rendering-basic-light-example.cpp
14 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
/*
* Copyright (c) 2022 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-toolkit/dali-toolkit.h>
#include <dali/dali.h>
#include "generated/rendering-basic-light-frag.h"
#include "generated/rendering-basic-light-vert.h"
using namespace Dali;
using namespace Toolkit;
#define MATERIALS_MAX 24
namespace
{
const char* BASIC_LIGHT_THEME(DEMO_STYLE_DIR "basic-light-theme.json");
const char* const CUSTOM_BASIC_LIGHT_THEME = "BasicLightButton";
struct Material
{
const char* name;
Vector3 ambient;
Vector3 diffuse;
Vector3 specular;
float shininess;
};
Material material[] =
{
{"Emerald", Vector3(0.0215f, 0.1745f, 0.0215f), Vector3(0.07568f, 0.61424f, 0.07568f), Vector3(0.633, 0.727811f, 0.633f), 0.6f},
{"Jade", Vector3(0.135f, 0.2225f, 0.1575f), Vector3(0.54f, 0.89f, 0.63f), Vector3(0.316228f, 0.316228f, 0.316228f), 0.1f},
{"Obsidian", Vector3(0.05375f, 0.05f, 0.06625f), Vector3(0.18275f, 0.17f, 0.22525f), Vector3(0.332741f, 0.328634f, 0.346435f), 0.3f},
{"Perl", Vector3(0.25f, 0.20725f, 0.20725f), Vector3(1.0f, 0.829f, 0.829f), Vector3(0.296648f, 0.296648f, 0.296648f), 0.088f},
{"Ruby", Vector3(0.1745f, 0.01175f, 0.01175f), Vector3(0.61424f, 0.04136f, 0.04136f), Vector3(0.727811f, 0.626959f, 0.626959f), 0.6f},
{"Turquoise", Vector3(0.1f, 0.18725f, 0.1745f), Vector3(0.396f, 0.74151f, 0.69102f), Vector3(0.297254, 0.30829f, 0.306678f), 0.1f},
{"Brass", Vector3(0.329412f, 0.223529f, 0.027451f), Vector3(0.780392f, 0.568627f, 0.113725f), Vector3(0.992157f, 0.941176f, 0.807843f), 0.21794872f},
{"Bronze", Vector3(0.2125f, 0.1275f, 0.054f), Vector3(0.714f, 0.4284f, 0.18144f), Vector3(0.393548f, 0.271906f, 0.166721f), 0.2f},
{"Chrome", Vector3(0.25f, 0.25f, 0.25f), Vector3(0.4f, 0.4f, 0.4f), Vector3(0.774597f, 0.774597f, 0.774597f), 0.6f},
{"Copper", Vector3(0.19125f, 0.0735f, 0.0225f), Vector3(0.7038f, 0.27048f, 0.0828f), Vector3(0.256777f, 0.137622f, 0.086014f), 0.1f},
{"Gold", Vector3(0.24725f, 0.1995f, 0.0745f), Vector3(0.75164f, 0.60648f, 0.22648f), Vector3(0.628281f, 0.555802f, 0.366065f), 0.4f},
{"Silver", Vector3(0.19225f, 0.19225f, 0.19225f), Vector3(0.50754f, 0.50754f, 0.50754f), Vector3(0.508273f, 0.508273f, 0.508273f), 0.4f},
{"Black plastic", Vector3(0.0f, 0.0f, 0.0f), Vector3(0.01f, 0.01f, 0.01f), Vector3(0.50f, 0.50f, 0.50f), 0.25f},
{"Cyan plastic", Vector3(0.0f, 0.1f, 0.06f), Vector3(0.0f, 0.50980392f, 0.50980392f), Vector3(0.50196078f, 0.50196078f, 0.50196078f), 0.25f},
{"Green plastic", Vector3(0.0f, 0.0f, 0.0f), Vector3(0.1f, 0.35f, 0.1f), Vector3(0.45, 0.55, 0.45), 0.25f},
{"Red plastic", Vector3(0.0f, 0.0f, 0.0f), Vector3(0.5f, 0.0f, 0.0f), Vector3(0.7f, 0.6f, 0.6f), 0.25f},
{"White plastic", Vector3(0.0f, 0.0f, 0.0f), Vector3(0.55f, 0.55f, 0.55f), Vector3(0.7f, 0.7f, 0.7f), 0.25f},
{"Yellow plastic", Vector3(0.0f, 0.0f, 0.0f), Vector3(0.5f, 0.5f, 0.0f), Vector3(0.6f, 0.6f, 0.5f), 0.25f},
{"Black rubber", Vector3(0.02f, 0.02f, 0.02f), Vector3(0.01f, 0.01f, 0.01f), Vector3(0.4f, 0.4f, 0.4f), 0.078125f},
{"Cyan rubber", Vector3(0.0f, 0.05f, 0.05f), Vector3(0.4f, 0.5f, 0.5f), Vector3(0.04f, 0.7f, 0.7f), 0.078125f},
{"Green rubber", Vector3(0.0f, 0.05f, 0.0f), Vector3(0.4f, 0.5f, 0.4f), Vector3(0.04f, 0.7f, 0.04f), 0.078125f},
{"Red rubber", Vector3(0.05f, 0.0f, 0.0f), Vector3(0.5f, 0.4f, 0.4f), Vector3(0.7f, 0.04f, 0.04f), 0.078125f},
{"White rubber", Vector3(0.05f, 0.05f, 0.05f), Vector3(0.5f, 0.5f, 0.5f), Vector3(0.7f, 0.7f, 0.7f), 0.078125f},
{"Yellow rubber", Vector3(0.05f, 0.05f, 0.0f), Vector3(0.5f, 0.5f, 0.4f), Vector3(0.7f, 0.7f, 0.04f), 0.078125f}};
int MaterialID = 0;
} // namespace
// This example shows per-pixel lighting of materials with different ambient, diffuse, specular and shininess parameters
//
class BasicLightController : public ConnectionTracker
{
public:
BasicLightController(Application& application)
: mApplication(application)
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect(this, &BasicLightController::Create);
}
~BasicLightController()
{
// 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::BLACK);
mLabel = TextLabel::New(material[MaterialID].name);
mLabel.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
mLabel.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.5f, 0.0f, 0.5f));
mLabel.SetProperty(Actor::Property::SIZE, Vector2(window.GetSize().GetWidth() * 0.5f, window.GetSize().GetHeight() * 0.083f));
mLabel.SetProperty(TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER");
mLabel.SetProperty(TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER");
mLabel.SetProperty(TextLabel::Property::TEXT_COLOR, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
window.Add(mLabel);
mButton = PushButton::New();
mButton.SetProperty(Button::Property::LABEL, "Exit");
mButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
mButton.ClickedSignal().Connect(this, &BasicLightController::OnExit);
mButton.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.5f, 0.1f, 0.5f));
mButton.SetStyleName(CUSTOM_BASIC_LIGHT_THEME);
mButton.SetProperty(Actor::Property::COLOR, Vector4(material[MaterialID].diffuse) + Vector4(0.0f, 0.0f, 0.0f, 1.0f));
window.Add(mButton);
// Step 1. Create shader
CreateCubeShader();
// Step 2. Prepare geometry
CreateCubeGeometry();
// Step 3. Create a renderer
CreateRenderer();
// Step 4. Create an Actor
CreateActor();
// Step 5. Play animation to rotate the cube
PlayAnimation();
// Respond to a click anywhere on the window
window.GetRootLayer().TouchedSignal().Connect(this, &BasicLightController::OnTouch);
// Respond to key events
window.KeyEventSignal().Connect(this, &BasicLightController::OnKeyEvent);
}
/**
* This function will change the material of the cube when touched
*/
bool OnTouch(Actor actor, const TouchEvent& touch)
{
if(touch.GetState(0) == PointState::UP)
{
MaterialID++;
MaterialID %= MATERIALS_MAX;
mShader.SetProperty(mShader.GetPropertyIndex("material.ambient"), material[MaterialID].ambient);
mShader.SetProperty(mShader.GetPropertyIndex("material.diffuse"), material[MaterialID].diffuse);
mShader.SetProperty(mShader.GetPropertyIndex("material.specular"), material[MaterialID].specular);
mShader.SetProperty(mShader.GetPropertyIndex("material.shininess"), material[MaterialID].shininess * 128.0f);
mLabel.SetProperty(TextLabel::Property::TEXT, material[MaterialID].name);
mButton.SetProperty(Actor::Property::COLOR, Vector4(material[MaterialID].diffuse) + Vector4(0.0f, 0.0f, 0.0f, 1.0f));
}
return true;
}
/**
* This function will the terminate the application when the exit button is pressed
*/
bool OnExit(Button button)
{
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 cube geometry including texture coordinates.
* Also it demonstrates using the indexed draw feature by setting an index array.
*/
void CreateCubeGeometry()
{
struct Vertex
{
Vector3 aPosition;
Vector3 aNormal;
};
const Vector3 NORMAL0(-1.0f, 0.0f, 0.0f);
const Vector3 NORMAL1(0.0f, 1.0f, 0.0f);
const Vector3 NORMAL2(0.0f, -1.0f, 0.0f);
const Vector3 NORMAL3(0.0f, 0.0f, 1.0f);
const Vector3 NORMAL4(1.0f, 0.0f, 0.0f);
const Vector3 NORMAL5(0.0f, 0.0f, -1.0f);
Vertex vertices[] = {
{Vector3(1.0f, -1.0f, -1.0f), NORMAL5},
{Vector3(-1.0f, 1.0f, -1.0f), NORMAL5},
{Vector3(1.0f, 1.0f, -1.0f), NORMAL5},
{Vector3(-1.0f, 1.0f, 1.0f), NORMAL3},
{Vector3(1.0f, -1.0f, 1.0f), NORMAL3},
{Vector3(1.0f, 1.0f, 1.0f), NORMAL3},
{Vector3(1.0f, 1.0f, 1.0f), NORMAL4},
{Vector3(1.0f, -1.0f, -1.0f), NORMAL4},
{Vector3(1.0f, 1.0f, -1.0f), NORMAL4},
{Vector3(1.0f, -1.0f, 1.0f), NORMAL1},
{Vector3(-1.0f, -1.0f, -1.0f), NORMAL1},
{Vector3(1.0f, -1.0f, -1.0f), NORMAL1},
{Vector3(-1.0f, -1.0f, -1.0f), NORMAL0},
{Vector3(-1.0f, 1.0f, 1.0f), NORMAL0},
{Vector3(-1.0f, 1.0f, -1.0f), NORMAL0},
{Vector3(1.0f, 1.0f, -1.0f), NORMAL2},
{Vector3(-1.0f, 1.0f, 1.0f), NORMAL2},
{Vector3(1.0f, 1.0f, 1.0f), NORMAL2},
{Vector3(1.0f, -1.0f, -1.0f), NORMAL5},
{Vector3(-1.0f, -1.0f, -1.0f), NORMAL5},
{Vector3(-1.0f, 1.0f, -1.0f), NORMAL5},
{Vector3(-1.0f, 1.0f, 1.0f), NORMAL3},
{Vector3(-1.0f, -1.0f, 1.0f), NORMAL3},
{Vector3(1.0f, -1.0f, 1.0f), NORMAL3},
{Vector3(1.0f, 1.0f, 1.0f), NORMAL4},
{Vector3(1.0f, -1.0f, 1.0f), NORMAL4},
{Vector3(1.0f, -1.0f, -1.0f), NORMAL4},
{Vector3(1.0f, -1.0f, 1.0f), NORMAL1},
{Vector3(-1.0f, -1.0f, 1.0f), NORMAL1},
{Vector3(-1.0f, -1.0f, -1.0f), NORMAL1},
{Vector3(-1.0f, -1.0f, -1.0f), NORMAL0},
{Vector3(-1.0f, -1.0f, 1.0f), NORMAL0},
{Vector3(-1.0f, 1.0f, 1.0f), NORMAL0},
{Vector3(1.0f, 1.0f, -1.0f), NORMAL2},
{Vector3(-1.0f, 1.0f, -1.0f), NORMAL2},
{Vector3(-1.0f, 1.0f, 1.0f), NORMAL2},
};
Property::Map property;
property.Insert("aPosition", Property::VECTOR3);
property.Insert("aNormal", Property::VECTOR3);
VertexBuffer vertexBuffer = VertexBuffer::New(property);
vertexBuffer.SetData(vertices, sizeof(vertices) / sizeof(Vertex));
// create indices
const unsigned short INDEX_CUBE[] = {
2, 1, 0, 5, 4, 3, 8, 7, 6, 11, 10, 9, 14, 13, 12, 17, 16, 15, 20, 19, 18, 23, 22, 21, 26, 25, 24, 29, 28, 27, 32, 31, 30, 35, 34, 33};
mGeometry = Geometry::New();
mGeometry.AddVertexBuffer(vertexBuffer);
mGeometry.SetIndexBuffer(INDEX_CUBE,
sizeof(INDEX_CUBE) / sizeof(INDEX_CUBE[0]));
mGeometry.SetType(Geometry::TRIANGLES);
}
/**
* Creates a shader using inlined variable SHADER_RENDERING_BASIC_LIGHT_VERT and SHADER_RENDERING_BASIC_LIGHT_FRAG
*
* Shaders are very basic and all they do is transforming vertices and interpolating
* input per-vertex color.
*/
void CreateCubeShader()
{
mShader = Shader::New(SHADER_RENDERING_BASIC_LIGHT_VERT, SHADER_RENDERING_BASIC_LIGHT_FRAG);
float scale = 120.0f;
mShader.RegisterProperty("light.position", Vector3(1.2 * scale, scale, 2.0 * scale));
mShader.RegisterProperty("light.color", Vector3(1.0f, 1.0f, 1.0f));
mShader.RegisterProperty("viewPos", Vector3(0, 0, 3.0 * scale));
mShader.RegisterProperty("material.ambient", material[MaterialID].ambient);
mShader.RegisterProperty("material.diffuse", material[MaterialID].diffuse);
mShader.RegisterProperty("material.specular", material[MaterialID].specular);
mShader.RegisterProperty("material.shininess", material[MaterialID].shininess * 128.0f);
}
/**
* Function creates renderer. It turns on depth test and depth write.
*/
void CreateRenderer()
{
mRenderer = Renderer::New(mGeometry, mShader);
// Face culling is enabled to hide the backwards facing sides of the cube
// This is sufficient to render a single object; for more complex scenes depth-testing might be required
mRenderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
}
/**
* Creates new actor and attaches renderer.
*/
void CreateActor()
{
Window window = mApplication.GetWindow();
const auto windowSize = window.GetSize();
const float quarterWindowSize = std::min(windowSize.GetWidth(), windowSize.GetHeight()) * 0.25f;
mActor = Actor::New();
mActor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 1.0f, 0.6f, 1.0f));
mActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
mActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mActor.SetProperty(Actor::Property::SIZE, Vector3(quarterWindowSize, quarterWindowSize, quarterWindowSize));
mActor.AddRenderer(mRenderer);
window.Add(mActor);
}
/**
* Plays animation
*/
void PlayAnimation()
{
mAnimation = Animation::New(15.0f);
mAnimation.SetLooping(true);
mAnimation.AnimateBy(Property(mActor, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360)), Vector3::ZAXIS));
mAnimation.AnimateBy(Property(mActor, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360)), Vector3::YAXIS));
mAnimation.AnimateBy(Property(mActor, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360)), Vector3::XAXIS));
mAnimation.Play();
}
private:
Application& mApplication;
TextLabel mLabel;
PushButton mButton;
Renderer mRenderer;
Shader mShader;
Geometry mGeometry;
Actor mActor;
Animation mAnimation;
};
int DALI_EXPORT_API main(int argc, char** argv)
{
Application application = Application::New(&argc, &argv, BASIC_LIGHT_THEME);
BasicLightController test(application);
application.MainLoop();
return 0;
}