mesh-morph-example.cpp
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/*
* Copyright (c) 2014 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
// INTERNAL INCLUDES
#include "shared/view.h"
#include <dali-toolkit/dali-toolkit.h>
using namespace Dali;
namespace
{
#define MAKE_SHADER(A)#A
const char* VERTEX_SHADER = MAKE_SHADER(
attribute mediump vec2 aInitPos;
attribute mediump vec2 aFinalPos;
attribute mediump vec3 aColor;
uniform mediump mat4 uMvpMatrix;
uniform mediump vec3 uSize;
uniform mediump float uDelta;
uniform lowp vec4 uColor;
varying lowp vec4 vColor;
void main()
{
mediump vec4 vertexPosition = vec4(mix(aInitPos, aFinalPos, uDelta), 0.0, 1.0);
vertexPosition.xyz *= uSize;
vertexPosition = uMvpMatrix * vertexPosition;
gl_Position = vertexPosition;
vColor = vec4(aColor, 0.) * uColor;
}
);
const char* FRAGMENT_SHADER = MAKE_SHADER(
varying lowp vec4 vColor;
void main()
{
gl_FragColor = vColor;
}
);
Geometry CreateGeometry()
{
// Create vertices
struct VertexPosition { Vector2 position; };
struct VertexColor { Vector3 color; };
VertexPosition quad[] = {
// yellow
{ Vector2(-.5, -.5) },
{ Vector2( .0, .0) },
{ Vector2(-.5, .5) },
// green
{ Vector2(-.5, -.5) },
{ Vector2( .5, -.5) },
{ Vector2( .0, .0) },
// blue
{ Vector2(.5, -.5) },
{ Vector2(.5, .0) },
{ Vector2(.25, -.25) },
// red
{ Vector2(.25, -.25) },
{ Vector2(.5, .0) },
{ Vector2(.25, .25) },
{ Vector2(.25, .25) },
{ Vector2(.0, .0) },
{ Vector2(.25, -.25) },
// cyan
{ Vector2( .0, .0) },
{ Vector2( .25, .25) },
{ Vector2(-.25, .25) },
// magenta
{ Vector2(-.25, .25) },
{ Vector2( .25, .25) },
{ Vector2( .0, .5) },
{ Vector2( .0, .5) },
{ Vector2(-.5, .5) },
{ Vector2(-.25, .25) },
// orange
{ Vector2( .5, .0) },
{ Vector2( .5, .5) },
{ Vector2( .0, .5) },
};
float bigSide = 0.707106781;
float side = bigSide * .5f;
// float smallSide = side * .5f;
Vector2 pA = Vector2( side, .25 );
Vector2 pB = pA + Vector2( 0., bigSide );
Vector2 pC = pB + Vector2( -bigSide, 0. );
Vector2 pD = pA + Vector2(-.5, -.5 );
Vector2 pE = pD + Vector2( .0, 1. );
Vector2 pF = pD + Vector2(-side, side );
Vector2 pF2 = pD + Vector2( 0., bigSide );
Vector2 pG = pD + Vector2(-.25, .25 );
Vector2 pH = pD + Vector2( -.5, .0 );
Vector2 pI = pD + Vector2(-.25, -.25 );
Vector2 pJ = pD + Vector2( 0., -.5);
Vector2 pK = pD + Vector2(-.5, -.5);
Vector2 pL = pB + Vector2(0, -side);
Vector2 pM = pL + Vector2(side, -side);
Vector2 pN = pB + Vector2(side, -side);
VertexPosition cat[] = {
// yellow
{ pA },
{ pB },
{ pC },
// green
{ pD },
{ pA },
{ pE },
// blue
{ pJ },
{ pD },
{ pI },
// red
{ pI },
{ pD },
{ pG },
{ pG },
{ pH },
{ pI },
// cyan
{ pI },
{ pH },
{ pK },
// magenta
{ pL },
{ pM },
{ pN },
{ pN },
{ pB },
{ pL },
// orange
{ pD },
{ pF2 },
{ pF },
};
VertexColor colors[] = {
// yellow
{ Vector3( 1., 1., 0. ) },
{ Vector3( 1., 1., 0. ) },
{ Vector3( 1., 1., 0. ) },
// green
{ Vector3( 0., 1., 0. ) },
{ Vector3( 0., 1., 0. ) },
{ Vector3( 0., 1., 0. ) },
// blue
{ Vector3( 0., 0., 1. ) },
{ Vector3( 0., 0., 1. ) },
{ Vector3( 0., 0., 1. ) },
// red
{ Vector3( 1., 0., 0. ) },
{ Vector3( 1., 0., 0. ) },
{ Vector3( 1., 0., 0. ) },
{ Vector3( 1., 0., 0. ) },
{ Vector3( 1., 0., 0. ) },
{ Vector3( 1., 0., 0. ) },
// cyan
{ Vector3( 0., 1., 1. ) },
{ Vector3( 0., 1., 1. ) },
{ Vector3( 0., 1., 1. ) },
// magenta
{ Vector3( 1., 0., 1. ) },
{ Vector3( 1., 0., 1. ) },
{ Vector3( 1., 0., 1. ) },
{ Vector3( 1., 0., 1. ) },
{ Vector3( 1., 0., 1. ) },
{ Vector3( 1., 0., 1. ) },
// orange
{ Vector3( 1., 0.5, 0. ) },
{ Vector3( 1., 0.5, 0. ) },
{ Vector3( 1., 0.5, 0. ) },
};
unsigned int numberOfVertices = sizeof(quad)/sizeof(VertexPosition);
Property::Map initialPositionVertexFormat;
initialPositionVertexFormat["aInitPos"] = Property::VECTOR2;
PropertyBuffer initialPositionVertices = PropertyBuffer::New( initialPositionVertexFormat, numberOfVertices );
initialPositionVertices.SetData(quad);
Property::Map finalPositionVertexFormat;
finalPositionVertexFormat["aFinalPos"] = Property::VECTOR2;
PropertyBuffer finalPositionVertices = PropertyBuffer::New( finalPositionVertexFormat, numberOfVertices );
finalPositionVertices.SetData(cat);
Property::Map colorVertexFormat;
colorVertexFormat["aColor"] = Property::VECTOR3;
PropertyBuffer colorVertices = PropertyBuffer::New( colorVertexFormat, numberOfVertices );
colorVertices.SetData(colors);
// Create the geometry object
Geometry texturedQuadGeometry = Geometry::New();
texturedQuadGeometry.AddVertexBuffer( initialPositionVertices );
texturedQuadGeometry.AddVertexBuffer( finalPositionVertices );
texturedQuadGeometry.AddVertexBuffer( colorVertices );
return texturedQuadGeometry;
}
inline float StationarySin( float progress ) ///< Single revolution
{
float val = cosf(progress * 2.0f * Math::PI) + .5f;
val = val > 1.f ? 1.f : val;
val = val < 0.f ? 0.f : val;
return val;
}
} // 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 )
{
Stage stage = Stage::GetCurrent();
stage.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
mStageSize = stage.GetSize();
// The Init signal is received once (only) during the Application lifetime
// Hide the indicator bar
application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
mMaterial = Material::New( mShader );
mGeometry = CreateGeometry();
mRenderer = Renderer::New( mGeometry, mMaterial );
mMeshActor = Actor::New();
mMeshActor.AddRenderer( mRenderer );
mMeshActor.SetSize(400, 400);
Property::Index morphDeltaIndex = mMeshActor.RegisterProperty( "morph-delta", 0.f );
mMeshActor.AddUniformMapping( morphDeltaIndex, std::string("uDelta") );
mRenderer.SetDepthIndex(0);
mMeshActor.SetParentOrigin( ParentOrigin::CENTER );
mMeshActor.SetAnchorPoint( AnchorPoint::CENTER );
stage.Add( mMeshActor );
Animation animation = Animation::New(10);
animation.AnimateTo( Property( mMeshActor, morphDeltaIndex ), 1.f, StationarySin );
animation.SetLooping( true );
animation.Play();
stage.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.state == KeyEvent::Down)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{
mApplication.Quit();
}
}
}
private:
Application& mApplication; ///< Application instance
Vector3 mStageSize; ///< The size of the stage
Shader mShader;
Material mMaterial;
Geometry mGeometry;
Renderer mRenderer;
Actor mMeshActor;
Timer mMorphTimer;
};
void RunTest( Application& application )
{
ExampleController test( application );
application.MainLoop();
}
// Entry point for Linux & SLP applications
//
int main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );
RunTest( application );
return 0;
}