActor, mEffectStrengthIndex ), 0.f );
mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
mStrenghAnimation.Play();
break;
}
case PointState::STATIONARY:
{
break;
}
}
return true;
}
void OnTouchFinished( Animation& source )
{
mRenderer.SetShader( mShaderFlat );
SetLightXYOffset( Vector2::ZERO );
}
Geometry CreateGeometry(const std::string& objFileName)
{
std::vector<Vector3> vertexPositions;
Vector<unsigned int> faceIndices;
Vector<float> boundingBox;
// 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.
std::vector<Vertex> vertices;
std::size_t size = faceIndices.Size();
vertices.reserve( size );
for( std::size_t i=0; i<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();
// make sure all the faces are front-facing
if( normal.z > 0 )
{
vertices.push_back( Vertex( vertexPositions[ faceIndices[i] ], normal, textureCoordinates[ faceIndices[i] ] ) );
vertices.push_back( Vertex( vertexPositions[ faceIndices[i+1] ], normal, textureCoordinates[ faceIndices[i+1] ] ) );
vertices.push_back( Vertex( vertexPositions[ faceIndices[i+2] ], normal, textureCoordinates[ faceIndices[i+2] ] ) );
}
else
{
normal *= -1.f;
vertices.push_back( Vertex( vertexPositions[ faceIndices[i] ], normal, textureCoordinates[ faceIndices[i] ] ) );
vertices.push_back( Vertex( vertexPositions[ faceIndices[i+2] ], normal, textureCoordinates[ faceIndices[i+2] ] ) );
vertices.push_back( Vertex( vertexPositions[ faceIndices[i+1] ], normal, textureCoordinates[ faceIndices[i+1] ] ) );
}
}
Property::Map vertexFormat;
vertexFormat["aPosition"] = Property::VECTOR3;
vertexFormat["aNormal"] = Property::VECTOR3;
vertexFormat["aTexCoord"] = Property::VECTOR2;
PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
surfaceVertices.SetData( &vertices[0], vertices.size() );
Geometry surface = Geometry::New();
surface.AddVertexBuffer( surfaceVertices );
return surface;
}
void ReadObjFile( const std::string& objFileName,
Vector<float>& boundingBox,
std::vector<Vector3>& vertexPositions,
Vector<unsigned int>& faceIndices)
{
std::streampos bufferSize = 0;
Dali::Vector<char> fileBuffer;
if( !Dali::FileLoader::ReadFile( objFileName, bufferSize, fileBuffer, Dali::FileLoader::FileType::TEXT ) )
{
DALI_LOG_WARNING( "file open failed for: \"%s\"", objFileName.c_str() );
return;
}
std::stringstream iss( &fileBuffer[0], 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( iss, 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);
Dali::Vector<unsigned int> indices;
indices.Resize(numOfInt);
unsigned int i=0;
while( iss >> indices[i++] && i < numOfInt);
unsigned int step = (i+1) / 3;
faceIndices.PushBack( indices[0]-1 );
faceIndices.PushBack( indices[step]-1 );
faceIndices.PushBack( indices[2*step]-1 );
}
}
}
void ShapeResizeAndTexureCoordinateCalculation( const 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;
textureCoordinates.reserve(vertexPositions.size());
for( std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++ )
{
Vector3 newPosition( (*iter) - bBoxMinCorner ) ;
textureCoordinates.push_back( Vector2( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y ) );
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;
TextureSet mTextureSet;
Geometry mGeometry;
Renderer mRenderer;
Actor mMeshActor;
Shader mShaderFlat;
Shader mShaderRefraction;
Animation mLightAnimation;
Animation mStrenghAnimation;
Property::Index mLightXYOffsetIndex;
Property::Index mSpinAngleIndex;
Property::Index mLightIntensityIndex;
Property::Index mEffectStrengthIndex;
Toolkit::PushButton mChangeTextureButton;
Toolkit::PushButton mChangeMeshButton;
unsigned int mCurrentTextureId;
unsigned int mCurrentMeshId;
};
/*****************************************************************************/
int DALI_EXPORT_API main(int argc, char **argv)
{
Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);
RefractionEffectExample theApp(app);
app.MainLoop();
return 0;
}