rendering-basic-light-example.cpp 17.1 KB
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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;
}