rendering-textured-cube.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-toolkit/dali-toolkit.h>
#include <dali/dali.h>
#include "generated/rendering-textured-cube-vert.h"
#include "generated/rendering-textured-cube-frag.h"
using namespace Dali;
using namespace Toolkit;
namespace
{
const char* TEXTURE_URL = DEMO_IMAGE_DIR "wood.png";
} // namespace
// This example shows how to create textured cube
//
class TexturedCubeController : public ConnectionTracker
{
public:
TexturedCubeController(Application& application)
: mApplication(application)
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect(this, &TexturedCubeController::Create);
}
~TexturedCubeController()
{
// 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
CreateCubeShader();
// Step 2. Load a texture
CreateTexture();
// Step 3. Prepare geometry
CreateCubeGeometry();
// Step 4. Create a renderer
CreateRenderer();
// Step 5. Create an Actor
CreateActor();
// Step 6. Play animation to rotate the cube
PlayAnimation();
// Respond to a click anywhere on the window
window.GetRootLayer().TouchedSignal().Connect(this, &TexturedCubeController::OnTouch);
// Respond to key events
window.KeyEventSignal().Connect(this, &TexturedCubeController::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();
}
}
}
/**
* @brief CreateCubeGeometry
* 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;
Vector2 aTexCoord;
};
Vertex vertices[] = {
{Vector3(1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, 1.0f, -1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, 1.0f, -1.0f), Vector2(0.0, 1.0)},
{Vector3(-1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)},
{Vector3(1.0f, -1.0f, 1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, 1.0f, 1.0f), Vector2(0.0, 1.0)},
{Vector3(1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)},
{Vector3(1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, 1.0f, -1.0f), Vector2(0.0, 1.0)},
{Vector3(1.0f, -1.0f, 1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, -1.0f, -1.0f), Vector2(0.0, 1.0)},
{Vector3(-1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)},
{Vector3(-1.0f, 1.0f, -1.0f), Vector2(0.0, 1.0)},
{Vector3(1.0f, 1.0f, -1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, 1.0f, 1.0f), Vector2(0.0, 1.0)},
{Vector3(1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, -1.0f, -1.0f), Vector2(1.0, 0.0)},
{Vector3(-1.0f, 1.0f, -1.0f), Vector2(0.0, 0.0)},
{Vector3(-1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)},
{Vector3(1.0f, -1.0f, 1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)},
{Vector3(1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)},
{Vector3(1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, -1.0f, 1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)},
{Vector3(-1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)},
{Vector3(-1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)},
{Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, 1.0f, -1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, 1.0f, -1.0f), Vector2(1.0, 0.0)},
{Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)},
};
VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
.Add("aPosition", Property::VECTOR3)
.Add("aTexCoord", Property::VECTOR2));
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 SHADER_RENDERING_TEXTURED_CUBE_VERT and SHADER_RENDERING_TEXTURED_CUBE_FRAG
*
* Shaders are very basic and all they do is transforming vertices and sampling
* a texture.
*/
void CreateCubeShader()
{
mShader = Shader::New(SHADER_RENDERING_TEXTURED_CUBE_VERT, SHADER_RENDERING_TEXTURED_CUBE_FRAG);
}
/**
* This function loads a pixel data from a file. In order to load it we use SyncImageLoader utility.
* If loading succeeds returned PixelData object can be used to create a texture.
* Texture must be uploaded. In the end the texture must be set on the TextureSet object.
*/
void CreateTexture()
{
// Load image from file
PixelData pixels = SyncImageLoader::Load(TEXTURE_URL);
Texture texture = Texture::New(TextureType::TEXTURE_2D, pixels.GetPixelFormat(), pixels.GetWidth(), pixels.GetHeight());
texture.Upload(pixels, 0, 0, 0, 0, pixels.GetWidth(), pixels.GetHeight());
// create TextureSet
mTextureSet = TextureSet::New();
mTextureSet.SetTexture(0, texture);
}
/**
* Function creates renderer. It turns on depth test and depth write.
*/
void CreateRenderer()
{
mRenderer = Renderer::New(mGeometry, mShader);
mRenderer.SetTextures(mTextureSet);
// 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();
float quarterWindowWidth = window.GetSize().GetWidth() * 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::SIZE, Vector3(quarterWindowWidth, quarterWindowWidth, quarterWindowWidth));
mActor.AddRenderer(mRenderer);
window.Add(mActor);
}
/**
* Plays animation
*/
void PlayAnimation()
{
mAnimation = Animation::New(5.0f);
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;
Renderer mRenderer;
Shader mShader;
Geometry mGeometry;
TextureSet mTextureSet;
Actor mActor;
Animation mAnimation;
};
int DALI_EXPORT_API main(int argc, char** argv)
{
Application application = Application::New(&argc, &argv);
TexturedCubeController test(application);
application.MainLoop();
return 0;
}