mesh-sorting-example.cpp
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/*
* Copyright (c) 2015 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
#include <dali/devel-api/rendering/renderer.h>
#include <dali-toolkit/dali-toolkit.h>
#include <stdio.h>
#include <sstream>
#include <cstring>
// INTERNAL INCLUDES
#include "shared/view.h"
#include "shared/utility.h"
using namespace Dali;
namespace
{
const char* IMAGES[] =
{
DEMO_IMAGE_DIR "people-medium-1.jpg",
DEMO_IMAGE_DIR "people-medium-4.jpg",
DEMO_IMAGE_DIR "people-medium-11.jpg",
DEMO_IMAGE_DIR "people-small-16.jpg",
DEMO_IMAGE_DIR "people-medium-15.jpg",
DEMO_IMAGE_DIR "people-medium-6.jpg",
};
const unsigned int NUMBER_OF_SAMPLES(sizeof(IMAGES)/sizeof(const char*));
#define MAKE_SHADER(A)#A
const char* VERTEX_SHADER = MAKE_SHADER(
uniform highp float uHue;
attribute mediump vec2 aPosition;
attribute highp vec2 aTexCoord;
varying mediump vec2 vTexCoord;
uniform mediump mat4 uMvpMatrix;
uniform mediump vec3 uSize;
varying mediump vec3 vGlobColor;
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main()
{
mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
vertexPosition.xyz *= uSize;
vertexPosition = uMvpMatrix * vertexPosition;
vGlobColor = hsv2rgb( vec3( clamp(uHue, 0.0, 1.0), 1.0, 1.0 ) );
vTexCoord = aTexCoord;
gl_Position = vertexPosition;
}
);
const char* FRAGMENT_SHADER = MAKE_SHADER(
varying mediump vec2 vTexCoord;
varying mediump vec3 vGlobColor;
uniform lowp vec4 uColor;
uniform sampler2D sTexture;
void main()
{
gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4(vGlobColor, 1.0) ;
}
);
Geometry CreateGeometry()
{
// Create vertices
const float halfQuadSize = .5f;
struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
TexturedQuadVertex texturedQuadVertexData[4] = {
{ Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) },
{ Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) },
{ Vector2(-halfQuadSize, halfQuadSize), Vector2(0.f, 1.f) },
{ Vector2( halfQuadSize, halfQuadSize), Vector2(1.f, 1.f) } };
Property::Map texturedQuadVertexFormat;
texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat );
texturedQuadVertices.SetData( texturedQuadVertexData, 4 );
// Create indices
unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 };
// Create the geometry object
Geometry texturedQuadGeometry = Geometry::New();
texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices );
texturedQuadGeometry.SetIndexBuffer( &indexData[0], sizeof(indexData)/sizeof(unsigned short) );
return texturedQuadGeometry;
}
} // 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 ),
mZMode(0)
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect( this, &ExampleController::Create );
memset(mDepthIndices, 0, sizeof(mDepthIndices));
}
/**
* 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 );
mGeometry = CreateGeometry();
TextureSet firstTextureSet;
for( unsigned i=0; i<NUMBER_OF_SAMPLES; ++i)
{
Texture texture = DemoHelper::LoadTexture( IMAGES[i] );
TextureSet textureSet = TextureSet::New();
textureSet.SetTexture( 0u, texture );
if( i==0 ) { firstTextureSet = textureSet; }
Renderer renderer = Renderer::New( mGeometry, mShader );
renderer.SetTextures( textureSet );
Actor meshActor = Actor::New();
mActors[i] = meshActor;
meshActor.AddRenderer( renderer );
meshActor.SetSize(175, 175);
meshActor.RegisterProperty("index", (int)i);
renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
// Test with actor alpha
meshActor.SetParentOrigin( ParentOrigin::CENTER );
meshActor.SetAnchorPoint( AnchorPoint::CENTER );
meshActor.SetPosition( 40.0f*(i-(NUMBER_OF_SAMPLES*0.5f)), 40.0f*(i-(NUMBER_OF_SAMPLES*0.5f)), i*10 );
meshActor.SetOpacity( i%2?0.7f:1.0f );
meshActor.RegisterProperty("uHue", i/(float)NUMBER_OF_SAMPLES);
meshActor.TouchSignal().Connect(this, &ExampleController::OnTouched);
std::ostringstream oss;
oss << "Mesh Actor " << i;
meshActor.SetName(oss.str());
stage.Add( meshActor );
}
mActors[NUMBER_OF_SAMPLES-2].GetRendererAt(0).SetTextures( firstTextureSet );
stage.GetRootLayer().TouchSignal().Connect(this, &ExampleController::OnStageTouched);
}
void PrintDepths()
{
switch( mZMode )
{
case 0:
{
printf("Children Z ordered back to front\n");
break;
}
case 1:
{
printf("All children set to same Z=0\n");
break;
}
case 2:
{
printf("Children Z ordered front to back\n");
break;
}
}
for( unsigned i=0; i<NUMBER_OF_SAMPLES; ++i)
{
printf("DepthIndex[%d]=%d\n", i, mDepthIndices[i]);
}
printf("\n");
}
bool OnTouched( Actor actor, const TouchData& event )
{
if( event.GetState( 0 ) == PointState::UP )
{
int index = actor.GetProperty<int>(actor.GetPropertyIndex("index"));
int newDepthIndex = (mDepthIndices[index] + 10) % 30;
mDepthIndices[index] = newDepthIndex;
Renderer renderer = actor.GetRendererAt(0);
renderer.SetProperty( Renderer::Property::DEPTH_INDEX, newDepthIndex);
PrintDepths();
}
return true;
}
bool OnStageTouched( Actor rootLayer, const TouchData& event )
{
if( event.GetState( 0 ) == PointState::UP )
{
switch( mZMode )
{
case 0:
{
mZMode = 1;
for(unsigned int i=1; i < rootLayer.GetChildCount(); ++i)
{
Actor child = rootLayer.GetChildAt(i);
child.SetZ( 0.0f );
}
PrintDepths();
break;
}
case 1:
{
mZMode = 2;
for(unsigned int i=1; i < rootLayer.GetChildCount(); ++i)
{
Actor child = rootLayer.GetChildAt(i);
child.SetZ( 100-i*10 );
}
PrintDepths();
break;
}
case 2:
{
mZMode = 0;
for(unsigned int i=1; i < rootLayer.GetChildCount(); ++i)
{
Actor child = rootLayer.GetChildAt(i);
child.SetZ( i*10 );
}
PrintDepths();
break;
}
}
}
return true;
}
/**
* 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;
Geometry mGeometry;
int mDepthIndices[NUMBER_OF_SAMPLES];
Actor mActors[NUMBER_OF_SAMPLES];
int mZMode;
};
void RunTest( Application& application )
{
ExampleController test( application );
application.MainLoop();
}
// Entry point for Linux & SLP applications
//
int DALI_EXPORT_API main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );
RunTest( application );
return 0;
}