point-mesh-example.cpp
6.56 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
/*
* 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.
*
*/
// EXTERNAL INCLUDES
#include <dali-toolkit/dali-toolkit.h>
// INTERNAL INCLUDES
#include "shared/view.h"
#include "shared/utility.h"
using namespace Dali;
namespace
{
const char* MATERIAL_SAMPLE( DEMO_IMAGE_DIR "gallery-small-48.jpg" );
const char* MATERIAL_SAMPLE2( DEMO_IMAGE_DIR "gallery-medium-19.jpg" );
#define MAKE_SHADER(A)#A
const char* VERTEX_SHADER = MAKE_SHADER(
attribute mediump vec2 aPosition;
attribute highp float aHue;
varying mediump vec2 vTexCoord;
uniform mediump mat4 uMvpMatrix;
uniform mediump vec3 uSize;
uniform mediump float uPointSize;
uniform lowp vec4 uFadeColor;
varying mediump vec3 vVertexColor;
varying mediump float vHue;
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main()
{
mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
vertexPosition.xyz *= (uSize-uPointSize);
vertexPosition = uMvpMatrix * vertexPosition;
vVertexColor = hsv2rgb( vec3( aHue, 0.7, 1.0 ) );
vHue = aHue;
gl_PointSize = uPointSize;
gl_Position = vertexPosition;
}
);
const char* FRAGMENT_SHADER = MAKE_SHADER(
varying mediump vec3 vVertexColor;
varying mediump float vHue;
uniform lowp vec4 uColor;
uniform sampler2D sTexture1;
uniform sampler2D sTexture2;
uniform lowp vec4 uFadeColor;
void main()
{
mediump vec4 texCol1 = texture2D(sTexture1, gl_PointCoord);
mediump vec4 texCol2 = texture2D(sTexture2, gl_PointCoord);
gl_FragColor = vec4(vVertexColor, 1.0) * ((texCol1*vHue) + (texCol2*(1.0-vHue)));
}
);
Geometry CreateGeometry()
{
// Create vertices
struct Vertex { Vector2 position; float hue; };
const unsigned int numSides = 20;
Vertex polyhedraVertexData[numSides];
float angle=0;
float sectorAngle = 2.0f * Math::PI / (float) numSides;
for(unsigned int i=0; i<numSides; ++i)
{
polyhedraVertexData[i].position.x = sinf(angle)*0.5f;
polyhedraVertexData[i].position.y = cosf(angle)*0.5f;
polyhedraVertexData[i].hue = angle / ( 2.0f * Math::PI);
angle += sectorAngle;
}
Property::Map polyhedraVertexFormat;
polyhedraVertexFormat["aPosition"] = Property::VECTOR2;
polyhedraVertexFormat["aHue"] = Property::FLOAT;
VertexBuffer polyhedraVertices = VertexBuffer::New( polyhedraVertexFormat );
polyhedraVertices.SetData( polyhedraVertexData, numSides );
// Create the geometry object
Geometry polyhedraGeometry = Geometry::New();
polyhedraGeometry.AddVertexBuffer( polyhedraVertices );
polyhedraGeometry.SetType( Geometry::POINTS );
return polyhedraGeometry;
}
} // anonymous namespace
// This example shows how to use a simple mesh
//
class ExampleController : public ConnectionTracker
{
public:
/**
* The example controller constructor.
* @param[in] application The application instance
*/
ExampleController( Application& application )
: mApplication( application )
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect( this, &ExampleController::Create );
}
/**
* The example controller destructor
*/
~ExampleController()
{
// Nothing to do here;
}
/**
* Invoked upon creation of application
* @param[in] application The application instance
*/
void Create( Application& application )
{
Window window = application.GetWindow();
window.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
mWindowSize = window.GetSize();
// The Init signal is received once (only) during the Application lifetime
Texture texture0 = DemoHelper::LoadTexture( MATERIAL_SAMPLE );
Texture texture1 = DemoHelper::LoadTexture( MATERIAL_SAMPLE2 );
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
TextureSet textureSet = TextureSet::New();
textureSet.SetTexture( 0u, texture0 );
textureSet.SetTexture( 1u, texture1 );
Geometry geometry = CreateGeometry();
mRenderer = Renderer::New( geometry, shader );
mRenderer.SetTextures( textureSet );
mMeshActor = Actor::New();
mMeshActor.AddRenderer( mRenderer );
mMeshActor.SetProperty( Actor::Property::SIZE, Vector2(400, 400) );
mMeshActor.RegisterProperty( "uFadeColor", Color::GREEN );
mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA );
mRenderer.RegisterProperty( "uPointSize", 80.0f );
mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
mMeshActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mMeshActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
window.Add( mMeshActor );
Animation animation = Animation::New(15);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, Vector4::ZERO);
keyFrames.Add(1.0f, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ));
animation.AnimateBy( Property(mMeshActor, Actor::Property::ORIENTATION), Quaternion(Degree(360), Vector3::ZAXIS) );
animation.SetLooping(true);
animation.Play();
window.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));
}
/**
* Invoked whenever the quit button is clicked
* @param[in] button the quit button
*/
bool OnQuitButtonClicked( Toolkit::Button button )
{
// quit the application
mApplication.Quit();
return true;
}
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();
}
}
}
private:
Application& mApplication; ///< Application instance
Vector3 mWindowSize; ///< The size of the window
Renderer mRenderer;
Actor mMeshActor;
Renderer mRenderer2;
Actor mMeshActor2;
Timer mChangeImageTimer;
};
int DALI_EXPORT_API main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );
ExampleController test( application );
application.MainLoop();
return 0;
}