utils.h
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#ifndef WAVES_UTILS_H_
#define WAVES_UTILS_H_
/*
* Copyright (c) 2021 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 <cmath>
#include "dali/public-api/actors/actor.h"
#include "dali/public-api/math/vector3.h"
#include "dali/public-api/rendering/geometry.h"
#include "dali/public-api/rendering/renderer.h"
#include "dali/public-api/rendering/shader.h"
#include "dali/public-api/rendering/texture.h"
//
// Maths
//
inline float FastFloor(float x)
{
return static_cast<int>(x) - static_cast<int>(x < 0);
}
inline float Sign(float x)
{
return float(x > 0.f) - float(x < .0f);
}
template<typename T>
inline
typename std::decay<T>::type
Lerp(
const T& min, const T& max, float alpha)
{
return min + (max - min) * alpha;
}
template<typename T>
T Normalized(T v)
{
v.Normalize();
return v;
}
//
// Files
//
///@brief Converts RGB values (in the 0..1 range) to HSL, where hue is in degrees,
/// in the 0..360 range, and saturation and lightness are in the 0..1 range.
Dali::Vector3 ToHueSaturationLightness(Dali::Vector3 rgb);
///@brief Converts HSL values, where hue is in degrees, in the 0..360 range, and
/// saturation and lightness are in 0..1 to RGB (in the 0..1 range)
Dali::Vector3 FromHueSaturationLightness(Dali::Vector3 hsl);
//
// Dali entities
//
using VertexFn = Dali::Vector2 (*)(const Dali::Vector2&);
///@brief Creates a tesselated quad with @a xVerts vertices horizontally and @a yVerts
/// vertices vertically. Allows the use of an optional @a shaderFn, which can be used to
/// modify the vertex positions - these will be in the [{ 0.f, 0.f}, { 1.f, 1.f}] range.
/// After returning from the shader, they're transformed
Dali::Geometry CreateTesselatedQuad(unsigned int xVerts, unsigned int yVerts, Dali::Vector2 scale, VertexFn positionFn = nullptr, VertexFn texCoordFn = nullptr);
Dali::Texture LoadTexture(const std::string& path);
enum RendererOptions
{
OPTION_NONE = 0x0,
OPTION_BLEND = 0x01,
OPTION_DEPTH_TEST = 0x02,
OPTION_DEPTH_WRITE = 0x04
};
///@brief Creates a renderer with the given @a textures set, @a geometry, @a shader
/// and @a options from above.
///@note Back face culling is on.
///@note If textures is not a valid handle, an empty texture set will be created.
Dali::Renderer CreateRenderer(Dali::TextureSet textures, Dali::Geometry geometry, Dali::Shader shader, uint32_t options = OPTION_NONE);
///@brief Sets @a actor's anchor point and parent origin to center.
void CenterActor(Dali::Actor actor);
///@brief Creates an empty and centered actor.
Dali::Actor CreateActor();
///@brief Creates a copy of @a original, sharing the same geometry and shader and
/// copying each properties.
///@note Breaks if @a original has any custom properties. TODO: fix.
Dali::Renderer CloneRenderer(Dali::Renderer original);
///@brief Creates a copy of @a original, cloning each renderer, and a select set
/// of properties: parent origin, anchor point, size, position, orientation, scale,
/// visible, color and name.
///@note Does not copy resize policy related properties, as setting those, even if
/// default, will break the ability to specify a size for the actor in Z.
Dali::Actor CloneActor(Dali::Actor original);
#endif /* EXAMPLES_PARTICLES_UTILS_H_ */