native-image-source-example.cpp
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/*
* Copyright (c) 2016 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/dali.h>
#include <dali/devel-api/images/native-image-interface-extension.h>
#include <dali/devel-api/rendering/renderer.h>
#include <dali/devel-api/rendering/frame-buffer.h>
#include <dali-toolkit/dali-toolkit.h>
#include <cstring>
// INTERNAL INCLUDES
#include "shared/utility.h"
using namespace Dali;
using namespace Toolkit;
namespace
{
/**
* @brief Creates a shader used to render a native image
* @param[in] nativeImageInterface The native image interface
* @return A shader to render the native image
*/
Shader CreateShader( NativeImageInterface& nativeImageInterface )
{
static const char* DEFAULT_SAMPLER_TYPENAME = "sampler2D";
static const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
attribute mediump vec2 aTexCoord;\n
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
varying mediump vec2 vTexCoord;\n
void main()\n
{\n
vec4 position = vec4(aPosition,0.0,1.0)*vec4(uSize,1.0);\n
gl_Position = uMvpMatrix * position;\n
vTexCoord = aTexCoord;\n
}\n
);
static const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
uniform sampler2D sTexture;\n
varying mediump vec2 vTexCoord;\n
void main()\n
{\n
gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
}\n
);
NativeImageInterface::Extension* extension( nativeImageInterface.GetExtension() );
if( extension )
{
std::string fragmentShader;
//Get custom fragment shader prefix
const char* fragmentPreFix = extension->GetCustomFragmentPreFix();
if( fragmentPreFix )
{
fragmentShader = fragmentPreFix;
fragmentShader += FRAGMENT_SHADER_TEXTURE;
}
else
{
fragmentShader = FRAGMENT_SHADER_TEXTURE;
}
//Get custom sampler type name
const char* customSamplerTypename = extension->GetCustomSamplerTypename();
if( customSamplerTypename )
{
fragmentShader.replace( fragmentShader.find( DEFAULT_SAMPLER_TYPENAME ), strlen(DEFAULT_SAMPLER_TYPENAME), customSamplerTypename );
}
return Shader::New( VERTEX_SHADER_TEXTURE, fragmentShader );
}
else
{
return Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE );
}
}
/**
* @brief Creates an actor to render a native image
* @param[in] texture The texture creates from a native image
* @param[in] nativeImageInterface The native image interface used to create the texture
* @return An actor that renders the texture
*/
Actor CreateNativeActor( Texture texture, NativeImageInterface& nativeImageInterface )
{
Actor actor = Actor::New();
Geometry geometry = DemoHelper::CreateTexturedQuad();
Shader shader = CreateShader(nativeImageInterface);
Renderer renderer = Renderer::New( geometry, shader );
TextureSet textureSet = TextureSet::New();
textureSet.SetTexture( 0u, texture );
renderer.SetTextures( textureSet );
actor.AddRenderer( renderer );
actor.SetSize( texture.GetWidth(), texture.GetHeight() );
return actor;
}
const std::string JPG_FILENAME = DEMO_IMAGE_DIR "gallery-medium-4.jpg";
}
// This example shows how to create and use a NativeImageSource as the target of the render task.
//
class NativeImageSourceController : public ConnectionTracker
{
public:
NativeImageSourceController( Application& application )
: mApplication( application )
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect( this, &NativeImageSourceController::Create );
}
~NativeImageSourceController()
{
// Nothing to do here;
}
// The Init signal is received once (only) during the Application lifetime
void Create( Application& application )
{
// Get a handle to the stage
Stage stage = Stage::GetCurrent();
stage.SetBackgroundColor( Color::WHITE );
stage.KeyEventSignal().Connect(this, &NativeImageSourceController::OnKeyEvent);
mButtonRefreshAlways = PushButton::New();
mButtonRefreshAlways.SetTogglableButton( true );
mButtonRefreshAlways.SetSelected( true );
mButtonRefreshAlways.SetLabelText( "Refresh ALWAYS" );
mButtonRefreshAlways.SetParentOrigin( ParentOrigin::TOP_LEFT );
mButtonRefreshAlways.SetAnchorPoint( AnchorPoint::TOP_LEFT );
mButtonRefreshAlways.StateChangedSignal().Connect( this, &NativeImageSourceController::OnButtonSelected );
stage.Add( mButtonRefreshAlways );
mButtonRefreshOnce = PushButton::New();
mButtonRefreshOnce.SetLabelText( "Refresh ONCE" );
mButtonRefreshOnce.SetParentOrigin( ParentOrigin::TOP_RIGHT );
mButtonRefreshOnce.SetAnchorPoint( AnchorPoint::TOP_RIGHT );
mButtonRefreshOnce.ClickedSignal().Connect( this, &NativeImageSourceController::OnButtonSelected );
stage.Add( mButtonRefreshOnce);
CreateScene();
}
bool CreateScene()
{
Stage stage = Stage::GetCurrent();
Vector2 stageSize = stage.GetSize();
float buttonHeight = 100.f;
mButtonRefreshAlways.SetSize( stageSize.x / 2.f, buttonHeight );
mButtonRefreshOnce.SetSize( stageSize.x / 2.f, buttonHeight );
Vector2 imageSize( stageSize.x, (stageSize.y-buttonHeight)/2.f );
// Create the native image source
NativeImageSourcePtr nativeImageSourcePtr = NativeImageSource::New( imageSize.width, imageSize.height, NativeImageSource::COLOR_DEPTH_DEFAULT );
// Create a image view as source actor to be renderer to the native image source
Actor sourceActor = ImageView::New(JPG_FILENAME);
sourceActor.SetParentOrigin( ParentOrigin::CENTER);
sourceActor.SetAnchorPoint( AnchorPoint::CENTER );
sourceActor.SetY( - (imageSize.height-buttonHeight)/2.f );
stage.Add( sourceActor );
Animation animation = Animation::New(2.f);
Degree relativeRotationDegrees(90.0f);
Radian relativeRotationRadians(relativeRotationDegrees);
animation.AnimateTo( Property( sourceActor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ), AlphaFunction::LINEAR, TimePeriod(0.f, 0.5f));
animation.AnimateBy( Property( sourceActor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ), AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
animation.AnimateBy( Property( sourceActor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ), AlphaFunction::LINEAR, TimePeriod(1.f, 0.5f));
animation.AnimateBy( Property( sourceActor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ), AlphaFunction::LINEAR, TimePeriod(1.5f, 0.5f));
animation.SetLooping(true);
animation.Play();
// create a offscreen renderer task to render content into the native image source
Texture nativeTexture = Texture::New( *nativeImageSourcePtr );
FrameBuffer targetBuffer = FrameBuffer::New( nativeTexture.GetWidth(), nativeTexture.GetHeight(), FrameBuffer::COLOR );
targetBuffer.AttachColorTexture( nativeTexture );
CameraActor cameraActor = CameraActor::New(imageSize);
cameraActor.SetParentOrigin(ParentOrigin::TOP_CENTER);
cameraActor.SetParentOrigin( AnchorPoint::TOP_CENTER );
cameraActor.SetY( buttonHeight + imageSize.height/2.f );
stage.Add(cameraActor);
RenderTaskList taskList = stage.GetRenderTaskList();
mOffscreenRenderTask = taskList.CreateTask();
mOffscreenRenderTask.SetSourceActor( sourceActor );
mOffscreenRenderTask.SetClearColor( Color::WHITE );
mOffscreenRenderTask.SetClearEnabled(true);
mOffscreenRenderTask.SetCameraActor(cameraActor);
mOffscreenRenderTask.GetCameraActor().SetInvertYAxis(true);
mOffscreenRenderTask.SetFrameBuffer( targetBuffer );
mOffscreenRenderTask.SetRefreshRate( RenderTask::REFRESH_ALWAYS );
// Display the native image on the screen
Actor nativeImageActor = CreateNativeActor( nativeTexture, *nativeImageSourcePtr );
nativeImageActor.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
nativeImageActor.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
stage.Add( nativeImageActor );
TextLabel textLabel1 = TextLabel::New( "Resource Image" );
textLabel1.SetParentOrigin( ParentOrigin::TOP_CENTER );
textLabel1.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
nativeImageActor.Add( textLabel1 );
TextLabel textLabel2 = TextLabel::New( "Native Image" );
textLabel2.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
textLabel2.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
nativeImageActor.Add( textLabel2 );
return false;
}
bool OnButtonSelected( Toolkit::Button button )
{
Toolkit::PushButton pushButton = Toolkit::PushButton::DownCast( button );
if( pushButton == mButtonRefreshAlways )
{
if( mButtonRefreshAlways.IsSelected() )
{
mOffscreenRenderTask.SetRefreshRate( RenderTask::REFRESH_ALWAYS );
}
else
{
mOffscreenRenderTask.SetRefreshRate( RenderTask::REFRESH_ONCE );
}
}
else if( pushButton == mButtonRefreshOnce )
{
if( mButtonRefreshAlways.IsSelected() )
{
mButtonRefreshAlways.SetSelected( false );
}
mOffscreenRenderTask.SetRefreshRate( RenderTask::REFRESH_ONCE );
}
return true;
}
void OnKeyEvent(const KeyEvent& event)
{
if(event.state == KeyEvent::Down)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{
mApplication.Quit();
}
}
}
private:
Application& mApplication;
RenderTask mOffscreenRenderTask;
PushButton mButtonRefreshAlways;
PushButton mButtonRefreshOnce;
};
void RunTest( Application& application )
{
NativeImageSourceController test( application );
application.MainLoop();
}
// Entry point for Linux & Tizen applications
//
int DALI_EXPORT_API main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );
RunTest( application );
return 0;
}