rendering-basic-light-example.cpp
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/*
* Copyright (c) 2017 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-toolkit/dali-toolkit.h>
using namespace Dali;
using namespace Toolkit;
#define MATERIALS_MAX 24
namespace
{
const char* BASIC_LIGHT_THEME( DEMO_STYLE_DIR "basic-light-theme.json" );
const char* const CUSTOM_BASIC_LIGHT_THEME = "BasicLightButton";
struct Material
{
const char *name;
Vector3 ambient;
Vector3 diffuse;
Vector3 specular;
float shininess;
};
Material material[] =
{
{"Emerald", Vector3( 0.0215f, 0.1745f, 0.0215f ), Vector3( 0.07568f, 0.61424f, 0.07568f ), Vector3( 0.633, 0.727811f, 0.633f ), 0.6f },
{"Jade", Vector3( 0.135f, 0.2225f, 0.1575f ), Vector3( 0.54f, 0.89f, 0.63f ), Vector3( 0.316228f, 0.316228f, 0.316228f ), 0.1f },
{"Obsidian", Vector3( 0.05375f, 0.05f, 0.06625f ), Vector3( 0.18275f, 0.17f, 0.22525f ), Vector3( 0.332741f, 0.328634f, 0.346435f ), 0.3f },
{"Perl", Vector3( 0.25f, 0.20725f, 0.20725f ), Vector3( 1.0f, 0.829f, 0.829f ), Vector3( 0.296648f, 0.296648f, 0.296648f ), 0.088f },
{"Ruby", Vector3( 0.1745f, 0.01175f, 0.01175f ), Vector3( 0.61424f, 0.04136f, 0.04136f ), Vector3( 0.727811f, 0.626959f, 0.626959f ), 0.6f },
{"Turquoise", Vector3( 0.1f, 0.18725f, 0.1745f ), Vector3( 0.396f, 0.74151f, 0.69102f ), Vector3( 0.297254, 0.30829f, 0.306678f ), 0.1f },
{"Brass", Vector3( 0.329412f, 0.223529f, 0.027451f ), Vector3( 0.780392f, 0.568627f, 0.113725f ), Vector3( 0.992157f, 0.941176f, 0.807843f ), 0.21794872f },
{"Bronze", Vector3( 0.2125f, 0.1275f, 0.054f ), Vector3( 0.714f, 0.4284f, 0.18144f ), Vector3( 0.393548f, 0.271906f, 0.166721f ), 0.2f },
{"Chrome", Vector3( 0.25f, 0.25f, 0.25f ), Vector3( 0.4f, 0.4f, 0.4f), Vector3( 0.774597f, 0.774597f, 0.774597f ), 0.6f },
{"Copper", Vector3( 0.19125f, 0.0735f, 0.0225f ), Vector3( 0.7038f, 0.27048f, 0.0828f ), Vector3( 0.256777f, 0.137622f, 0.086014f ), 0.1f },
{"Gold", Vector3( 0.24725f, 0.1995f, 0.0745f ), Vector3( 0.75164f, 0.60648f, 0.22648f ), Vector3( 0.628281f, 0.555802f, 0.366065f ), 0.4f },
{"Silver", Vector3( 0.19225f, 0.19225f, 0.19225f ), Vector3( 0.50754f, 0.50754f, 0.50754f ), Vector3( 0.508273f, 0.508273f, 0.508273f ), 0.4f },
{"Black plastic", Vector3( 0.0f, 0.0f, 0.0f ), Vector3( 0.01f, 0.01f, 0.01f ), Vector3( 0.50f, 0.50f, 0.50f ), 0.25f },
{"Cyan plastic", Vector3( 0.0f, 0.1f, 0.06f ), Vector3( 0.0f, 0.50980392f, 0.50980392f ), Vector3( 0.50196078f, 0.50196078f, 0.50196078f ), 0.25f },
{"Green plastic", Vector3( 0.0f, 0.0f, 0.0f ), Vector3( 0.1f, 0.35f, 0.1f ), Vector3( 0.45, 0.55, 0.45 ), 0.25f },
{"Red plastic", Vector3( 0.0f, 0.0f, 0.0f ), Vector3( 0.5f, 0.0f, 0.0f ), Vector3( 0.7f, 0.6f, 0.6f ), 0.25f },
{"White plastic", Vector3( 0.0f, 0.0f, 0.0f ), Vector3( 0.55f, 0.55f, 0.55f ), Vector3( 0.7f, 0.7f, 0.7f ), 0.25f },
{"Yellow plastic", Vector3( 0.0f, 0.0f, 0.0f ), Vector3( 0.5f, 0.5f, 0.0f ), Vector3( 0.6f, 0.6f, 0.5f ), 0.25f },
{"Black rubber", Vector3( 0.02f, 0.02f, 0.02f ), Vector3( 0.01f, 0.01f, 0.01f ), Vector3( 0.4f, 0.4f, 0.4f ), 0.078125f },
{"Cyan rubber", Vector3( 0.0f, 0.05f, 0.05f ), Vector3( 0.4f, 0.5f, 0.5f ), Vector3( 0.04f, 0.7f, 0.7f ), 0.078125f },
{"Green rubber", Vector3( 0.0f, 0.05f, 0.0f ), Vector3( 0.4f, 0.5f, 0.4f ), Vector3( 0.04f, 0.7f, 0.04f ), 0.078125f },
{"Red rubber", Vector3( 0.05f, 0.0f, 0.0f ), Vector3( 0.5f, 0.4f, 0.4f ), Vector3( 0.7f, 0.04f, 0.04f ), 0.078125f },
{"White rubber", Vector3( 0.05f, 0.05f, 0.05f ), Vector3( 0.5f, 0.5f, 0.5f ), Vector3( 0.7f, 0.7f, 0.7f ), 0.078125f },
{"Yellow rubber", Vector3( 0.05f, 0.05f, 0.0f ), Vector3( 0.5f, 0.5f, 0.4f ), Vector3( 0.7f, 0.7f, 0.04f ), 0.078125f }
};
int MaterialID = 0;
/*
* Vertex shader
*/
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec3 aPosition;\n // DALi shader builtin
attribute mediump vec3 aNormal;\n // DALi shader builtin
uniform mediump mat4 uMvpMatrix;\n // DALi shader builtin
uniform mediump vec3 uSize;\n // DALi shader builtin
uniform mediump mat4 uModelView;\n // DALi shader builtin
uniform mediump mat3 uNormalMatrix;\n // DALi shader builtin
\n
varying mediump vec3 vNormal;\n
varying mediump vec3 vFragPos;\n
\n
void main()\n
{\n
mediump vec4 vertexPosition = vec4(aPosition, 1.0);\n
vertexPosition.xyz *= uSize;\n
vFragPos = vec3(uModelView * vertexPosition);\n
vNormal = uNormalMatrix * aNormal;\n
\n
gl_Position = uMvpMatrix * vertexPosition;\n
}\n
);
/*
* Fragment shader
*/
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
varying mediump vec3 vNormal;\n
varying mediump vec3 vFragPos;\n
uniform mediump vec3 viewPos;\n // custom uniform
\n
struct Material {\n
mediump vec3 ambient;\n
mediump vec3 diffuse;\n
mediump vec3 specular;\n
mediump float shininess;\n
};\n
struct Light {\n
mediump vec3 position;\n
mediump vec3 color;\n
};\n
uniform Material material;\n // custom uniform
uniform Light light;\n // custom uniform
\n
void main()\n
{\n
\n // Ambient
mediump vec3 ambient = material.ambient * light.color;\n
\n // Diffuse
mediump vec3 norm = normalize(vNormal);\n
mediump vec3 lightDir = normalize(light.position - vFragPos);\n
mediump float diff = max(dot(norm, lightDir), 0.0);\n
mediump vec3 diffuse = material.diffuse * diff * light.color;\n
\n
\n // Specular
mediump vec3 viewDir = normalize(viewPos - vFragPos);\n
mediump vec3 reflectDir = reflect(-lightDir, norm); \n
mediump float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);\n
mediump vec3 specular = material.specular * spec * light.color; \n
mediump vec3 result = (ambient + diffuse + specular);\n
gl_FragColor = vec4(result, 1.0);\n
}\n
);
}
// This example shows per-pixel lighting of materials with different ambient, diffuse, specular and shininess parameters
//
class BasicLightController : public ConnectionTracker
{
public:
BasicLightController( Application& application )
: mApplication( application )
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect( this, &BasicLightController::Create );
}
~BasicLightController()
{
// 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::BLACK );
mLabel = TextLabel::New( material[MaterialID].name );
mLabel.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
mLabel.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, 0.0f, 0.5f ) );
mLabel.SetSize( stage.GetSize().x * 0.5f, stage.GetSize().y * 0.083f );
mLabel.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
mLabel.SetProperty( TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
mLabel.SetProperty( TextLabel::Property::TEXT_COLOR, Vector4( 1.0f, 1.0f, 1.0f, 1.0f ));
stage.Add( mLabel );
mButton = PushButton::New();
mButton.SetProperty( Button::Property::LABEL, "Exit" );
mButton.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
mButton.ClickedSignal().Connect( this, &BasicLightController::OnExit );
mButton.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, 0.1f, 0.5f ) );
mButton.SetStyleName(CUSTOM_BASIC_LIGHT_THEME);
mButton.SetProperty( Actor::Property::COLOR, Vector4( material[MaterialID].diffuse) + Vector4( 0.0f, 0.0f, 0.0f, 1.0f ) );
stage.Add(mButton);
// 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 stage
stage.GetRootLayer().TouchSignal().Connect( this, &BasicLightController::OnTouch );
// Respond to key events
stage.KeyEventSignal().Connect( this, &BasicLightController::OnKeyEvent );
}
/**
* This function will change the material of the cube when touched
*/
bool OnTouch( Actor actor, const TouchData& touch )
{
if(touch.GetState(0) == PointState::UP)
{
MaterialID++;
MaterialID %= MATERIALS_MAX;
mShader.SetProperty( mShader.GetPropertyIndex( "material.ambient" ), material[MaterialID].ambient );
mShader.SetProperty( mShader.GetPropertyIndex( "material.diffuse" ), material[MaterialID].diffuse );
mShader.SetProperty( mShader.GetPropertyIndex( "material.specular" ), material[MaterialID].specular );
mShader.SetProperty( mShader.GetPropertyIndex( "material.shininess" ), material[MaterialID].shininess * 128.0f );
mLabel.SetProperty( TextLabel::Property::TEXT, material[MaterialID].name );
mButton.SetProperty( Actor::Property::COLOR, Vector4(material[MaterialID].diffuse) + Vector4(0.0f, 0.0f, 0.0f, 1.0f) );
}
return true;
}
/**
* This function will the terminate the application when the exit button is pressed
*/
bool OnExit( Button button )
{
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.state == 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 aNormal;
};
const Vector3 NORMAL0(-1.0f, 0.0f, 0.0f );
const Vector3 NORMAL1( 0.0f, 1.0f, 0.0f );
const Vector3 NORMAL2( 0.0f,-1.0f, 0.0f );
const Vector3 NORMAL3( 0.0f, 0.0f, 1.0f );
const Vector3 NORMAL4( 1.0f, 0.0f, 0.0f );
const Vector3 NORMAL5( 0.0f, 0.0f,-1.0f );
Vertex vertices[] = {
{ Vector3( 1.0f,-1.0f,-1.0f ), NORMAL5 },
{ Vector3( -1.0f, 1.0f,-1.0f ), NORMAL5 },
{ Vector3( 1.0f, 1.0f,-1.0f ), NORMAL5 },
{ Vector3( -1.0f, 1.0f, 1.0f ), NORMAL3 },
{ Vector3( 1.0f,-1.0f, 1.0f ), NORMAL3 },
{ Vector3( 1.0f, 1.0f, 1.0f ), NORMAL3 },
{ Vector3( 1.0f, 1.0f, 1.0f ), NORMAL4 },
{ Vector3( 1.0f,-1.0f,-1.0f ), NORMAL4 },
{ Vector3( 1.0f, 1.0f,-1.0f ), NORMAL4 },
{ Vector3( 1.0f,-1.0f, 1.0f ), NORMAL1 },
{ Vector3( -1.0f,-1.0f,-1.0f ), NORMAL1 },
{ Vector3( 1.0f,-1.0f,-1.0f ), NORMAL1 },
{ Vector3( -1.0f,-1.0f,-1.0f ), NORMAL0 },
{ Vector3( -1.0f, 1.0f, 1.0f ), NORMAL0 },
{ Vector3( -1.0f, 1.0f,-1.0f ), NORMAL0 },
{ Vector3( 1.0f, 1.0f,-1.0f ), NORMAL2 },
{ Vector3( -1.0f, 1.0f, 1.0f ), NORMAL2 },
{ Vector3( 1.0f, 1.0f, 1.0f ), NORMAL2 },
{ Vector3( 1.0f,-1.0f,-1.0f ), NORMAL5 },
{ Vector3( -1.0f,-1.0f,-1.0f ), NORMAL5 },
{ Vector3( -1.0f, 1.0f,-1.0f ), NORMAL5 },
{ Vector3( -1.0f, 1.0f, 1.0f ), NORMAL3 },
{ Vector3( -1.0f,-1.0f, 1.0f ), NORMAL3 },
{ Vector3( 1.0f,-1.0f, 1.0f ), NORMAL3 },
{ Vector3( 1.0f, 1.0f, 1.0f ), NORMAL4 },
{ Vector3( 1.0f,-1.0f, 1.0f ), NORMAL4 },
{ Vector3( 1.0f,-1.0f,-1.0f ), NORMAL4 },
{ Vector3( 1.0f,-1.0f, 1.0f ), NORMAL1 },
{ Vector3( -1.0f,-1.0f, 1.0f ), NORMAL1 },
{ Vector3( -1.0f,-1.0f,-1.0f ), NORMAL1 },
{ Vector3( -1.0f,-1.0f,-1.0f ), NORMAL0 },
{ Vector3( -1.0f,-1.0f, 1.0f ), NORMAL0 },
{ Vector3( -1.0f, 1.0f, 1.0f ), NORMAL0 },
{ Vector3( 1.0f, 1.0f,-1.0f ), NORMAL2 },
{ Vector3( -1.0f, 1.0f,-1.0f ), NORMAL2 },
{ Vector3( -1.0f, 1.0f, 1.0f ), NORMAL2 },
};
Property::Map property;
property.Insert( "aPosition", Property::VECTOR3 );
property.Insert( "aNormal", Property::VECTOR3 );
PropertyBuffer vertexBuffer = PropertyBuffer::New( property );
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 VERTEX_SHADER and FRAGMENT_SHADER
*
* Shaders are very basic and all they do is transforming vertices and interpolating
* input per-vertex color.
*/
void CreateCubeShader()
{
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
float scale = 120.0f;
mShader.RegisterProperty( "light.position",Vector3( 1.2 * scale, scale, 2.0 * scale ) );
mShader.RegisterProperty( "light.color", Vector3( 1.0f, 1.0f, 1.0f ) );
mShader.RegisterProperty( "viewPos", Vector3( 0, 0, 3.0 * scale ) );
mShader.RegisterProperty( "material.ambient", material[MaterialID].ambient );
mShader.RegisterProperty( "material.diffuse", material[MaterialID].diffuse );
mShader.RegisterProperty( "material.specular", material[MaterialID].specular );
mShader.RegisterProperty( "material.shininess", material[MaterialID].shininess * 128.0f );
}
/**
* 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()
{
Stage stage = Stage::GetCurrent();
float quarterStageWidth = stage.GetSize().x * 0.25f;
mActor = Actor::New();
mActor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 1.0f, 0.6f, 1.0f ) );
mActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
mActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mActor.SetSize( Vector3( quarterStageWidth, quarterStageWidth, quarterStageWidth ) );
mActor.AddRenderer( mRenderer );
stage.Add( mActor );
}
/**
* Plays animation
*/
void PlayAnimation()
{
mAnimation = Animation::New( 15.0f );
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;
TextLabel mLabel;
PushButton mButton;
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, BASIC_LIGHT_THEME);
BasicLightController test( application );
application.MainLoop();
return 0;
}