deferred-shading.cpp 22.6 KB
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/*
 * 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.
 *
 */
#include "dali/dali.h"
#include "dali/public-api/actors/actor.h"
#include "dali/public-api/rendering/renderer.h"
#include <random>
#include <iostream>
#include <cstring>

using namespace Dali;

namespace
{
//=============================================================================
// Demonstrates deferred shading with multiple render targets (for color,
// position, and normal), a Phong lighting model and 32 point lights.
//
// Invoked with the --show-lights it will render a mesh at each light position.
//=============================================================================

#define QUOTE(x) DALI_COMPOSE_SHADER(x)

#define MAX_LIGHTS 32

#define DEFINE_MAX_LIGHTS "const int kMaxLights = " QUOTE(MAX_LIGHTS) ";"

#define DEFINE(x) "#define " DALI_COMPOSE_SHADER(x) DALI_COMPOSE_SHADER(\n)

//=============================================================================
// PRE-PASS
//=============================================================================
const char* const PREPASS_VSH = DALI_COMPOSE_SHADER(#version 300 es\n
precision mediump float;)
  DALI_COMPOSE_SHADER(

// DALI uniforms
uniform mat4 uMvpMatrix;
uniform mat3 uNormalMatrix;
uniform vec3 uSize;

uniform vec3 uDepth_InvDepth_Near;\n)
  DEFINE(DEPTH uDepth_InvDepth_Near.x)
  DEFINE(INV_DEPTH uDepth_InvDepth_Near.y)
  DEFINE(NEAR uDepth_InvDepth_Near.z)
  DALI_COMPOSE_SHADER(

in vec3 aPosition;
in vec3 aNormal;

out vec4 vPosition;
out vec3 vNormal;

vec4 Map(vec4 v)	// projection space -> texture
{
  return vec4(v.xyz / (2.f * v.w) + vec3(.5f), (v.w - NEAR) * INV_DEPTH);
}

void main()
{
  vec4 position = uMvpMatrix * vec4(aPosition * uSize, 1.f);
  vPosition = Map(position);
  gl_Position = position;

  vNormal = normalize(uNormalMatrix * aNormal);
});

//=============================================================================
const char* const PREPASS_FSH = DALI_COMPOSE_SHADER(#version 300 es\n
precision mediump float;

// DALI uniform
uniform vec4 uColor;

in vec4 vPosition;
in vec3 vNormal;

// These are our outputs.
layout(location = 0) out vec3 oNormal;
layout(location = 1) out vec4 oPosition;
layout(location = 2) out vec3 oColor;

void main()
{
  oColor = uColor.rgb;
  oPosition = vPosition;
  oNormal = normalize(vNormal) * .5f + .5f;
});

//=============================================================================
// MAIN (LIGHTING) PASS
//=============================================================================
const char* const MAINPASS_VSH = DALI_COMPOSE_SHADER(#version 300 es\n
precision mediump float;

// DALI uniforms
uniform mat4 uMvpMatrix;
uniform vec3 uSize;

in vec3 aPosition;
in vec2 aTexCoord;

out vec2 vUv;

void main()
{
  vec4 position = uMvpMatrix * vec4(aPosition * uSize, 1.f);
  vUv = aTexCoord;

  gl_Position = position;
});

//=============================================================================
const char* const MAINPASS_FSH = DALI_COMPOSE_SHADER(#version 300 es\n
precision mediump float;\n)
  DEFINE_MAX_LIGHTS
  DALI_COMPOSE_SHADER(

const float kAttenuationConst = .05f;
const float kAttenuationLinear = .1f;
const float kAttenuationQuadratic = .15f;

// G-buffer
uniform sampler2D uTextureNormal;
uniform sampler2D uTexturePosition;
uniform sampler2D uTextureColor;

uniform mat4 uInvProjection;

uniform vec3 uDepth_InvDepth_Near;\n)
  DEFINE(DEPTH uDepth_InvDepth_Near.x)
  DEFINE(INV_DEPTH uDepth_InvDepth_Near.y)
  DEFINE(NEAR uDepth_InvDepth_Near.z)
  DALI_COMPOSE_SHADER(

// Light source uniforms
struct Light
{
  vec3 position;	// view space
  float radius;
  vec3 color;
};

uniform Light uLights[kMaxLights];

in vec2 vUv;

out vec4 oColor;

vec4 Unmap(vec4 m)	// texture -> projection
{
  m.w = m.w * DEPTH + NEAR;
  m.xyz = (m.xyz - vec3(.5)) * (2.f * m.w);
  return m;
}

vec3 CalculateLighting(vec3 pos, vec3 normal)
{
  vec3 viewDir = normalize(pos);
  vec3 viewDirRefl = -reflect(viewDir, normal);

  vec3 light = vec3(0.04f); // fake ambient term
  for (int i = 0; i < kMaxLights; ++i)
  {
    vec3 rel = pos - uLights[i].position;
    float distance = length(rel);
    rel /= distance;

    float a = uLights[i].radius / (kAttenuationConst + kAttenuationLinear * distance +
      kAttenuationQuadratic * distance * distance);	// attenuation

    float l = max(0.f, dot(normal, rel));	// lambertian
    float s = pow(max(0.f, dot(viewDirRefl, rel)), 256.f);	// specular

    light += (uLights[i].color * (l + s)) * a;
  }

  return light;
}

void main()
{
  vec3 normSample = texture(uTextureNormal, vUv).xyz;
  if (dot(normSample, normSample) == 0.f)
  {
    discard;  // if we didn't write this texel, don't bother lighting it.
  }

  vec3 normal = normalize(normSample - .5f);

  vec4 posSample = texture(uTexturePosition, vUv);
  vec3 pos = (uInvProjection * Unmap(posSample)).xyz;

  vec3 color = texture(uTextureColor, vUv).rgb;
  vec3 finalColor = color * CalculateLighting(pos, normal);

  oColor = vec4(finalColor, 1.f);
});

//=============================================================================
// PRNG for floats.
struct FloatRand
{
  std::random_device mDevice;
  std::mt19937 mMersenneTwister;
  std::uniform_real_distribution<float> mDistribution;

  FloatRand()
  : mMersenneTwister(mDevice()),
    mDistribution(0., 1.)
  {}

  float operator()()
  {
    return mDistribution(mMersenneTwister);
  }
};

//=============================================================================
float FastFloor(float x)
{
  return static_cast<int>(x) - static_cast<int>(x < 0);
}

//=============================================================================
Vector3 FromHueSaturationLightness(Vector3 hsl)
{
  Vector3 rgb;
  if (hsl.y * hsl.y > 0.f)
  {
    if(hsl.x >= 360.f)
    {
      hsl.x -= 360.f;
    }
    hsl.x /= 60.f;

    int i = FastFloor(hsl.x);
    float ff = hsl.x - i;
    float p = hsl.z * (1.0 - hsl.y);
    float q = hsl.z * (1.0 - (hsl.y * ff));
    float t = hsl.z * (1.0 - (hsl.y * (1.f - ff)));

    switch (i)
    {
    case 0:
      rgb.r = hsl.z;
      rgb.g = t;
      rgb.b = p;
      break;

    case 1:
      rgb.r = q;
      rgb.g = hsl.z;
      rgb.b = p;
      break;

    case 2:
      rgb.r = p;
      rgb.g = hsl.z;
      rgb.b = t;
      break;

    case 3:
      rgb.r = p;
      rgb.g = q;
      rgb.b = hsl.z;
      break;

    case 4:
      rgb.r = t;
      rgb.g = p;
      rgb.b = hsl.z;
      break;

    case 5:
    default:
      rgb.r = hsl.z;
      rgb.g = p;
      rgb.b = q;
      break;
    }
  }
  else
  {
    rgb = Vector3::ONE * hsl.z;
  }

  return rgb;
}

//=============================================================================
Geometry CreateTexturedQuadGeometry(bool flipV)
{
  // Create geometry -- unit square with whole of the texture mapped to it.
  struct Vertex
  {
    Vector3 aPosition;
    Vector2 aTexCoord;
  };

  Vertex vertexData[] = {
  { Vector3(-.5f, .5f, .0f), Vector2(.0f, 1.0f) },
  { Vector3(.5f, .5f, .0f), Vector2(1.0f, 1.0f) },
  { Vector3(-.5f, -.5f, .0f), Vector2(.0f, .0f) },
  { Vector3(.5f, -.5f, .0f), Vector2(1.0f, .0f) },
  };

  if (flipV)
  {
    std::swap(vertexData[0].aTexCoord, vertexData[2].aTexCoord);
    std::swap(vertexData[1].aTexCoord, vertexData[3].aTexCoord);
  }

  PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
    .Add( "aPosition", Property::VECTOR3 )
    .Add( "aTexCoord", Property::VECTOR2 ) );
  vertexBuffer.SetData( vertexData, std::extent<decltype(vertexData)>::value );

  Geometry geometry = Geometry::New();
  geometry.AddVertexBuffer( vertexBuffer );
  geometry.SetType( Geometry::TRIANGLE_STRIP );
  return geometry;
}

//=============================================================================
Geometry CreateOctahedron(bool invertNormals)
{
  Vector3 positions[] = {
    Vector3{ -1.f, 0.f, 0.f },
    Vector3{ 1.f, 0.f, 0.f },
    Vector3{ 0.f, -1.f, 0.f },
    Vector3{ 0.f, 1.f, 0.f },
    Vector3{ 0.f, 0.f, -1.f },
    Vector3{ 0.f, 0.f, 1.f },
  };

  struct Vertex
  {
    Vector3 position;
    Vector3 normal;
  };
  Vertex vertexData[] = {
    { positions[0] },
    { positions[3] },
    { positions[5] },

    { positions[5] },
    { positions[3] },
    { positions[1] },

    { positions[1] },
    { positions[3] },
    { positions[4] },

    { positions[4] },
    { positions[3] },
    { positions[0] },

    { positions[0] },
    { positions[5] },
    { positions[2] },

    { positions[5] },
    { positions[1] },
    { positions[2] },

    { positions[1] },
    { positions[4] },
    { positions[2] },

    { positions[4] },
    { positions[0] },
    { positions[2] },
  };

  // Calculate normals
  for (uint32_t i = 0; i < std::extent<decltype(vertexData)>::value / 3; ++i)
  {
    uint32_t idx = i * 3;

    Vector3 normal = (vertexData[idx + 2].position - vertexData[idx].position).
        Cross(vertexData[idx + 1].position - vertexData[idx].position);
    normal.Normalize();
    normal *= invertNormals * 2.f - 1.f;

    vertexData[idx++].normal = normal;
    vertexData[idx++].normal = normal;
    vertexData[idx].normal = normal;
  }

  // Configure property buffers and create geometry.
  PropertyBuffer vertexBuffer = PropertyBuffer::New(Property::Map()
    .Add("aPosition", Property::VECTOR3)
    .Add("aNormal", Property::VECTOR3));
  vertexBuffer.SetData(vertexData, std::extent<decltype(vertexData)>::value);

  Geometry geometry = Geometry::New();
  geometry.AddVertexBuffer( vertexBuffer );
  geometry.SetType( Geometry::TRIANGLES );
  return geometry;
}

//=============================================================================
enum RendererOptions
{
  OPTION_NONE = 0x0,
  OPTION_BLEND = 0x01,
  OPTION_DEPTH_TEST = 0x02,
  OPTION_DEPTH_WRITE = 0x04
};

Renderer CreateRenderer(TextureSet textures, Geometry geometry, Shader shader, uint32_t options = OPTION_NONE)
{
  Renderer renderer = Renderer::New(geometry, shader);
  renderer.SetProperty(Renderer::Property::BLEND_MODE,
      (options & OPTION_BLEND) ? BlendMode::ON : BlendMode::OFF);
  renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE,
      (options & OPTION_DEPTH_TEST) ? DepthTestMode::ON : DepthTestMode::OFF);
  renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE,
      (options & OPTION_DEPTH_WRITE) ? DepthWriteMode::ON : DepthWriteMode::OFF);
  renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);

  if (!textures)
  {
    textures = TextureSet::New();
  }

  renderer.SetTextures(textures);
  return renderer;
}

//=============================================================================
void CenterActor(Actor actor)
{
  actor.SetAnchorPoint( AnchorPoint::CENTER );
  actor.SetParentOrigin( ParentOrigin::CENTER );
}

//=============================================================================
void RegisterDepthProperties(float depth, float near, Handle& h)
{
  h.RegisterProperty("uDepth_InvDepth_Near", Vector3(depth, 1.f / depth, near));
}

}

//=============================================================================
class DeferredShadingExample : public ConnectionTracker
{
public:
  struct Options
  {
    enum
    {
      NONE = 0x0,
      SHOW_LIGHTS = 0x1,
    };
  };

  DeferredShadingExample(Application& app, uint32_t options = Options::NONE)
  : mApp(app),
    mOptions(options)
  {
    app.InitSignal().Connect( this, &DeferredShadingExample::Create );
    app.TerminateSignal().Connect( this, &DeferredShadingExample::Destroy );
  }

private:
  void Create(Application& app)
  {
    // Grab stage, configure layer
    Stage stage = Stage::GetCurrent();
    auto rootLayer = stage.GetRootLayer();
    rootLayer.SetBehavior(Layer::LAYER_3D);

    auto stageSize = stage.GetSize();
    auto stageHalfSize = stageSize * .5f;
    auto invStageHalfSize = Vector2::ONE / stageHalfSize;

    float unit = stageSize.y / 24.f;

    // Get camera - we'll be re-using the same old camera in the two passes.
    RenderTaskList tasks = stage.GetRenderTaskList();
    CameraActor camera = tasks.GetTask(0).GetCameraActor();

    auto zCameraPos = camera.GetProperty(Actor::Property::POSITION_Z).Get<float>();
    camera.SetFarClippingPlane(zCameraPos + stageSize.y * .5f);
    camera.SetNearClippingPlane(zCameraPos - stageSize.y * .5f);

    const float zNear = camera.GetNearClippingPlane();
    const float zFar = camera.GetFarClippingPlane();
    const float depth = zFar - zNear;

    // Create root of scene that shall be rendered off-screen.
    auto sceneRoot = Actor::New();
    CenterActor(sceneRoot);

    mSceneRoot = sceneRoot;
    stage.Add(sceneRoot);

    // Create an axis to spin our actors around.
    auto axis = Actor::New();
    CenterActor(axis);
    sceneRoot.Add(axis);
    mAxis = axis;

    // Create an octahedral mesh for our main actors and to visualise the light sources.
    Geometry mesh = CreateOctahedron(false);

    // Create main actors
    Shader preShader = Shader::New(PREPASS_VSH, PREPASS_FSH);
    TextureSet noTexturesThanks = TextureSet::New();
    Renderer meshRenderer = CreateRenderer(noTexturesThanks, mesh, preShader,
        OPTION_DEPTH_TEST | OPTION_DEPTH_WRITE);
    meshRenderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
    meshRenderer.RegisterProperty("uInvStageHalfSize", invStageHalfSize);
    RegisterDepthProperties(depth, zNear, meshRenderer);
    float c = 1.f;
    for (auto v: {
      Vector3{ -c, -c, -c },
      Vector3{ c, -c, -c },
      Vector3{ -c, c, -c },
      Vector3{ c, c, -c },
      Vector3{ -c, -c, c },
      Vector3{ c, -c, c },
      Vector3{ -c, c, c },
      Vector3{ c, c, c },

      Vector3{ 0.f, -c, -c },
      Vector3{ 0.f, c, -c },
      Vector3{ 0.f, -c, c },
      Vector3{ 0.f, c, c },

      Vector3{ -c, 0.f, -c },
      Vector3{ c, 0.f, -c },
      Vector3{ -c, 0.f, c },
      Vector3{ c, 0.f, c },

      Vector3{ -c, -c, 0.f },
      Vector3{ c, -c, 0.f },
      Vector3{ -c, c, 0.f },
      Vector3{ c, c, 0.f },
    })
    {
      Actor a = Actor::New();
      CenterActor(a);

      Vector3 position{ v * unit * 5.f };
      a.SetPosition(position);

      float scale = (c + ((v.x + v.y + v.z) + c * 3.f) * .5f) / (c * 4.f);
      Vector3 size{ Vector3::ONE * scale * unit * 2.f };
      a.SetSize(size);

      a.SetColor(Color::WHITE * .25f +
          (Color::RED * (v.x + c) / (c * 2.f) +
          Color::GREEN * (v.y + c) / (c * 2.f) +
          Color::BLUE * (v.z + c) / (c * 2.f)) * .015625f);
      a.AddRenderer(meshRenderer);

      axis.Add(a);
    }

    // Create off-screen textures, fbo and render task.
    uint32_t width = static_cast<uint32_t>(stageSize.x);
    uint32_t height = static_cast<uint32_t>(stageSize.y);

    Texture rttNormal = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGB888,
        width, height);
    Texture rttPosition = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888,
        width, height);
    Texture rttColor = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGB888,
        width, height);
    FrameBuffer fbo = FrameBuffer::New(width, height, FrameBuffer::Attachment::DEPTH);
    fbo.AttachColorTexture(rttNormal);
    fbo.AttachColorTexture(rttPosition);
    fbo.AttachColorTexture(rttColor);

    RenderTask sceneRender = tasks.CreateTask();
    sceneRender.SetViewportSize(stageSize);
    sceneRender.SetFrameBuffer(fbo);
    sceneRender.SetCameraActor(camera);
    sceneRender.SetSourceActor(sceneRoot);
    sceneRender.SetInputEnabled(false);
    sceneRender.SetCullMode(false);
    sceneRender.SetClearEnabled(true);
    sceneRender.SetClearColor(Color::BLACK);
    sceneRender.SetExclusive(true);

    mSceneRender = sceneRender;

    // Create final image for deferred shading
    auto finalImage = Actor::New();
    CenterActor(finalImage);
    finalImage.SetSize(stageSize);

    TextureSet finalImageTextures = TextureSet::New();
    finalImageTextures.SetTexture(0, rttNormal);
    finalImageTextures.SetTexture(1, rttPosition);
    finalImageTextures.SetTexture(2, rttColor);

    Sampler sampler = Sampler::New();
    sampler.SetFilterMode(FilterMode::NEAREST, FilterMode::NEAREST);
    finalImageTextures.SetSampler(0, sampler);
    finalImageTextures.SetSampler(1, sampler);
    finalImageTextures.SetSampler(2, sampler);

    Shader shdMain = Shader::New(MAINPASS_VSH, MAINPASS_FSH);
    Geometry finalImageGeom = CreateTexturedQuadGeometry(true);
    Renderer finalImageRenderer = CreateRenderer(finalImageTextures, finalImageGeom, shdMain);
    finalImageRenderer.RegisterProperty("uStageHalfSize", stageHalfSize);
    RegisterDepthProperties(depth, zNear, finalImageRenderer);

    auto propInvProjection = finalImageRenderer.RegisterProperty("uInvProjection", Matrix::IDENTITY);
    Constraint cnstrInvProjection = Constraint::New<Matrix>(finalImageRenderer, propInvProjection,
      [zCameraPos, zNear, depth](Matrix& output, const PropertyInputContainer& input) {
        output = input[0]->GetMatrix();
        DALI_ASSERT_ALWAYS(output.Invert() && "Failed to invert projection matrix.");
      });
    cnstrInvProjection.AddSource(Source(camera, CameraActor::Property::PROJECTION_MATRIX));
    cnstrInvProjection.AddSource(Source(camera, CameraActor::Property::VIEW_MATRIX));
    cnstrInvProjection.Apply();

    finalImage.AddRenderer(finalImageRenderer);

    mFinalImage = finalImage;
    stage.Add(finalImage);

    // Create a node for our lights
    auto lights = Actor::New();
    CenterActor(lights);
    sceneRoot.Add(lights);

    // Create Lights
    const bool showLights = mOptions & Options::SHOW_LIGHTS;
    Renderer lightRenderer;
    if (showLights)
    {
      Geometry lightMesh = CreateOctahedron(true);
      lightRenderer = CreateRenderer(noTexturesThanks, lightMesh, preShader,
          OPTION_DEPTH_TEST | OPTION_DEPTH_WRITE);
      lightRenderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::FRONT);
    }

    Vector3 lightPos{ unit * 12.f, 0.f, 0.f };
    float theta = M_PI * 2.f / MAX_LIGHTS;
    float cosTheta = std::cos(theta);
    float sinTheta = std::sin(theta);
    for (int i = 0; i < MAX_LIGHTS; ++i)
    {
      Vector3 color = FromHueSaturationLightness(Vector3((360.f * i) / MAX_LIGHTS, .5f, 1.f));

      Actor light = CreateLight(lightPos * (1 + (i % 8)) / 8.f, unit * 16.f, color, camera, finalImageRenderer);

      float z = (((i & 1) << 1) - 1) * unit * 8.f;
      lightPos = Vector3(cosTheta * lightPos.x - sinTheta * lightPos.y, sinTheta * lightPos.x + cosTheta * lightPos.y, z);

      if (showLights)
      {
        light.SetProperty(Actor::Property::SIZE, Vector3::ONE * unit / 8.f);
        light.AddRenderer(lightRenderer);
      }

      lights.Add(light);
    }

    // Take them for a spin.
    Animation animLights = Animation::New(40.f);
    animLights.SetLooping(true);
    animLights.AnimateBy(Property(lights, Actor::Property::ORIENTATION), Quaternion(Radian(M_PI * 2.f), Vector3::YAXIS));
    animLights.Play();

    // Event handling
    stage.KeyEventSignal().Connect(this, &DeferredShadingExample::OnKeyEvent);

    mPanDetector = PanGestureDetector::New();
    mPanDetector.DetectedSignal().Connect(this, &DeferredShadingExample::OnPan);
    mPanDetector.Attach(stage.GetRootLayer());
  }

  void Destroy(Application& app)
  {
    Stage::GetCurrent().GetRenderTaskList().RemoveTask(mSceneRender);
    mSceneRender.Reset();

    UnparentAndReset(mSceneRoot);
    UnparentAndReset(mFinalImage);
  }

  Actor CreateLight(Vector3 position, float radius, Vector3 color, CameraActor camera, Renderer renderer)
  {
    Actor light = Actor::New();
    CenterActor(light);
    light.SetProperty(Actor::Property::COLOR, Color::WHITE);
    light.SetProperty(Actor::Property::POSITION, position);

    auto iPropRadius = light.RegisterProperty("radius", radius);
    auto iPropLightColor = light.RegisterProperty("lightcolor", color);

    // Create light source uniforms on lighting shader.
    char buffer[128];
    char* writep = buffer + sprintf(buffer, "uLights[%d].", mNumLights);
    ++mNumLights;

    strcpy(writep, "position");
    auto oPropLightPos = renderer.RegisterProperty(buffer, position);

    strcpy(writep, "radius");
    auto oPropLightRadius = renderer.RegisterProperty(buffer, radius);

    strcpy(writep, "color");
    auto oPropLightColor = renderer.RegisterProperty(buffer, color);

    // Constrain the light position, radius and color to lighting shader uniforms.
    // Convert light position to view space;
    Constraint cLightPos = Constraint::New<Vector3>(renderer, oPropLightPos, [](Vector3& output, const PropertyInputContainer& input)
    {
      Vector4 worldPos(input[0]->GetVector3());
      worldPos.w = 1.f;

      worldPos = input[1]->GetMatrix() * worldPos;
      output = Vector3(worldPos);
    });
    cLightPos.AddSource(Source(light, Actor::Property::WORLD_POSITION));
    cLightPos.AddSource(Source(camera, CameraActor::Property::VIEW_MATRIX));
    cLightPos.Apply();

    Constraint cLightRadius = Constraint::New<float>(renderer, oPropLightRadius,
        EqualToConstraint());
    cLightRadius.AddSource(Source(light, iPropRadius));
    cLightRadius.Apply();

    Constraint cLightColor = Constraint::New<Vector3>(renderer, oPropLightColor,
        EqualToConstraint());
    cLightColor.AddSource(Source(light, iPropLightColor));
    cLightColor.Apply();

    return light;
  }

  void OnPan(Actor, PanGesture const& gesture)
  {
    Quaternion q = mAxis.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>();
    Quaternion qx(Radian(Degree(gesture.screenDisplacement.y) * -.5f), Vector3::XAXIS);
    Quaternion qy(Radian(Degree(gesture.screenDisplacement.x) * .5f), Vector3::YAXIS);
    mAxis.SetProperty(Actor::Property::ORIENTATION, qy * qx * q);
  }

  void OnKeyEvent(const KeyEvent& event)
  {
    if(event.state == KeyEvent::Down)
    {
      if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
      {
        mApp.Quit();
      }
    }
  }

  Application& mApp;
  uint32_t mOptions;

  Actor mSceneRoot;
  Actor mAxis;

  RenderTask mSceneRender;
  Actor mFinalImage;

  int mNumLights = 0;

  PanGestureDetector mPanDetector;
};


int main(int argc, char** argv)
{
  const bool showLights = [](int argc, char** argv)
  {
    auto endArgs = argv + argc;
    return std::find_if(argv, endArgs, [](const char* arg)
    {
      return strcmp(arg, "--show-lights") == 0;
    }) != endArgs;
  }(argc, argv);

  Application app = Application::New(&argc, &argv);
  DeferredShadingExample example(app, (showLights ? DeferredShadingExample::Options::SHOW_LIGHTS : 0));
  app.MainLoop();
  return 0;
}