rendering-triangle.cpp
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/*
* Copyright (c) 2020 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>
using namespace Dali;
using namespace Toolkit;
namespace
{
/*
* Vertex shader
*/
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n // DALi shader builtin
uniform mediump mat4 uMvpMatrix;\n // DALi shader builtin
uniform mediump vec3 uSize;\n // DALi shader builtin
\n
void main()\n
{\n
mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
vertexPosition.xyz *= uSize;\n
gl_Position = uMvpMatrix * vertexPosition;\n
}\n
);
/*
* Fragment shader
*/
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform mediump vec4 uColor;\n
\n
void main()\n
{\n
gl_FragColor = uColor;\n
}\n
);
}
// This example shows how to draw a triangle in actor's color
//
class DrawTriangleController : public ConnectionTracker
{
public:
DrawTriangleController( Application& application )
: mApplication( application )
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect( this, &DrawTriangleController::Create );
}
~DrawTriangleController()
{
// Nothing to do here;
}
// The Init signal is received once (only) during the Application lifetime
void Create( Application& application )
{
// Get a handle to the window
Window window = application.GetWindow();
window.SetBackgroundColor( Color::WHITE );
// Step 1. Create shader
CreateTriangleShader();
// Step 2. Prepare geometry
CreateTriangleGeometry();
// Step 3. Create a renderer
CreateRenderer();
// Step 4. Create an Actor
CreateActor();
// Respond to a click anywhere on the window
window.GetRootLayer().TouchSignal().Connect( this, &DrawTriangleController::OnTouch );
// Respond to key events
window.KeyEventSignal().Connect( this, &DrawTriangleController::OnKeyEvent );
}
bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
return true;
}
/**
* @brief Called when any key event is received
*
* Will use this to quit the application if Back or the Escape key is received
* @param[in] event The key event information
*/
void OnKeyEvent( const KeyEvent& event )
{
if( event.GetState() == KeyEvent::Down )
{
if ( IsKey( event, Dali::DALI_KEY_ESCAPE ) || IsKey( event, Dali::DALI_KEY_BACK ) )
{
mApplication.Quit();
}
}
}
/**
* This function creates a triangle geometry made of three vertices in order
* to draw a coloured triangle.
*/
void CreateTriangleGeometry()
{
Vector2 vertices[] = {
Vector2( -1.0f, -1.0f ),
Vector2( 1.0f, 1.0f ),
Vector2( -1.0f, 1.0f )
};
PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
.Add( "aPosition", Property::VECTOR2 ) );
vertexBuffer.SetData( vertices, sizeof(vertices) / sizeof(Vector2) );
mGeometry = Geometry::New();
mGeometry.AddVertexBuffer( vertexBuffer );
mGeometry.SetType( Geometry::TRIANGLES );
}
/**
* Creates a shader using inlined variable VERTEX_SHADER and FRAGMENT_SHADER
*
* Shaders are very basic and all they do is transforming vertices and applying actor's colour.
*/
void CreateTriangleShader()
{
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
}
/**
* Function creates renderer.
*/
void CreateRenderer()
{
mRenderer = Renderer::New( mGeometry, mShader );
}
/**
* Creates new actor and attaches renderer.
*/
void CreateActor()
{
Window window = mApplication.GetWindow();
Size size = Vector2(window.GetSize()) * 0.25f;
mActor = Actor::New();
mActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
mActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mActor.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, 0.0f ) );
mActor.SetProperty( Actor::Property::COLOR, Color::RED );
mActor.SetProperty( Actor::Property::SIZE, Vector3( size.x, size.x, size.x ) );
mActor.AddRenderer( mRenderer );
window.Add( mActor );
}
private:
Application& mApplication;
Renderer mRenderer;
Shader mShader;
Geometry mGeometry;
Actor mActor;
};
int DALI_EXPORT_API main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );
DrawTriangleController test( application );
application.MainLoop();
return 0;
}