cube-renderer.cpp
6.78 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
/*
* Copyright (c) 2023 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 "cube-renderer.h"
#include <dali-toolkit/dali-toolkit.h>
#include "generated/rendering-textured-shape-frag.h"
#include "generated/rendering-textured-shape-vert.h"
using namespace Dali;
namespace
{
const char* TEXTURE_URL = DEMO_IMAGE_DIR "/wood.png";
} // namespace
Dali::Geometry CubeRenderer::gCubeGeometry;
Dali::TextureSet CubeRenderer::gCubeTextureSet;
Dali::Shader CreateShader()
{
static Dali::Shader gShapeShader;
if(!gShapeShader)
{
gShapeShader = Shader::New(SHADER_RENDERING_TEXTURED_SHAPE_VERT, SHADER_RENDERING_TEXTURED_SHAPE_FRAG);
}
return gShapeShader;
}
/**
* @brief CreateCubeGeometry
* This function creates a cube geometry including texture coordinates.
*/
Geometry CubeRenderer::CreateCubeGeometry()
{
if(!gCubeGeometry)
{
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};
gCubeGeometry = Geometry::New();
gCubeGeometry.AddVertexBuffer(vertexBuffer);
gCubeGeometry.SetIndexBuffer(INDEX_CUBE,
sizeof(INDEX_CUBE) / sizeof(INDEX_CUBE[0]));
gCubeGeometry.SetType(Geometry::TRIANGLES);
}
return gCubeGeometry;
}
/**
* 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.
*/
TextureSet CubeRenderer::CreateTexture(std::string url)
{
// Load image from file
PixelData pixels = Dali::Toolkit::SyncImageLoader::Load(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
auto textureSet = TextureSet::New();
textureSet.SetTexture(0, texture);
return textureSet;
}
/**
* Function creates renderer. It turns on depth test and depth write.
*/
Dali::Renderer CubeRenderer::CreateRenderer(TextureSet textures)
{
CreateCubeGeometry();
Dali::Shader shader = CreateShader();
Renderer renderer = Renderer::New(gCubeGeometry, shader);
renderer.SetTextures(textures);
// 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
renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
return renderer;
}
/**
* Creates new actor and renderer.
*/
Actor CubeRenderer::CreateActor(Vector3 size, Vector4 color)
{
Actor actor = Actor::New();
actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
actor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
// Mesh is 2x2x2, so halve the size
actor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.y, size.z) * 0.5f);
actor.SetProperty(Actor::Property::COLOR, color);
if(!gCubeTextureSet)
{
gCubeTextureSet = CreateTexture(TEXTURE_URL);
}
Renderer renderer = CreateRenderer(gCubeTextureSet);
actor.AddRenderer(renderer);
return actor;
}
Actor CubeRenderer::CreateActor(Vector3 size, std::string url)
{
Actor actor = Actor::New();
actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
actor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
actor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.y, size.z) * 0.5f);
TextureSet textures = CreateTexture(url);
Renderer renderer = CreateRenderer(textures);
actor.AddRenderer(renderer);
return actor;
}