rendering-cube.cpp 7.72 KB
/*
 * 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-cube-frag.h"
#include "generated/rendering-cube-vert.h"

using namespace Dali;
using namespace Toolkit;

// This example shows how to create a cube with colors on each side
//
class DrawCubeController : public ConnectionTracker
{
public:
  DrawCubeController(Application& application)
  : mApplication(application)
  {
    // Connect to the Application's Init signal
    mApplication.InitSignal().Connect(this, &DrawCubeController::Create);
  }

  ~DrawCubeController()
  {
    // 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. 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, &DrawCubeController::OnTouch);

    // Respond to key events
    window.KeyEventSignal().Connect(this, &DrawCubeController::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();
      }
    }
  }

  /**
   * 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 aColor;
    };

    const Vector3 COLOR0(1.0f, 1.0f, 0.0f);
    const Vector3 COLOR1(0.0f, 1.0f, 1.0f);
    const Vector3 COLOR2(1.0f, 0.0f, 1.0f);
    const Vector3 COLOR3(0.0f, 1.0f, 0.0f);
    const Vector3 COLOR4(0.0f, 0.0f, 1.0f);
    const Vector3 COLOR5(1.0f, 0.0f, 0.0f);

    Vertex vertices[] = {
      {Vector3(1.0f, -1.0f, -1.0f), COLOR5},
      {Vector3(-1.0f, 1.0f, -1.0f), COLOR5},
      {Vector3(1.0f, 1.0f, -1.0f), COLOR5},
      {Vector3(-1.0f, 1.0f, 1.0f), COLOR3},
      {Vector3(1.0f, -1.0f, 1.0f), COLOR3},
      {Vector3(1.0f, 1.0f, 1.0f), COLOR3},
      {Vector3(1.0f, 1.0f, 1.0f), COLOR4},
      {Vector3(1.0f, -1.0f, -1.0f), COLOR4},
      {Vector3(1.0f, 1.0f, -1.0f), COLOR4},
      {Vector3(1.0f, -1.0f, 1.0f), COLOR1},
      {Vector3(-1.0f, -1.0f, -1.0f), COLOR1},
      {Vector3(1.0f, -1.0f, -1.0f), COLOR1},
      {Vector3(-1.0f, -1.0f, -1.0f), COLOR0},
      {Vector3(-1.0f, 1.0f, 1.0f), COLOR0},
      {Vector3(-1.0f, 1.0f, -1.0f), COLOR0},
      {Vector3(1.0f, 1.0f, -1.0f), COLOR2},
      {Vector3(-1.0f, 1.0f, 1.0f), COLOR2},
      {Vector3(1.0f, 1.0f, 1.0f), COLOR2},
      {Vector3(1.0f, -1.0f, -1.0f), COLOR5},
      {Vector3(-1.0f, -1.0f, -1.0f), COLOR5},
      {Vector3(-1.0f, 1.0f, -1.0f), COLOR5},
      {Vector3(-1.0f, 1.0f, 1.0f), COLOR3},
      {Vector3(-1.0f, -1.0f, 1.0f), COLOR3},
      {Vector3(1.0f, -1.0f, 1.0f), COLOR3},
      {Vector3(1.0f, 1.0f, 1.0f), COLOR4},
      {Vector3(1.0f, -1.0f, 1.0f), COLOR4},
      {Vector3(1.0f, -1.0f, -1.0f), COLOR4},
      {Vector3(1.0f, -1.0f, 1.0f), COLOR1},
      {Vector3(-1.0f, -1.0f, 1.0f), COLOR1},
      {Vector3(-1.0f, -1.0f, -1.0f), COLOR1},
      {Vector3(-1.0f, -1.0f, -1.0f), COLOR0},
      {Vector3(-1.0f, -1.0f, 1.0f), COLOR0},
      {Vector3(-1.0f, 1.0f, 1.0f), COLOR0},
      {Vector3(1.0f, 1.0f, -1.0f), COLOR2},
      {Vector3(-1.0f, 1.0f, -1.0f), COLOR2},
      {Vector3(-1.0f, 1.0f, 1.0f), COLOR2},
    };

    VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
                                                    .Add("aPosition", Property::VECTOR3)
                                                    .Add("aColor", Property::VECTOR3));
    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_CUBE_VERT and SHADER_RENDERING_CUBE_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_CUBE_VERT, SHADER_RENDERING_CUBE_FRAG);
  }

  /**
   * 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();

    float quarterWindowSize = std::min(windowSize.GetWidth(), windowSize.GetHeight()) * 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(quarterWindowSize, quarterWindowSize, quarterWindowSize));
    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;
  Actor     mActor;
  Animation mAnimation;
};

int DALI_EXPORT_API main(int argc, char** argv)
{
  Application        application = Application::New(&argc, &argv);
  DrawCubeController test(application);
  application.MainLoop();
  return 0;
}