shadow-bone-lighting-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.
*
*/
// INTERNAL INCLUDES
#include "shared/view.h"
#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
#include <iostream>
using namespace Dali;
using namespace Dali::Toolkit;
using std::string;
using namespace DemoHelper;
namespace
{
const char* BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-default.png" );
const char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
const char* APPLICATION_TITLE_PAN_LIGHT( "Lighting: Pan Light" );
const char* APPLICATION_TITLE_PAN_OBJECT( "Lighting: Pan Object" );
const char* APPLICATION_TITLE_PAN_SCENE( "Lighting: Pan Scene" );
const char* APPLICATION_TITLE_ROTATE_SCENE( "Lighting: Rotate Scene" );
const char* CHANGE_EFFECT_IMAGE( DALI_IMAGE_DIR "icon-change.png" );
const char* RESET_ICON( DALI_IMAGE_DIR "icon-reset.png" );
const char* SCENE_IMAGE_1( DALI_IMAGE_DIR "gallery-small-10.jpg");
const char* SCENE_IMAGE_2( DALI_IMAGE_DIR "gallery-small-42.jpg");
const char* SCENE_IMAGE_3( DALI_IMAGE_DIR "gallery-small-48.jpg");
const Quaternion JAUNTY_ROTATION(Math::PI/5.0f, Math::PI/5.0f, 0.0f); // Euler angles
const float MIN_PINCH_SCALE( 0.3f );
const float MAX_PINCH_SCALE( 2.05f );
const float R3_2(0.8660254);
const Vector3 TOP_POINT( 0.0f, -1.0f, 0.0f);
const Vector3 LEFT_POINT( -R3_2, 0.5f, 0.0f);
const Vector3 RIGHT_POINT( R3_2, 0.5f, 0.0f);
const Vector3 FRONT_POINT( 0.0f, 0.0f, 20.0f);
const Vector2 DEFAULT_STAGE_SIZE( 480.0f, 800.0f );
}
/**
* This example shows a fixed point light onto an animating set of images
* casting a shadow onto a wall. The whole scene can be rotated.
*/
class TestApp : public ConnectionTracker
{
public:
/**
* Constructor
* @param application class, stored as reference
*/
TestApp(Application &app)
: mApp(app),
mPaused(false),
mTranslation(Vector3::ZERO),
mLongitudinal(15.0f),
mAxisTilt(30.0f),
mLightLongitudinal(0.0f),
mLightAxisTilt(0.0f),
mObjectLongitudinal(0.0f),
mObjectAxisTilt(0.0f),
mPinchScale(0.5f),
mScaleAtPinchStart(0.5f),
mPanState(PAN_SCENE)
{
app.InitSignal().Connect(this, &TestApp::Create);
app.TerminateSignal().Connect(this, &TestApp::Terminate);
}
~TestApp()
{
// Nothing to do here; All the members of this class get deleted automatically and they delete their children
}
public:
struct PositionInFrontOf
{
PositionInFrontOf()
{
}
Vector3 operator()( const Vector3& current, const PropertyInput& property )
{
Vector3 position = property.GetVector3();
position.z += 1.0f;
return position;
}
};
struct QuaternionEqualToConstraint
{
QuaternionEqualToConstraint()
{
}
Quaternion operator()( const Quaternion& current, const PropertyInput& property )
{
return property.GetQuaternion();
}
};
struct RotationConstraint
{
RotationConstraint(float sign)
: mSign(sign)
{
}
Quaternion operator()( const Quaternion& current, const PropertyInput& property )
{
Degree angle(property.GetFloat());
return Quaternion( Radian(angle) * mSign, Vector3::YAXIS );
}
float mSign;
};
/**
* This method gets called once the main loop of application is up and running
*/
void Create(Application& app)
{
srand(0); // Want repeatable path
Stage::GetCurrent().KeyEventSignal().Connect(this, &TestApp::OnKeyEvent);
CreateToolbarAndView(app);
CreateShadowViewAndLights();
CreateScene();
}
void CreateToolbarAndView(Application& app)
{
// Creates a default view with a default tool bar.
// The view is added to the stage.
Toolkit::ToolBar toolBar;
mContents = DemoHelper::CreateView( app,
mView,
toolBar,
BACKGROUND_IMAGE,
TOOLBAR_IMAGE,
"" );
// Add an effect-changing button on the right of the tool bar.
Image imageChangeEffect = ResourceImage::New( CHANGE_EFFECT_IMAGE );
Toolkit::PushButton effectChangeButton = Toolkit::PushButton::New();
effectChangeButton.SetBackgroundImage(imageChangeEffect);
effectChangeButton.ClickedSignal().Connect( this, &TestApp::OnEffectButtonClicked );
toolBar.AddControl( effectChangeButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
// Add title to the tool bar.
mTitleActor = Toolkit::TextView::New();
toolBar.AddControl( mTitleActor, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarTitlePercentage, Toolkit::Alignment::HorizontalCenter );
// Set Title text
mTitleActor.SetText( APPLICATION_TITLE_PAN_SCENE );
mTitleActor.SetSize( Font::New().MeasureText( APPLICATION_TITLE_PAN_SCENE ) );
mTitleActor.SetStyleToCurrentText( DemoHelper::GetDefaultTextStyle() );
//Add a reset button
Image resetImage = ResourceImage::New( RESET_ICON );
Toolkit::PushButton resetButton = Toolkit::PushButton::New();
resetButton.SetBackgroundImage( resetImage );
resetButton.ClickedSignal().Connect( this, &TestApp::OnResetPressed );
toolBar.AddControl( resetButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalCenter, DemoHelper::DEFAULT_PLAY_PADDING );
// Setup
mView.SetPosition(Vector3(0.0f, 0.0f, -50));
mContents.SetPosition(mTranslation);
mContents.SetRotation(CalculateWorldRotation(Radian(mLongitudinal), Radian(mAxisTilt)));
mContents.SetScale(mPinchScale, mPinchScale, mPinchScale);
mPanGestureDetector = PanGestureDetector::New();
mPanGestureDetector.Attach( mView );
mPanGestureDetector.DetectedSignal().Connect(this, &TestApp::OnPan);
mPinchGestureDetector = PinchGestureDetector::New();
mPinchGestureDetector.Attach( mView );
mPinchGestureDetector.DetectedSignal().Connect(this, &TestApp::OnPinch);
mTapGestureDetector = TapGestureDetector::New(1, 1);
mTapGestureDetector.Attach( mView );
mTapGestureDetector.DetectedSignal().Connect(this, &TestApp::OnTap);
}
void CreateShadowViewAndLights()
{
mShadowView = Toolkit::ShadowView::New();
mShadowView.SetName("Container");
mShadowView.SetParentOrigin(ParentOrigin::CENTER);
mShadowView.SetAnchorPoint(AnchorPoint::CENTER);
mShadowView.SetSizeMode( SIZE_EQUAL_TO_PARENT );
mShadowView.SetPointLightFieldOfView( Math::PI / 2.0f);
mContents.Add(mShadowView);
Image brickWall = ResourceImage::New(DALI_IMAGE_DIR "brick-wall.jpg");
mShadowPlaneBg = ImageActor::New(brickWall);
mShadowPlaneBg.SetParentOrigin(ParentOrigin::CENTER);
mShadowPlaneBg.SetAnchorPoint(AnchorPoint::CENTER);
mShadowPlaneBg.SetName("Plane");
mShadowPlaneBg.SetSize(1000.0f, 1000.0f);
mContents.Add(mShadowPlaneBg);
mShadowPlaneBg.SetPosition(Vector3(50.0f, 50.0f, -200.0f));
mShadowView.SetShadowPlane(mShadowPlaneBg);
mShadowView.Activate();
mLightAnchor = Actor::New();
mLightAnchor.SetParentOrigin(ParentOrigin::CENTER);
mLightAnchor.SetAnchorPoint(AnchorPoint::CENTER);
mLightAnchor.SetRotation(CalculateWorldRotation(Radian(mLightLongitudinal), Radian(mLightAxisTilt)));
// Work out a scaling factor as the initial light position was calculated for desktop
// Need to scale light position as scene actor size is based on stage size (i.e. much bigger on device)
Vector2 stageSize( Stage::GetCurrent().GetSize() );
float scaleFactor = stageSize.x / DEFAULT_STAGE_SIZE.x;
mCastingLight = Actor::New();
mCastingLight.SetParentOrigin(ParentOrigin::CENTER);
mCastingLight.SetAnchorPoint(AnchorPoint::CENTER);
mCastingLight.SetPosition( Vector3( 0.0f, 0.0f, 800.0f ) * scaleFactor );
TextStyle style;
style.SetFontPointSize( PointSize(DemoHelper::ScalePointSize(20.0f)) );
style.SetFontName("Times New Roman");
style.SetFontStyle("Book");
TextActorParameters parameters( style, TextActorParameters::FONT_DETECTION_ON );
TextActor text = TextActor::New("Light", parameters);
text.SetColor(Color::BLUE);
mCastingLight.Add(text);
mLightAnchor.Add(mCastingLight);
mShadowPlaneBg.Add(mLightAnchor);
text.SetParentOrigin(ParentOrigin::CENTER);
mShadowView.SetPointLight(mCastingLight);
}
void CreateScene()
{
mSceneActor = Actor::New();
mSceneActor.SetParentOrigin(ParentOrigin::CENTER);
// Create and add images to the scene actor:
mImageActor1 = ImageActor::New( ResourceImage::New(SCENE_IMAGE_1) );
mImageActor2 = ImageActor::New( ResourceImage::New(SCENE_IMAGE_2) );
mImageActor3 = ImageActor::New( ResourceImage::New(SCENE_IMAGE_3) );
mImageActor2.SetParentOrigin(ParentOrigin::CENTER);
mImageActor1.SetParentOrigin(ParentOrigin::CENTER_LEFT);
mImageActor1.SetAnchorPoint(AnchorPoint::CENTER_RIGHT);
mImageActor3.SetParentOrigin(ParentOrigin::CENTER_RIGHT);
mImageActor3.SetAnchorPoint(AnchorPoint::CENTER_LEFT);
mSceneActor.Add(mImageActor2);
mImageActor2.Add(mImageActor1);
mImageActor2.Add(mImageActor3);
Property::Index angleIndex = mImageActor2.RegisterProperty("angle", Property::Value(30.0f));
Source angleSrc( mImageActor2, angleIndex );
mImageActor1.ApplyConstraint(Constraint::New<Quaternion>( Actor::Property::Rotation, angleSrc,
RotationConstraint(-1.0f)));
mImageActor3.ApplyConstraint(Constraint::New<Quaternion>( Actor::Property::Rotation, angleSrc,
RotationConstraint(+1.0f)));
mSceneAnimation = Animation::New(2.5f);
// Want to animate angle from 30 => -30 and back again smoothly.
mSceneAnimation.AnimateTo( Property( mImageActor2, angleIndex ), Property::Value(-30.0f), AlphaFunctions::Sin );
mSceneAnimation.SetLooping(true);
mSceneAnimation.Play();
mSceneActor.SetSize(250.0f, 250.0f);
mSceneActor.SetPosition(0.0f, 0.0f, 130.0f);
mShadowView.Add(mSceneActor);
}
Quaternion CalculateWorldRotation(Radian longitude, Radian axisTilt )
{
Quaternion q(longitude, Vector3::YAXIS);
Quaternion p(axisTilt, Vector3::XAXIS);
return p*q;
}
void OnTap(Dali::Actor actor, const TapGesture& gesture)
{
if( mSceneAnimation )
{
if( ! mPaused )
{
mSceneAnimation.Pause();
mPaused = true;
}
else
{
mSceneAnimation.Play();
mPaused = false;
}
}
}
void OnPan(Actor actor, const PanGesture& gesture)
{
switch (gesture.state)
{
case Gesture::Continuing:
{
switch(mPanState)
{
case PAN_LIGHT:
{
mLightLongitudinal += gesture.displacement.x/4.0f;
mLightAxisTilt -= gesture.displacement.y/6.0f;
mLightAxisTilt = Clamp<float>(mLightAxisTilt, -90.0f, 90.0f);
mLightAnchor.SetRotation(CalculateWorldRotation(Radian(mLightLongitudinal), Radian(mLightAxisTilt)));
break;
}
case PAN_SCENE:
{
mTranslation += Vector3(gesture.displacement.x, gesture.displacement.y, 0.f);
mContents.SetPosition(mTranslation);
break;
}
case ROTATE_SCENE:
{
mLongitudinal += gesture.displacement.x/4.0f;
mAxisTilt -= gesture.displacement.y/6.0f;
mAxisTilt = Clamp<float>(mAxisTilt, -90.0f, 90.0f);
mContents.SetRotation(CalculateWorldRotation(Radian(mLongitudinal), Radian(mAxisTilt)));
break;
}
case PAN_OBJECT:
{
mObjectLongitudinal += gesture.displacement.x/4.0f;
mObjectAxisTilt -= gesture.displacement.y/6.0f;
mObjectAxisTilt = Clamp<float>(mObjectAxisTilt, -90.0f, 90.0f);
mSceneActor.SetRotation(CalculateWorldRotation(Radian(mObjectLongitudinal), Radian(mObjectAxisTilt)));
break;
}
}
}
break;
case Gesture::Finished:
// Start animation at last known speed
break;
default:
break;
}
}
void OnPinch(Actor actor, const PinchGesture& gesture)
{
if (gesture.state == Gesture::Started)
{
mScaleAtPinchStart = mContents.GetCurrentScale().x;
}
mPinchScale = Clamp(mScaleAtPinchStart * gesture.scale, MIN_PINCH_SCALE, MAX_PINCH_SCALE);
mContents.SetScale(mPinchScale, mPinchScale, mPinchScale);
}
void Terminate(Application& app)
{
if( mSceneActor )
{
Stage::GetCurrent().Remove(mSceneActor);
}
if( mView )
{
Stage::GetCurrent().Remove(mView);
}
}
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();
}
}
}
bool OnEffectButtonClicked( Toolkit::Button button )
{
switch(mPanState)
{
case PAN_SCENE:
mPanState = ROTATE_SCENE;
mTitleActor.SetText( APPLICATION_TITLE_ROTATE_SCENE );
mTitleActor.SetSize( Font::New().MeasureText( APPLICATION_TITLE_ROTATE_SCENE ) );
break;
case ROTATE_SCENE:
mPanState = PAN_LIGHT;
mTitleActor.SetText( APPLICATION_TITLE_PAN_LIGHT );
mTitleActor.SetSize( Font::New().MeasureText( APPLICATION_TITLE_PAN_LIGHT ) );
break;
case PAN_LIGHT:
mPanState = PAN_OBJECT;
mTitleActor.SetText( APPLICATION_TITLE_PAN_OBJECT );
mTitleActor.SetSize( Font::New().MeasureText( APPLICATION_TITLE_PAN_OBJECT ) );
break;
case PAN_OBJECT:
mPanState = PAN_SCENE;
mTitleActor.SetText( APPLICATION_TITLE_PAN_SCENE );
mTitleActor.SetSize( Font::New().MeasureText( APPLICATION_TITLE_PAN_SCENE ) );
break;
default:
break;
}
mTitleActor.SetStyleToCurrentText(DemoHelper::GetDefaultTextStyle());
return true;
}
bool OnResetPressed( Toolkit::Button button )
{
// Reset translation
mTranslation = Vector3::ZERO;
mContents.SetPosition(mTranslation);
// Align scene so that light anchor orientation is Z Axis
mAxisTilt = -mLightAxisTilt;
mLongitudinal = -mLightLongitudinal;
mContents.SetRotation(CalculateWorldRotation(Radian(mLongitudinal), Radian(mAxisTilt)));
return true;
}
private:
Application& mApp;
Toolkit::View mView;
Layer mContents;
Actor mSceneActor;
Animation mAnimation;
Animation mSceneAnimation;
bool mPaused;
Toolkit::ShadowView mShadowView;
ImageActor mShadowPlaneBg;
ImageActor mShadowPlane;
Actor mCastingLight;
Actor mLightAnchor;
ImageActor mImageActor1;
ImageActor mImageActor2;
ImageActor mImageActor3;
PanGestureDetector mPanGestureDetector;
PinchGestureDetector mPinchGestureDetector;
TapGestureDetector mTapGestureDetector;
Vector3 mTranslation;
Degree mLongitudinal;
Degree mAxisTilt;
Degree mLightLongitudinal;
Degree mLightAxisTilt;
Degree mObjectLongitudinal;
Degree mObjectAxisTilt;
float mPinchScale;
float mScaleAtPinchStart;
Property::Index mAngle1Index;
Property::Index mAngle3Index;
Toolkit::TextView mTitleActor;
enum PanState
{
PAN_SCENE,
ROTATE_SCENE,
PAN_LIGHT,
PAN_OBJECT
};
PanState mPanState;
};
/*****************************************************************************/
static void
RunTest(Application& app)
{
TestApp theApp(app);
app.MainLoop();
}
/*****************************************************************************/
int
main(int argc, char **argv)
{
Application app = Application::New(&argc, &argv);
RunTest(app);
return 0;
}