Commit 0d87f90af43262533fed3a39dfac5e197c634f00
[dali_1.1.45] Merge branch 'devel/master'
Change-Id: Ie5ff6dbe0e8c581b17736a742d3eb13b99c6423d
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1273 additions
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269 deletions
com.samsung.dali-demo.xml
| ... | ... | @@ -34,6 +34,9 @@ |
| 34 | 34 | <ui-application appid="item-view.example" exec="/usr/apps/com.samsung.dali-demo/bin/item-view.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 35 | 35 | <label>Item View</label> |
| 36 | 36 | </ui-application> |
| 37 | + <ui-application appid="renderer-stencil.example" exec="/usr/apps/com.samsung.dali-demo/bin/renderer-stencil.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> | |
| 38 | + <label>Renderer Stencils</label> | |
| 39 | + </ui-application> | |
| 37 | 40 | <ui-application appid="magnifier.example" exec="/usr/apps/com.samsung.dali-demo/bin/magnifier.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 38 | 41 | <label>Magnifier</label> |
| 39 | 42 | </ui-application> |
| ... | ... | @@ -160,8 +163,8 @@ |
| 160 | 163 | <ui-application appid="video-view.example" exec="/usr/apps/com.samsung.dali-demo/bin/video-view.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 161 | 164 | <label>Video View</label> |
| 162 | 165 | </ui-application> |
| 163 | - <ui-application appid="mesh-renderer.example" exec="/usr/apps/com.samsung.dali-demo/bin/mesh-renderer.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> | |
| 164 | - <label>Mesh Renderer</label> | |
| 166 | + <ui-application appid="mesh-visual.example" exec="/usr/apps/com.samsung.dali-demo/bin/mesh-visual.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> | |
| 167 | + <label>Mesh Visual</label> | |
| 165 | 168 | </ui-application> |
| 166 | 169 | <ui-application appid="primitive-shapes.example" exec="/usr/apps/com.samsung.dali-demo/bin/primitive-shapes.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 167 | 170 | <label>Primitive Shapes</label> | ... | ... |
demo/dali-demo.cpp
| ... | ... | @@ -41,8 +41,8 @@ int DALI_EXPORT_API main(int argc, char **argv) |
| 41 | 41 | demo.AddExample(Example("cube-transition-effect.example", DALI_DEMO_STR_TITLE_CUBE_TRANSITION)); |
| 42 | 42 | demo.AddExample(Example("dissolve-effect.example", DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION)); |
| 43 | 43 | demo.AddExample(Example("item-view.example", DALI_DEMO_STR_TITLE_ITEM_VIEW)); |
| 44 | + demo.AddExample(Example("renderer-stencil.example", DALI_DEMO_STR_TITLE_RENDERER_STENCIL)); | |
| 44 | 45 | demo.AddExample(Example("magnifier.example", DALI_DEMO_STR_TITLE_MAGNIFIER)); |
| 45 | - demo.AddExample(Example("model3d-view.example", DALI_DEMO_STR_TITLE_MODEL_3D_VIEWER)); | |
| 46 | 46 | demo.AddExample(Example("motion-blur.example", DALI_DEMO_STR_TITLE_MOTION_BLUR)); |
| 47 | 47 | demo.AddExample(Example("motion-stretch.example", DALI_DEMO_STR_TITLE_MOTION_STRETCH)); |
| 48 | 48 | demo.AddExample(Example("page-turn-view.example", DALI_DEMO_STR_TITLE_PAGE_TURN_VIEW)); |
| ... | ... | @@ -78,7 +78,7 @@ int DALI_EXPORT_API main(int argc, char **argv) |
| 78 | 78 | demo.AddExample(Example("tilt.example", DALI_DEMO_STR_TITLE_TILT_SENSOR)); |
| 79 | 79 | demo.AddExample(Example("effects-view.example", DALI_DEMO_STR_TITLE_EFFECTS_VIEW)); |
| 80 | 80 | demo.AddExample(Example("native-image-source.example", DALI_DEMO_STR_TITLE_NATIVE_IMAGE_SOURCE)); |
| 81 | - demo.AddExample(Example("mesh-renderer.example", DALI_DEMO_STR_TITLE_MESH_RENDERER)); | |
| 81 | + demo.AddExample(Example("mesh-visual.example", DALI_DEMO_STR_TITLE_MESH_VISUAL)); | |
| 82 | 82 | demo.AddExample(Example("primitive-shapes.example", DALI_DEMO_STR_TITLE_PRIMITIVE_SHAPES)); |
| 83 | 83 | |
| 84 | 84 | demo.SortAlphabetically( true ); | ... | ... |
examples/dissolve-effect/dissolve-effect-example.cpp
| ... | ... | @@ -91,13 +91,13 @@ Toolkit::ImageView CreateStageFillingImageView( const char * const imagePath ) |
| 91 | 91 | Size stageSize = Stage::GetCurrent().GetSize(); |
| 92 | 92 | Toolkit::ImageView imageView = Toolkit::ImageView::New(); |
| 93 | 93 | Property::Map map; |
| 94 | - map["rendererType"] = "IMAGE"; | |
| 95 | - map["url"] = imagePath; | |
| 96 | - map["desiredWidth"] = stageSize.x; | |
| 97 | - map["desiredHeight"] = stageSize.y; | |
| 98 | - map["fittingMode"] = "SCALE_TO_FILL"; | |
| 99 | - map["samplingMode"] = "BOX_THEN_LINEAR"; | |
| 100 | - map["synchronousLoading"] = true; | |
| 94 | + map[Toolkit::Visual::Property::TYPE] = Toolkit::Visual::IMAGE; | |
| 95 | + map[Toolkit::ImageVisual::Property::URL] = imagePath; | |
| 96 | + map[Toolkit::ImageVisual::Property::DESIRED_WIDTH] = stageSize.x; | |
| 97 | + map[Toolkit::ImageVisual::Property::DESIRED_HEIGHT] = stageSize.y; | |
| 98 | + map[Toolkit::ImageVisual::Property::FITTING_MODE] = FittingMode::SCALE_TO_FILL; | |
| 99 | + map[Toolkit::ImageVisual::Property::SAMPLING_MODE] = SamplingMode::BOX_THEN_LINEAR; | |
| 100 | + map[Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING] = true; | |
| 101 | 101 | imageView.SetProperty( Toolkit::ImageView::Property::IMAGE, map ); |
| 102 | 102 | |
| 103 | 103 | return imageView; | ... | ... |
examples/gradients/gradients-example.cpp
| ... | ... | @@ -77,7 +77,7 @@ public: |
| 77 | 77 | |
| 78 | 78 | // ---- Gradient for background |
| 79 | 79 | |
| 80 | - mGradientMap.Insert("rendererType", "GRADIENT"); | |
| 80 | + mGradientMap.Insert( Visual::Property::TYPE, Visual::GRADIENT ); | |
| 81 | 81 | |
| 82 | 82 | Property::Array stopOffsets; |
| 83 | 83 | stopOffsets.PushBack( 0.0f ); |
| ... | ... | @@ -85,7 +85,7 @@ public: |
| 85 | 85 | stopOffsets.PushBack( 0.6f ); |
| 86 | 86 | stopOffsets.PushBack( 0.8f ); |
| 87 | 87 | stopOffsets.PushBack( 1.0f ); |
| 88 | - mGradientMap.Insert("stopOffset", stopOffsets ); | |
| 88 | + mGradientMap.Insert( GradientVisual::Property::STOP_OFFSET, stopOffsets ); | |
| 89 | 89 | |
| 90 | 90 | Property::Array stopColors; |
| 91 | 91 | stopColors.PushBack( Vector4( 129.f, 198.f, 193.f, 255.f )/255.f ); |
| ... | ... | @@ -93,7 +93,7 @@ public: |
| 93 | 93 | stopColors.PushBack( Vector4( 214.f, 37.f, 139.f, 191.f )/255.f ); |
| 94 | 94 | stopColors.PushBack( Vector4( 129.f, 198.f, 193.f, 150.f )/255.f ); |
| 95 | 95 | stopColors.PushBack( Color::YELLOW ); |
| 96 | - mGradientMap.Insert("stopColor", stopColors); | |
| 96 | + mGradientMap.Insert( GradientVisual::Property::STOP_COLOR, stopColors ); | |
| 97 | 97 | |
| 98 | 98 | OnChangeIconClicked( changeButton ); |
| 99 | 99 | } |
| ... | ... | @@ -106,30 +106,30 @@ public: |
| 106 | 106 | { |
| 107 | 107 | case 0: // linear gradient with units as objectBoundingBox |
| 108 | 108 | { |
| 109 | - gradientMap.Insert("startPosition", Vector2( 0.5f, 0.5f )); | |
| 110 | - gradientMap.Insert("endPosition", Vector2( -0.5f, -0.5f )); | |
| 109 | + gradientMap.Insert( GradientVisual::Property::START_POSITION, Vector2( 0.5f, 0.5f ) ); | |
| 110 | + gradientMap.Insert( GradientVisual::Property::END_POSITION, Vector2( -0.5f, -0.5f ) ); | |
| 111 | 111 | break; |
| 112 | 112 | } |
| 113 | 113 | case 1: // linear gradient with units as userSpaceOnUse |
| 114 | 114 | { |
| 115 | 115 | Vector2 halfStageSize = Stage::GetCurrent().GetSize()*0.5f; |
| 116 | - gradientMap.Insert("startPosition", halfStageSize); | |
| 117 | - gradientMap.Insert("endPosition", -halfStageSize ); | |
| 118 | - gradientMap.Insert("units", "USER_SPACE"); | |
| 116 | + gradientMap.Insert( GradientVisual::Property::START_POSITION, halfStageSize ); | |
| 117 | + gradientMap.Insert( GradientVisual::Property::END_POSITION, -halfStageSize ); | |
| 118 | + gradientMap.Insert( GradientVisual::Property::UNITS, GradientVisual::Units::USER_SPACE ); | |
| 119 | 119 | break; |
| 120 | 120 | } |
| 121 | 121 | case 2: // radial gradient with units as objectBoundingBox |
| 122 | 122 | { |
| 123 | - gradientMap.Insert("center", Vector2(0.5f, 0.5f)); | |
| 124 | - gradientMap.Insert("radius", 1.414f); | |
| 123 | + gradientMap.Insert( GradientVisual::Property::CENTER, Vector2( 0.5f, 0.5f ) ); | |
| 124 | + gradientMap.Insert( GradientVisual::Property::RADIUS, 1.414f ); | |
| 125 | 125 | break; |
| 126 | 126 | } |
| 127 | 127 | default: // radial gradient with units as userSpaceOnUse |
| 128 | 128 | { |
| 129 | 129 | Vector2 stageSize = Stage::GetCurrent().GetSize(); |
| 130 | - gradientMap.Insert("center", stageSize*0.5f); | |
| 131 | - gradientMap.Insert("radius", stageSize.Length()); | |
| 132 | - gradientMap.Insert("units", "USER_SPACE"); | |
| 130 | + gradientMap.Insert( GradientVisual::Property::CENTER, stageSize * 0.5f ); | |
| 131 | + gradientMap.Insert( GradientVisual::Property::RADIUS, stageSize.Length()); | |
| 132 | + gradientMap.Insert( GradientVisual::Property::UNITS, GradientVisual::Units::USER_SPACE ); | |
| 133 | 133 | break; |
| 134 | 134 | } |
| 135 | 135 | } | ... | ... |
examples/image-scaling-and-filtering/image-scaling-and-filtering-example.cpp
| ... | ... | @@ -177,12 +177,12 @@ public: |
| 177 | 177 | |
| 178 | 178 | // Background image: |
| 179 | 179 | Dali::Property::Map backgroundImage; |
| 180 | - backgroundImage.Insert( "rendererType", "IMAGE" ); | |
| 181 | - backgroundImage.Insert( "url", BACKGROUND_IMAGE ); | |
| 182 | - backgroundImage.Insert( "desiredWidth", stage.GetSize().width ); | |
| 183 | - backgroundImage.Insert( "desiredHeight", stage.GetSize().height ); | |
| 184 | - backgroundImage.Insert( "fittingMode", "SCALE_TO_FILL" ); | |
| 185 | - backgroundImage.Insert( "samplingMode", "BOX_THEN_NEAREST" ); | |
| 180 | + backgroundImage.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE ); | |
| 181 | + backgroundImage.Insert( Toolkit::ImageVisual::Property::URL, BACKGROUND_IMAGE ); | |
| 182 | + backgroundImage.Insert( Toolkit::ImageVisual::Property::DESIRED_WIDTH, stage.GetSize().width ); | |
| 183 | + backgroundImage.Insert( Toolkit::ImageVisual::Property::DESIRED_HEIGHT, stage.GetSize().height ); | |
| 184 | + backgroundImage.Insert( Toolkit::ImageVisual::Property::FITTING_MODE, FittingMode::SCALE_TO_FILL ); | |
| 185 | + backgroundImage.Insert( Toolkit::ImageVisual::Property::SAMPLING_MODE, SamplingMode::BOX_THEN_NEAREST ); | |
| 186 | 186 | |
| 187 | 187 | Toolkit::ImageView background = Toolkit::ImageView::New(); |
| 188 | 188 | background.SetProperty( Toolkit::ImageView::Property::IMAGE, backgroundImage ); | ... | ... |
examples/item-view/item-view-example.cpp
| ... | ... | @@ -878,10 +878,10 @@ public: // From ItemFactory |
| 878 | 878 | borderActor.SetColorMode( USE_PARENT_COLOR ); |
| 879 | 879 | |
| 880 | 880 | Property::Map borderProperty; |
| 881 | - borderProperty.Insert( "rendererType", "BORDER" ); | |
| 882 | - borderProperty.Insert( "borderColor", Color::WHITE ); | |
| 883 | - borderProperty.Insert( "borderSize", ITEM_BORDER_SIZE ); | |
| 884 | - borderProperty.Insert( "antiAliasing", true ); | |
| 881 | + borderProperty.Insert( Visual::Property::TYPE, Visual::BORDER ); | |
| 882 | + borderProperty.Insert( BorderVisual::Property::COLOR, Color::WHITE ); | |
| 883 | + borderProperty.Insert( BorderVisual::Property::SIZE, ITEM_BORDER_SIZE ); | |
| 884 | + borderProperty.Insert( BorderVisual::Property::ANTI_ALIASING, true ); | |
| 885 | 885 | borderActor.SetProperty( ImageView::Property::IMAGE, borderProperty ); |
| 886 | 886 | |
| 887 | 887 | actor.Add(borderActor); |
| ... | ... | @@ -902,8 +902,8 @@ public: // From ItemFactory |
| 902 | 902 | checkbox.SetZ( 0.1f ); |
| 903 | 903 | |
| 904 | 904 | Property::Map solidColorProperty; |
| 905 | - solidColorProperty.Insert( "rendererType", "COLOR" ); | |
| 906 | - solidColorProperty.Insert( "mixColor", Vector4(0.f, 0.f, 0.f, 0.6f) ); | |
| 905 | + solidColorProperty.Insert( Visual::Property::TYPE, Visual::COLOR ); | |
| 906 | + solidColorProperty.Insert( ColorVisual::Property::MIX_COLOR, Vector4(0.f, 0.f, 0.f, 0.6f) ); | |
| 907 | 907 | checkbox.SetProperty( ImageView::Property::IMAGE, solidColorProperty ); |
| 908 | 908 | |
| 909 | 909 | if( MODE_REMOVE_MANY != mMode && | ... | ... |
examples/line-mesh/line-mesh-example.cpp
| ... | ... | @@ -102,7 +102,7 @@ Geometry CreateGeometry() |
| 102 | 102 | Geometry pentagonGeometry = Geometry::New(); |
| 103 | 103 | pentagonGeometry.AddVertexBuffer( pentagonVertices ); |
| 104 | 104 | pentagonGeometry.SetIndexBuffer( INDICES[0], INDICES_SIZE[0] ); |
| 105 | - pentagonGeometry.SetGeometryType( Geometry::LINES ); | |
| 105 | + pentagonGeometry.SetType( Geometry::LINES ); | |
| 106 | 106 | return pentagonGeometry; |
| 107 | 107 | } |
| 108 | 108 | |
| ... | ... | @@ -334,7 +334,7 @@ public: |
| 334 | 334 | std::stringstream str; |
| 335 | 335 | str << mCurrentIndexCount; |
| 336 | 336 | mIndicesCountLabel.SetProperty( Toolkit::TextLabel::Property::TEXT, str.str() ); |
| 337 | - mGeometry.SetGeometryType( mPrimitiveType ); | |
| 337 | + mGeometry.SetType( mPrimitiveType ); | |
| 338 | 338 | mGeometry.SetIndexBuffer( INDICES[ indicesArray ], INDICES_SIZE[ indicesArray ] ); |
| 339 | 339 | mRenderer.SetIndexRange( 0, mCurrentIndexCount ); |
| 340 | 340 | return true; |
| ... | ... | @@ -373,7 +373,7 @@ private: |
| 373 | 373 | Toolkit::PushButton mMinusButton; |
| 374 | 374 | Toolkit::PushButton mPlusButton; |
| 375 | 375 | Toolkit::TextLabel mIndicesCountLabel; |
| 376 | - Geometry::GeometryType mPrimitiveType; | |
| 376 | + Geometry::Type mPrimitiveType; | |
| 377 | 377 | int mCurrentIndexCount; |
| 378 | 378 | int mMaxIndexCount; |
| 379 | 379 | }; | ... | ... |
examples/mesh-renderer/mesh-renderer-example.cpp renamed to examples/mesh-visual/mesh-visual-example.cpp
| ... | ... | @@ -9,7 +9,7 @@ namespace |
| 9 | 9 | //Keeps information about each model for access. |
| 10 | 10 | struct Model |
| 11 | 11 | { |
| 12 | - Control control; // Control housing the mesh renderer of the model. | |
| 12 | + Control control; // Control housing the mesh visual of the model. | |
| 13 | 13 | Vector2 rotation; // Keeps track of rotation about x and y axis for manual rotation. |
| 14 | 14 | Animation rotationAnimation; // Automatically rotates when left alone. |
| 15 | 15 | }; |
| ... | ... | @@ -31,12 +31,12 @@ namespace |
| 31 | 31 | |
| 32 | 32 | const char * const TEXTURES_PATH( DEMO_IMAGE_DIR "" ); |
| 33 | 33 | |
| 34 | - //Possible shader options. | |
| 35 | - const char * const SHADER_TYPE[] = | |
| 34 | + //Possible shading modes. | |
| 35 | + MeshVisual::ShadingMode::Value SHADING_MODE_TABLE[] = | |
| 36 | 36 | { |
| 37 | - "ALL_TEXTURES", | |
| 38 | - "DIFFUSE_TEXTURE", | |
| 39 | - "TEXTURELESS" | |
| 37 | + MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING, | |
| 38 | + MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING, | |
| 39 | + MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING | |
| 40 | 40 | }; |
| 41 | 41 | |
| 42 | 42 | //Files for background and toolbar |
| ... | ... | @@ -47,23 +47,30 @@ namespace |
| 47 | 47 | const float MODEL_SCALE = 0.75f; |
| 48 | 48 | const int NUM_MESHES = 3; |
| 49 | 49 | |
| 50 | + //Used to identify actors. | |
| 51 | + const int MODEL_TAG = 0; | |
| 52 | + const int LIGHT_TAG = 1; | |
| 53 | + const int LAYER_TAG = 2; | |
| 54 | + | |
| 50 | 55 | } //End namespace |
| 51 | 56 | |
| 52 | -class MeshRendererController : public ConnectionTracker | |
| 57 | +class MeshVisualController : public ConnectionTracker | |
| 53 | 58 | { |
| 54 | 59 | public: |
| 55 | 60 | |
| 56 | - MeshRendererController( Application& application ) | |
| 61 | + MeshVisualController( Application& application ) | |
| 57 | 62 | : mApplication( application ), //Store handle to the application. |
| 58 | 63 | mModelIndex( 1 ), //Start with metal robot. |
| 59 | - mShaderIndex( 0 ), //Start with all textures. | |
| 60 | - mSelectedModelIndex( 0 ) //Non-valid default, which will get set to a correct value when used. | |
| 64 | + mShadingModeIndex( 0 ), //Start with textured with detailed specular lighting. | |
| 65 | + mTag( -1 ), //Non-valid default, which will get set to a correct value when used. | |
| 66 | + mSelectedModelIndex( -1 ), //Non-valid default, which will get set to a correct value when used. | |
| 67 | + mPaused( false ) //Animations play by default. | |
| 61 | 68 | { |
| 62 | 69 | // Connect to the Application's Init signal |
| 63 | - mApplication.InitSignal().Connect( this, &MeshRendererController::Create ); | |
| 70 | + mApplication.InitSignal().Connect( this, &MeshVisualController::Create ); | |
| 64 | 71 | } |
| 65 | 72 | |
| 66 | - ~MeshRendererController() | |
| 73 | + ~MeshVisualController() | |
| 67 | 74 | { |
| 68 | 75 | } |
| 69 | 76 | |
| ... | ... | @@ -82,7 +89,7 @@ public: |
| 82 | 89 | LoadScene(); |
| 83 | 90 | |
| 84 | 91 | //Allow for exiting of the application via key presses. |
| 85 | - stage.KeyEventSignal().Connect( this, &MeshRendererController::OnKeyEvent ); | |
| 92 | + stage.KeyEventSignal().Connect( this, &MeshVisualController::OnKeyEvent ); | |
| 86 | 93 | } |
| 87 | 94 | |
| 88 | 95 | //Sets up the on-screen elements. |
| ... | ... | @@ -90,25 +97,24 @@ public: |
| 90 | 97 | { |
| 91 | 98 | Stage stage = Stage::GetCurrent(); |
| 92 | 99 | |
| 93 | - //Set up 3D layer to place objects on. | |
| 94 | - Layer layer = Layer::New(); | |
| 95 | - layer.SetParentOrigin( ParentOrigin::CENTER ); | |
| 96 | - layer.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 97 | - layer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); | |
| 98 | - layer.SetBehavior( Layer::LAYER_2D ); //We use a 2D layer as this is closer to UI work than full 3D scene creation. | |
| 99 | - layer.SetDepthTestDisabled( false ); //Enable depth testing, as otherwise the 2D layer would not do so. | |
| 100 | - stage.Add( layer ); | |
| 101 | - | |
| 102 | - //Create gesture detector for panning of models. | |
| 103 | - mPanGestureDetector = PanGestureDetector::New(); | |
| 104 | - mPanGestureDetector.DetectedSignal().Connect( this, &MeshRendererController::OnPan ); | |
| 105 | - | |
| 106 | - //Add containers to house each renderer-holding-actor. | |
| 100 | + //Set up layer to place objects on. | |
| 101 | + Layer baseLayer = Layer::New(); | |
| 102 | + baseLayer.SetParentOrigin( ParentOrigin::CENTER ); | |
| 103 | + baseLayer.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 104 | + baseLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); | |
| 105 | + baseLayer.SetBehavior( Layer::LAYER_2D ); //We use a 2D layer as this is closer to UI work than full 3D scene creation. | |
| 106 | + baseLayer.SetDepthTestDisabled( false ); //Enable depth testing, as otherwise the 2D layer would not do so. | |
| 107 | + baseLayer.RegisterProperty( "Tag", LAYER_TAG ); //Used to differentiate between different kinds of actor. | |
| 108 | + baseLayer.TouchedSignal().Connect( this, &MeshVisualController::OnTouch ); | |
| 109 | + stage.Add( baseLayer ); | |
| 110 | + | |
| 111 | + //Add containers to house each visual-holding-actor. | |
| 107 | 112 | for( int i = 0; i < NUM_MESHES; i++ ) |
| 108 | 113 | { |
| 109 | 114 | mContainers[i] = Actor::New(); |
| 110 | 115 | mContainers[i].SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS ); |
| 111 | - mContainers[i].RegisterProperty( "Tag", Property::Value( i ) ); //Used to identify the actor and index into the model. | |
| 116 | + mContainers[i].RegisterProperty( "Tag", MODEL_TAG ); //Used to differentiate between different kinds of actor. | |
| 117 | + mContainers[i].RegisterProperty( "Model", Property::Value( i ) ); //Used to index into the model. | |
| 112 | 118 | |
| 113 | 119 | //Position each container on screen |
| 114 | 120 | if( i == 0 ) |
| ... | ... | @@ -133,8 +139,8 @@ public: |
| 133 | 139 | mContainers[i].SetAnchorPoint( AnchorPoint::TOP_RIGHT ); |
| 134 | 140 | } |
| 135 | 141 | |
| 136 | - mPanGestureDetector.Attach( mContainers[i] ); | |
| 137 | - layer.Add( mContainers[i] ); | |
| 142 | + mContainers[i].TouchedSignal().Connect( this, &MeshVisualController::OnTouch ); | |
| 143 | + baseLayer.Add( mContainers[i] ); | |
| 138 | 144 | } |
| 139 | 145 | |
| 140 | 146 | //Set up models |
| ... | ... | @@ -168,20 +174,66 @@ public: |
| 168 | 174 | //Create button for model changing |
| 169 | 175 | Toolkit::PushButton modelButton = Toolkit::PushButton::New(); |
| 170 | 176 | modelButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); |
| 171 | - modelButton.ClickedSignal().Connect( this, &MeshRendererController::OnChangeModelClicked ); | |
| 172 | - modelButton.SetParentOrigin( Vector3( 0.1, 0.95, 0.5 ) ); //Offset from bottom left | |
| 177 | + modelButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeModelClicked ); | |
| 178 | + modelButton.SetParentOrigin( Vector3( 0.05, 0.95, 0.5 ) ); //Offset from bottom left | |
| 173 | 179 | modelButton.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT ); |
| 174 | 180 | modelButton.SetLabelText( "Change Model" ); |
| 175 | - layer.Add( modelButton ); | |
| 181 | + baseLayer.Add( modelButton ); | |
| 176 | 182 | |
| 177 | 183 | //Create button for shader changing |
| 178 | 184 | Toolkit::PushButton shaderButton = Toolkit::PushButton::New(); |
| 179 | 185 | shaderButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); |
| 180 | - shaderButton.ClickedSignal().Connect( this, &MeshRendererController::OnChangeShaderClicked ); | |
| 181 | - shaderButton.SetParentOrigin( Vector3( 0.9, 0.95, 0.5 ) ); //Offset from bottom right | |
| 186 | + shaderButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeShaderClicked ); | |
| 187 | + shaderButton.SetParentOrigin( Vector3( 0.95, 0.95, 0.5 ) ); //Offset from bottom right | |
| 182 | 188 | shaderButton.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT ); |
| 183 | 189 | shaderButton.SetLabelText( "Change Shader" ); |
| 184 | - layer.Add( shaderButton ); | |
| 190 | + baseLayer.Add( shaderButton ); | |
| 191 | + | |
| 192 | + //Create button for pausing animations | |
| 193 | + Toolkit::PushButton pauseButton = Toolkit::PushButton::New(); | |
| 194 | + pauseButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); | |
| 195 | + pauseButton.ClickedSignal().Connect( this, &MeshVisualController::OnPauseClicked ); | |
| 196 | + pauseButton.SetParentOrigin( Vector3( 0.5, 0.95, 0.5 ) ); //Offset from bottom center | |
| 197 | + pauseButton.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); | |
| 198 | + pauseButton.SetLabelText( " || " ); | |
| 199 | + baseLayer.Add( pauseButton ); | |
| 200 | + | |
| 201 | + //Create control to act as light source of scene. | |
| 202 | + mLightSource = Control::New(); | |
| 203 | + mLightSource.SetResizePolicy( ResizePolicy::FIT_TO_CHILDREN, Dimension::WIDTH ); | |
| 204 | + mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT ); | |
| 205 | + mLightSource.RegisterProperty( "Tag", LIGHT_TAG ); | |
| 206 | + | |
| 207 | + //Set position relative to top left, as the light source property is also relative to the top left. | |
| 208 | + mLightSource.SetParentOrigin( ParentOrigin::TOP_LEFT ); | |
| 209 | + mLightSource.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 210 | + mLightSource.SetPosition( Stage::GetCurrent().GetSize().x * 0.5f, Stage::GetCurrent().GetSize().y * 0.1f ); | |
| 211 | + | |
| 212 | + //Make white background. | |
| 213 | + Property::Map lightMap; | |
| 214 | + lightMap.Insert( Visual::Property::TYPE, Visual::COLOR ); | |
| 215 | + lightMap.Insert( ColorVisual::Property::MIX_COLOR, Color::WHITE ); | |
| 216 | + mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( lightMap ) ); | |
| 217 | + | |
| 218 | + //Label to show what this actor is for the user. | |
| 219 | + TextLabel lightLabel = TextLabel::New( "Light" ); | |
| 220 | + lightLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); | |
| 221 | + lightLabel.SetParentOrigin( ParentOrigin::CENTER ); | |
| 222 | + lightLabel.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 223 | + float padding = 5.0f; | |
| 224 | + lightLabel.SetPadding( Padding( padding, padding, padding, padding ) ); | |
| 225 | + mLightSource.Add( lightLabel ); | |
| 226 | + | |
| 227 | + //Connect to touch signal for dragging. | |
| 228 | + mLightSource.TouchedSignal().Connect( this, &MeshVisualController::OnTouch ); | |
| 229 | + | |
| 230 | + //Place the light source on a layer above the base, so that it is rendered above everything else. | |
| 231 | + Layer upperLayer = Layer::New(); | |
| 232 | + baseLayer.Add( upperLayer ); | |
| 233 | + upperLayer.Add( mLightSource ); | |
| 234 | + | |
| 235 | + //Calling this sets the light position of each model to that of the light source control. | |
| 236 | + UpdateLight(); | |
| 185 | 237 | } |
| 186 | 238 | |
| 187 | 239 | //Updates the displayed models to account for parameter changes. |
| ... | ... | @@ -189,11 +241,12 @@ public: |
| 189 | 241 | { |
| 190 | 242 | //Create mesh property map |
| 191 | 243 | Property::Map map; |
| 192 | - map.Insert( "rendererType", "MESH" ); | |
| 193 | - map.Insert( "objectUrl", MODEL_FILE[mModelIndex] ); | |
| 194 | - map.Insert( "materialUrl", MATERIAL_FILE[mModelIndex] ); | |
| 195 | - map.Insert( "texturesPath", TEXTURES_PATH ); | |
| 196 | - map.Insert( "shaderType", SHADER_TYPE[mShaderIndex] ); | |
| 244 | + map.Insert( Visual::Property::TYPE, Visual::MESH ); | |
| 245 | + map.Insert( MeshVisual::Property::OBJECT_URL, MODEL_FILE[mModelIndex] ); | |
| 246 | + map.Insert( MeshVisual::Property::MATERIAL_URL, MATERIAL_FILE[mModelIndex] ); | |
| 247 | + map.Insert( MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH ); | |
| 248 | + map.Insert( MeshVisual::Property::SHADING_MODE, SHADING_MODE_TABLE[mShadingModeIndex] ); | |
| 249 | + map.Insert( MeshVisual::Property::USE_SOFT_NORMALS, false ); | |
| 197 | 250 | |
| 198 | 251 | //Set the two controls to use the mesh |
| 199 | 252 | for( int i = 0; i < NUM_MESHES; i++ ) |
| ... | ... | @@ -202,53 +255,101 @@ public: |
| 202 | 255 | } |
| 203 | 256 | } |
| 204 | 257 | |
| 205 | - //Rotates the panned model based on the gesture. | |
| 206 | - void OnPan( Actor actor, const PanGesture& gesture ) | |
| 258 | + //Updates the light position for each model to account for changes in the source on screen. | |
| 259 | + void UpdateLight() | |
| 207 | 260 | { |
| 208 | - switch( gesture.state ) | |
| 261 | + //Set light position to the x and y of the light control, offset out of the screen. | |
| 262 | + Vector3 controlPosition = mLightSource.GetCurrentPosition(); | |
| 263 | + Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y, Stage::GetCurrent().GetSize().x * 2.0f ); | |
| 264 | + | |
| 265 | + for( int i = 0; i < NUM_MESHES; ++i ) | |
| 209 | 266 | { |
| 210 | - case Gesture::Started: | |
| 211 | - { | |
| 212 | - //Find out which model has been selected | |
| 213 | - actor.GetProperty( actor.GetPropertyIndex( "Tag" ) ).Get( mSelectedModelIndex ); | |
| 267 | + mModels[i].control.RegisterProperty( "lightPosition", lightPosition, Property::ANIMATABLE ); | |
| 268 | + } | |
| 269 | + } | |
| 214 | 270 | |
| 215 | - //Pause current animation, as the gesture will be used to manually rotate the model | |
| 216 | - mModels[mSelectedModelIndex].rotationAnimation.Pause(); | |
| 271 | + //If the light source is touched, move it by dragging it. | |
| 272 | + //If a model is touched, rotate it by panning around. | |
| 273 | + bool OnTouch( Actor actor, const TouchEvent& event ) | |
| 274 | + { | |
| 275 | + //Get primary touch point. | |
| 276 | + const Dali::TouchPoint& point = event.GetPoint( 0 ); | |
| 217 | 277 | |
| 218 | - break; | |
| 219 | - } | |
| 220 | - case Gesture::Continuing: | |
| 278 | + switch( point.state ) | |
| 279 | + { | |
| 280 | + case TouchPoint::Down: | |
| 221 | 281 | { |
| 222 | - //Rotate based off the gesture. | |
| 223 | - mModels[mSelectedModelIndex].rotation.x -= gesture.displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis | |
| 224 | - mModels[mSelectedModelIndex].rotation.y += gesture.displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis | |
| 225 | - Quaternion rotation = Quaternion( Radian( mModels[mSelectedModelIndex].rotation.x ), Vector3::XAXIS) * | |
| 226 | - Quaternion( Radian( mModels[mSelectedModelIndex].rotation.y ), Vector3::YAXIS); | |
| 282 | + //Determine what was touched. | |
| 283 | + actor.GetProperty( actor.GetPropertyIndex( "Tag" ) ).Get( mTag ); | |
| 284 | + | |
| 285 | + if( mTag == MODEL_TAG ) | |
| 286 | + { | |
| 287 | + //Find out which model has been selected | |
| 288 | + actor.GetProperty( actor.GetPropertyIndex( "Model" ) ).Get( mSelectedModelIndex ); | |
| 289 | + | |
| 290 | + //Pause current animation, as the touch gesture will be used to manually rotate the model | |
| 291 | + mModels[mSelectedModelIndex].rotationAnimation.Pause(); | |
| 227 | 292 | |
| 228 | - mModels[mSelectedModelIndex].control.SetOrientation( rotation ); | |
| 293 | + //Store start points. | |
| 294 | + mPanStart = point.screen; | |
| 295 | + mRotationStart = mModels[mSelectedModelIndex].rotation; | |
| 296 | + } | |
| 229 | 297 | |
| 230 | 298 | break; |
| 231 | 299 | } |
| 232 | - case Gesture::Finished: | |
| 300 | + case TouchPoint::Motion: | |
| 233 | 301 | { |
| 234 | - //Return to automatic animation | |
| 235 | - mModels[mSelectedModelIndex].rotationAnimation.Play(); | |
| 302 | + //Switch on the kind of actor we're interacting with. | |
| 303 | + switch( mTag ) | |
| 304 | + { | |
| 305 | + case MODEL_TAG: //Rotate model | |
| 306 | + { | |
| 307 | + //Calculate displacement and corresponding rotation. | |
| 308 | + Vector2 displacement = point.screen - mPanStart; | |
| 309 | + mModels[mSelectedModelIndex].rotation = Vector2( mRotationStart.x - displacement.y / Y_ROTATION_DISPLACEMENT_FACTOR, // Y displacement rotates around X axis | |
| 310 | + mRotationStart.y + displacement.x / X_ROTATION_DISPLACEMENT_FACTOR ); // X displacement rotates around Y axis | |
| 311 | + Quaternion rotation = Quaternion( Radian( mModels[mSelectedModelIndex].rotation.x ), Vector3::XAXIS) * | |
| 312 | + Quaternion( Radian( mModels[mSelectedModelIndex].rotation.y ), Vector3::YAXIS); | |
| 313 | + | |
| 314 | + //Apply rotation. | |
| 315 | + mModels[mSelectedModelIndex].control.SetOrientation( rotation ); | |
| 316 | + | |
| 317 | + break; | |
| 318 | + } | |
| 319 | + case LIGHT_TAG: //Drag light | |
| 320 | + { | |
| 321 | + //Set light source to new position and update the models accordingly. | |
| 322 | + mLightSource.SetPosition( Vector3( point.screen ) ); | |
| 323 | + UpdateLight(); | |
| 324 | + | |
| 325 | + break; | |
| 326 | + } | |
| 327 | + } | |
| 236 | 328 | |
| 237 | 329 | break; |
| 238 | 330 | } |
| 239 | - case Gesture::Cancelled: | |
| 331 | + case TouchPoint::Interrupted: //Same as finished. | |
| 332 | + case TouchPoint::Finished: | |
| 240 | 333 | { |
| 241 | - //Return to automatic animation | |
| 242 | - mModels[mSelectedModelIndex].rotationAnimation.Play(); | |
| 334 | + if( mTag == MODEL_TAG ) | |
| 335 | + { | |
| 336 | + //Return to automatic animation | |
| 337 | + if( !mPaused ) | |
| 338 | + { | |
| 339 | + mModels[mSelectedModelIndex].rotationAnimation.Play(); | |
| 340 | + } | |
| 341 | + } | |
| 243 | 342 | |
| 244 | 343 | break; |
| 245 | 344 | } |
| 246 | 345 | default: |
| 247 | 346 | { |
| 248 | - //We can ignore other gestures and gesture states. | |
| 347 | + //Other touch states do nothing. | |
| 249 | 348 | break; |
| 250 | 349 | } |
| 251 | 350 | } |
| 351 | + | |
| 352 | + return true; | |
| 252 | 353 | } |
| 253 | 354 | |
| 254 | 355 | //Cycle through the list of models. |
| ... | ... | @@ -264,13 +365,43 @@ public: |
| 264 | 365 | //Cycle through the list of shaders. |
| 265 | 366 | bool OnChangeShaderClicked( Toolkit::Button button ) |
| 266 | 367 | { |
| 267 | - ++mShaderIndex %= 3; | |
| 368 | + ++mShadingModeIndex %= 3; | |
| 268 | 369 | |
| 269 | 370 | ReloadModel(); |
| 270 | 371 | |
| 271 | 372 | return true; |
| 272 | 373 | } |
| 273 | 374 | |
| 375 | + //Pause all animations, and keep them paused even after user panning. | |
| 376 | + //This button is a toggle, so pressing again will start the animations again. | |
| 377 | + bool OnPauseClicked( Toolkit::Button button ) | |
| 378 | + { | |
| 379 | + //Toggle pause state. | |
| 380 | + mPaused = !mPaused; | |
| 381 | + | |
| 382 | + //If we wish to pause animations, do so and keep them paused. | |
| 383 | + if( mPaused ) | |
| 384 | + { | |
| 385 | + for( int i = 0; i < NUM_MESHES ; ++i ) | |
| 386 | + { | |
| 387 | + mModels[i].rotationAnimation.Pause(); | |
| 388 | + } | |
| 389 | + | |
| 390 | + button.SetLabelText( " > " ); | |
| 391 | + } | |
| 392 | + else //Unpause all animations again. | |
| 393 | + { | |
| 394 | + for( int i = 0; i < NUM_MESHES ; ++i ) | |
| 395 | + { | |
| 396 | + mModels[i].rotationAnimation.Play(); | |
| 397 | + } | |
| 398 | + | |
| 399 | + button.SetLabelText( " || " ); | |
| 400 | + } | |
| 401 | + | |
| 402 | + return true; | |
| 403 | + } | |
| 404 | + | |
| 274 | 405 | //If escape or the back button is pressed, quit the application (and return to the launcher) |
| 275 | 406 | void OnKeyEvent( const KeyEvent& event ) |
| 276 | 407 | { |
| ... | ... | @@ -290,28 +421,26 @@ private: |
| 290 | 421 | Model mModels[NUM_MESHES]; |
| 291 | 422 | Actor mContainers[NUM_MESHES]; |
| 292 | 423 | |
| 424 | + //Acts as a global light source, which can be dragged around. | |
| 425 | + Control mLightSource; | |
| 426 | + | |
| 293 | 427 | //Used to detect panning to rotate the selected model. |
| 294 | - PanGestureDetector mPanGestureDetector; | |
| 428 | + Vector2 mPanStart; | |
| 429 | + Vector2 mRotationStart; | |
| 295 | 430 | |
| 296 | 431 | int mModelIndex; //Index of model to load. |
| 297 | - int mShaderIndex; //Index of shader type to use. | |
| 432 | + int mShadingModeIndex; //Index of shader type to use. | |
| 433 | + int mTag; //Identifies what kind of actor has been selected in OnTouch. | |
| 298 | 434 | int mSelectedModelIndex; //Index of model selected on screen. |
| 435 | + bool mPaused; //If true, all animations are paused and should stay so. | |
| 299 | 436 | }; |
| 300 | 437 | |
| 301 | -void RunTest( Application& application ) | |
| 302 | -{ | |
| 303 | - MeshRendererController test( application ); | |
| 304 | - | |
| 305 | - application.MainLoop(); | |
| 306 | -} | |
| 307 | - | |
| 308 | 438 | // Entry point for Linux & Tizen applications |
| 309 | 439 | // |
| 310 | 440 | int main( int argc, char **argv ) |
| 311 | 441 | { |
| 312 | 442 | Application application = Application::New( &argc, &argv ); |
| 313 | - | |
| 314 | - RunTest( application ); | |
| 315 | - | |
| 443 | + MeshVisualController test( application ); | |
| 444 | + application.MainLoop(); | |
| 316 | 445 | return 0; |
| 317 | 446 | } | ... | ... |
examples/model3d-view/model3d-view-example.cpp
| ... | ... | @@ -198,8 +198,6 @@ public: |
| 198 | 198 | mModelCounter = (mModelCounter + 1) % MODEL_NUMBER; |
| 199 | 199 | mModel3dView.SetProperty(Model3dView::Property::GEOMETRY_URL, MODEL_FILE[mModelCounter]); |
| 200 | 200 | mModel3dView.SetProperty(Model3dView::Property::MATERIAL_URL, MATERIAL_FILE[mModelCounter]); |
| 201 | - mModel3dView.SetProperty(Model3dView::Property::IMAGES_URL, IMAGE_PATH); | |
| 202 | - | |
| 203 | 201 | return true; |
| 204 | 202 | } |
| 205 | 203 | ... | ... |
examples/motion-blur/motion-blur-example.cpp
| ... | ... | @@ -103,13 +103,13 @@ const float ORIENTATION_DURATION = 0.5f; ///< Time to rotate to |
| 103 | 103 | void SetImageFittedInBox( ImageView& imageView, Property::Map& shaderEffect, const char * const imagePath, int maxWidth, int maxHeight ) |
| 104 | 104 | { |
| 105 | 105 | Property::Map map; |
| 106 | - map["rendererType"] = "IMAGE"; | |
| 107 | - map["url"] = imagePath; | |
| 106 | + map[Visual::Property::TYPE] = Visual::IMAGE; | |
| 107 | + map[ImageVisual::Property::URL] = imagePath; | |
| 108 | 108 | // Load the image nicely scaled-down to fit within the specified max width and height: |
| 109 | - map["desiredWidth"] = maxWidth; | |
| 110 | - map["desiredHeight"] = maxHeight; | |
| 111 | - map["fittingMode"] = "SHRINK_TO_FIT"; | |
| 112 | - map["samplingMode"] = "BOX_THEN_LINEAR"; | |
| 109 | + map[ImageVisual::Property::DESIRED_WIDTH] = maxWidth; | |
| 110 | + map[ImageVisual::Property::DESIRED_HEIGHT] = maxHeight; | |
| 111 | + map[ImageVisual::Property::FITTING_MODE] = FittingMode::SHRINK_TO_FIT; | |
| 112 | + map[ImageVisual::Property::SAMPLING_MODE] = SamplingMode::BOX_THEN_LINEAR; | |
| 113 | 113 | map.Merge( shaderEffect ); |
| 114 | 114 | |
| 115 | 115 | imageView.SetProperty( ImageView::Property::IMAGE, map ); | ... | ... |
examples/native-image-source/native-image-source-example.cpp
| ... | ... | @@ -200,7 +200,9 @@ public: |
| 200 | 200 | |
| 201 | 201 | // create a offscreen renderer task to render content into the native image source |
| 202 | 202 | Texture nativeTexture = Texture::New( *nativeImageSourcePtr ); |
| 203 | - FrameBuffer targetBuffer = FrameBuffer::New( nativeTexture.GetWidth(), nativeTexture.GetHeight(), FrameBuffer::COLOR ); | |
| 203 | + // Create a FrameBuffer object with no default attachments. | |
| 204 | + FrameBuffer targetBuffer = FrameBuffer::New( nativeTexture.GetWidth(), nativeTexture.GetHeight(), FrameBuffer::Attachment::NONE ); | |
| 205 | + // Add a color attachment to the FrameBuffer object. | |
| 204 | 206 | targetBuffer.AttachColorTexture( nativeTexture ); |
| 205 | 207 | |
| 206 | 208 | CameraActor cameraActor = CameraActor::New(imageSize); | ... | ... |
examples/point-mesh/point-mesh-example.cpp
| ... | ... | @@ -105,7 +105,7 @@ Geometry CreateGeometry() |
| 105 | 105 | // Create the geometry object |
| 106 | 106 | Geometry polyhedraGeometry = Geometry::New(); |
| 107 | 107 | polyhedraGeometry.AddVertexBuffer( polyhedraVertices ); |
| 108 | - polyhedraGeometry.SetGeometryType( Geometry::POINTS ); | |
| 108 | + polyhedraGeometry.SetType( Geometry::POINTS ); | |
| 109 | 109 | |
| 110 | 110 | return polyhedraGeometry; |
| 111 | 111 | } | ... | ... |
examples/primitive-shapes/primitive-shapes-example.cpp
| ... | ... | @@ -19,15 +19,6 @@ namespace |
| 19 | 19 | DEMO_IMAGE_DIR "octahedron-button.png" |
| 20 | 20 | }; |
| 21 | 21 | |
| 22 | - //Shape names | |
| 23 | - const char * const SHAPE_SPHERE = "SPHERE"; | |
| 24 | - const char * const SHAPE_CONE = "CONE"; | |
| 25 | - const char * const SHAPE_CONICAL_FRUSTRUM = "CONICAL_FRUSTRUM"; | |
| 26 | - const char * const SHAPE_CYLINDER = "CYLINDER"; | |
| 27 | - const char * const SHAPE_CUBE = "CUBE"; | |
| 28 | - const char * const SHAPE_BEVELLED_CUBE = "BEVELLED_CUBE"; | |
| 29 | - const char * const SHAPE_OCTAHEDRON = "OCTAHEDRON"; | |
| 30 | - | |
| 31 | 22 | //Shape property defaults |
| 32 | 23 | const int DEFAULT_SLICES = 32; |
| 33 | 24 | const int DEFAULT_STACKS = 32; |
| ... | ... | @@ -278,7 +269,7 @@ public: |
| 278 | 269 | // |
| 279 | 270 | void SetupModel( Layer layer ) |
| 280 | 271 | { |
| 281 | - //Create a container to house the renderer-holding actor, to provide a constant hitbox. | |
| 272 | + //Create a container to house the visual-holding actor, to provide a constant hitbox. | |
| 282 | 273 | Actor container = Actor::New(); |
| 283 | 274 | container.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS ); |
| 284 | 275 | container.SetSizeModeFactor( Vector3( 0.9, 0.3, 0.0 ) ); //90% of width, 30% of height. |
| ... | ... | @@ -309,7 +300,7 @@ public: |
| 309 | 300 | mPanGestureDetector.DetectedSignal().Connect( this, &PrimitiveShapesController::OnPan ); |
| 310 | 301 | } |
| 311 | 302 | |
| 312 | - //Clears all sliders and resets the primitive renderer property map. | |
| 303 | + //Clears all sliders and resets the primitive visual property map. | |
| 313 | 304 | void InitialiseSlidersAndModel() |
| 314 | 305 | { |
| 315 | 306 | //Sliders |
| ... | ... | @@ -321,10 +312,10 @@ public: |
| 321 | 312 | mSliderLabels.at( i ).SetVisible( false ); |
| 322 | 313 | } |
| 323 | 314 | |
| 324 | - //Renderer map for model | |
| 325 | - mRendererMap.Clear(); | |
| 326 | - mRendererMap[ "rendererType" ] = "PRIMITIVE"; | |
| 327 | - mRendererMap[ "color" ] = mColor; | |
| 315 | + //Visual map for model | |
| 316 | + mVisualMap.Clear(); | |
| 317 | + mVisualMap[ Visual::Property::TYPE ] = Visual::PRIMITIVE; | |
| 318 | + mVisualMap[ PrimitiveVisual::Property::COLOR ] = mColor; | |
| 328 | 319 | } |
| 329 | 320 | |
| 330 | 321 | //Sets the 3D model to a sphere and modifies the sliders appropriately. |
| ... | ... | @@ -332,19 +323,19 @@ public: |
| 332 | 323 | { |
| 333 | 324 | InitialiseSlidersAndModel(); |
| 334 | 325 | |
| 335 | - //Set up specific renderer properties. | |
| 336 | - mRendererMap[ "shape" ] = SHAPE_SPHERE; | |
| 337 | - mRendererMap[ "slices" ] = DEFAULT_SLICES; | |
| 338 | - mRendererMap[ "stacks" ] = DEFAULT_STACKS; | |
| 326 | + //Set up specific visual properties. | |
| 327 | + mVisualMap[ PrimitiveVisual::Property::SHAPE ] = PrimitiveVisual::Shape::SPHERE; | |
| 328 | + mVisualMap[ PrimitiveVisual::Property::SLICES ] = DEFAULT_SLICES; | |
| 329 | + mVisualMap[ PrimitiveVisual::Property::STACKS ] = DEFAULT_STACKS; | |
| 339 | 330 | |
| 340 | 331 | //Set up sliders. |
| 341 | - SetupSlider( 0, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, "slices" ); | |
| 332 | + SetupSlider( 0, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, PrimitiveVisual::Property::SLICES, "slices" ); | |
| 342 | 333 | SetupMarks( mSliders.at( 0 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND ); |
| 343 | - SetupSlider( 1, STACKS_LOWER_BOUND, STACKS_UPPER_BOUND, DEFAULT_STACKS, "stacks" ); | |
| 334 | + SetupSlider( 1, STACKS_LOWER_BOUND, STACKS_UPPER_BOUND, DEFAULT_STACKS, PrimitiveVisual::Property::STACKS, "stacks" ); | |
| 344 | 335 | SetupMarks( mSliders.at( 1 ), STACKS_LOWER_BOUND, STACKS_UPPER_BOUND ); |
| 345 | 336 | |
| 346 | 337 | //Set model in control. |
| 347 | - mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); | |
| 338 | + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) ); | |
| 348 | 339 | } |
| 349 | 340 | |
| 350 | 341 | //Sets the 3D model to a cone and modifies the sliders appropriately. |
| ... | ... | @@ -352,20 +343,20 @@ public: |
| 352 | 343 | { |
| 353 | 344 | InitialiseSlidersAndModel(); |
| 354 | 345 | |
| 355 | - //Set up specific renderer properties. | |
| 356 | - mRendererMap[ "shape" ] = SHAPE_CONE; | |
| 357 | - mRendererMap[ "scaleHeight" ] = DEFAULT_SCALE_HEIGHT; | |
| 358 | - mRendererMap[ "scaleBottomRadius" ] = DEFAULT_SCALE_BOTTOM_RADIUS; | |
| 359 | - mRendererMap[ "slices" ] = DEFAULT_SLICES; | |
| 346 | + //Set up specific visual properties. | |
| 347 | + mVisualMap[ PrimitiveVisual::Property::SHAPE ] = PrimitiveVisual::Shape::CONE; | |
| 348 | + mVisualMap[ PrimitiveVisual::Property::SCALE_HEIGHT ] = DEFAULT_SCALE_HEIGHT; | |
| 349 | + mVisualMap[ PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS ] = DEFAULT_SCALE_BOTTOM_RADIUS; | |
| 350 | + mVisualMap[ PrimitiveVisual::Property::SLICES ] = DEFAULT_SLICES; | |
| 360 | 351 | |
| 361 | 352 | //Set up sliders. |
| 362 | - SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, "scaleHeight" ); | |
| 363 | - SetupSlider( 1, 1.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, "scaleBottomRadius" ); | |
| 364 | - SetupSlider( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, "slices" ); | |
| 353 | + SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, PrimitiveVisual::Property::SCALE_HEIGHT, "scaleHeight" ); | |
| 354 | + SetupSlider( 1, 1.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, "scaleBottomRadius" ); | |
| 355 | + SetupSlider( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, PrimitiveVisual::Property::SLICES, "slices" ); | |
| 365 | 356 | SetupMarks( mSliders.at( 2 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND ); |
| 366 | 357 | |
| 367 | 358 | //Set model in control. |
| 368 | - mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); | |
| 359 | + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) ); | |
| 369 | 360 | } |
| 370 | 361 | |
| 371 | 362 | //Sets the 3D model to a conical frustrum and modifies the sliders appropriately. |
| ... | ... | @@ -373,20 +364,20 @@ public: |
| 373 | 364 | { |
| 374 | 365 | InitialiseSlidersAndModel(); |
| 375 | 366 | |
| 376 | - //Set up specific renderer properties. | |
| 377 | - mRendererMap[ "shape" ] = SHAPE_CONICAL_FRUSTRUM; | |
| 378 | - mRendererMap[ "scaleTopRadius" ] = DEFAULT_SCALE_TOP_RADIUS; | |
| 379 | - mRendererMap[ "scaleBottomRadius" ] = DEFAULT_SCALE_BOTTOM_RADIUS; | |
| 380 | - mRendererMap[ "scaleHeight" ] = DEFAULT_SCALE_HEIGHT; | |
| 381 | - mRendererMap[ "slices" ] = DEFAULT_SLICES; | |
| 367 | + //Set up specific visual properties. | |
| 368 | + mVisualMap[ PrimitiveVisual::Property::SHAPE ] = PrimitiveVisual::Shape::CONICAL_FRUSTRUM; | |
| 369 | + mVisualMap[ PrimitiveVisual::Property::SCALE_TOP_RADIUS ] = DEFAULT_SCALE_TOP_RADIUS; | |
| 370 | + mVisualMap[ PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS ] = DEFAULT_SCALE_BOTTOM_RADIUS; | |
| 371 | + mVisualMap[ PrimitiveVisual::Property::SCALE_HEIGHT ] = DEFAULT_SCALE_HEIGHT; | |
| 372 | + mVisualMap[ PrimitiveVisual::Property::SLICES ] = DEFAULT_SLICES; | |
| 382 | 373 | |
| 383 | 374 | //Set up used sliders. |
| 384 | - SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, "scaleHeight" ); | |
| 385 | - SetupSlider( 1, 0.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, "scaleBottomRadius" ); | |
| 386 | - SetupSlider( 2, 0.0f, 32.0f, DEFAULT_SCALE_TOP_RADIUS, "scaleTopRadius" ); | |
| 375 | + SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, PrimitiveVisual::Property::SCALE_HEIGHT, "scaleHeight" ); | |
| 376 | + SetupSlider( 1, 0.0f, 32.0f, DEFAULT_SCALE_BOTTOM_RADIUS, PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, "scaleBottomRadius" ); | |
| 377 | + SetupSlider( 2, 0.0f, 32.0f, DEFAULT_SCALE_TOP_RADIUS, PrimitiveVisual::Property::SCALE_TOP_RADIUS, "scaleTopRadius" ); | |
| 387 | 378 | |
| 388 | 379 | //Set model in control. |
| 389 | - mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); | |
| 380 | + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) ); | |
| 390 | 381 | } |
| 391 | 382 | |
| 392 | 383 | //Sets the 3D model to a cylinder and modifies the sliders appropriately. |
| ... | ... | @@ -394,20 +385,20 @@ public: |
| 394 | 385 | { |
| 395 | 386 | InitialiseSlidersAndModel(); |
| 396 | 387 | |
| 397 | - //Set up specific renderer properties. | |
| 398 | - mRendererMap[ "shape" ] = SHAPE_CYLINDER; | |
| 399 | - mRendererMap[ "scaleHeight" ] = DEFAULT_SCALE_HEIGHT; | |
| 400 | - mRendererMap[ "scaleRadius" ] = DEFAULT_SCALE_RADIUS; | |
| 401 | - mRendererMap[ "slices" ] = DEFAULT_SLICES; | |
| 388 | + //Set up specific visual properties. | |
| 389 | + mVisualMap[ PrimitiveVisual::Property::SHAPE ] = PrimitiveVisual::Shape::CYLINDER; | |
| 390 | + mVisualMap[ PrimitiveVisual::Property::SCALE_HEIGHT ] = DEFAULT_SCALE_HEIGHT; | |
| 391 | + mVisualMap[ PrimitiveVisual::Property::SCALE_RADIUS ] = DEFAULT_SCALE_RADIUS; | |
| 392 | + mVisualMap[ PrimitiveVisual::Property::SLICES ] = DEFAULT_SLICES; | |
| 402 | 393 | |
| 403 | 394 | //Set up used sliders. |
| 404 | - SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, "scaleHeight" ); | |
| 405 | - SetupSlider( 1, 1.0f, 32.0f, DEFAULT_SCALE_RADIUS, "scaleRadius" ); | |
| 406 | - SetupSlider( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, "slices" ); | |
| 395 | + SetupSlider( 0, 1.0f, 32.0f, DEFAULT_SCALE_HEIGHT, PrimitiveVisual::Property::SCALE_HEIGHT, "scaleHeight" ); | |
| 396 | + SetupSlider( 1, 1.0f, 32.0f, DEFAULT_SCALE_RADIUS, PrimitiveVisual::Property::SCALE_RADIUS, "scaleRadius" ); | |
| 397 | + SetupSlider( 2, SLICES_LOWER_BOUND, SLICES_UPPER_BOUND, DEFAULT_STACKS, PrimitiveVisual::Property::SLICES, "slices" ); | |
| 407 | 398 | SetupMarks( mSliders.at( 2 ), SLICES_LOWER_BOUND, SLICES_UPPER_BOUND ); |
| 408 | 399 | |
| 409 | 400 | //Set model in control. |
| 410 | - mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); | |
| 401 | + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) ); | |
| 411 | 402 | } |
| 412 | 403 | |
| 413 | 404 | //Sets the 3D model to a cube and modifies the sliders appropriately. |
| ... | ... | @@ -415,11 +406,11 @@ public: |
| 415 | 406 | { |
| 416 | 407 | InitialiseSlidersAndModel(); |
| 417 | 408 | |
| 418 | - //Set up specific renderer properties. | |
| 419 | - mRendererMap[ "shape" ] = SHAPE_CUBE; | |
| 409 | + //Set up specific visual properties. | |
| 410 | + mVisualMap[ PrimitiveVisual::Property::SHAPE ] = PrimitiveVisual::Shape::CUBE; | |
| 420 | 411 | |
| 421 | 412 | //Set model in control. |
| 422 | - mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); | |
| 413 | + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) ); | |
| 423 | 414 | } |
| 424 | 415 | |
| 425 | 416 | //Sets the 3D model to a bevelled cube and modifies the sliders appropriately. |
| ... | ... | @@ -427,17 +418,17 @@ public: |
| 427 | 418 | { |
| 428 | 419 | InitialiseSlidersAndModel(); |
| 429 | 420 | |
| 430 | - //Set up specific renderer properties. | |
| 431 | - mRendererMap[ "shape" ] = SHAPE_BEVELLED_CUBE; | |
| 432 | - mRendererMap[ "bevelPercentage" ] = DEFAULT_BEVEL_PERCENTAGE; | |
| 433 | - mRendererMap[ "bevelSmoothness" ] = DEFAULT_BEVEL_SMOOTHNESS; | |
| 421 | + //Set up specific visual properties. | |
| 422 | + mVisualMap[ PrimitiveVisual::Property::SHAPE ] = PrimitiveVisual::Shape::BEVELLED_CUBE; | |
| 423 | + mVisualMap[ PrimitiveVisual::Property::BEVEL_PERCENTAGE ] = DEFAULT_BEVEL_PERCENTAGE; | |
| 424 | + mVisualMap[ PrimitiveVisual::Property::BEVEL_SMOOTHNESS ] = DEFAULT_BEVEL_SMOOTHNESS; | |
| 434 | 425 | |
| 435 | 426 | //Set up used sliders. |
| 436 | - SetupSlider( 0, 0.0f, 1.0f, DEFAULT_BEVEL_PERCENTAGE, "bevelPercentage" ); | |
| 437 | - SetupSlider( 1, 0.0f, 1.0f, DEFAULT_BEVEL_SMOOTHNESS, "bevelSmoothness" ); | |
| 427 | + SetupSlider( 0, 0.0f, 1.0f, DEFAULT_BEVEL_PERCENTAGE, PrimitiveVisual::Property::BEVEL_PERCENTAGE, "bevelPercentage" ); | |
| 428 | + SetupSlider( 1, 0.0f, 1.0f, DEFAULT_BEVEL_SMOOTHNESS, PrimitiveVisual::Property::BEVEL_SMOOTHNESS, "bevelSmoothness" ); | |
| 438 | 429 | |
| 439 | 430 | //Set model in control. |
| 440 | - mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); | |
| 431 | + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) ); | |
| 441 | 432 | } |
| 442 | 433 | |
| 443 | 434 | //Sets the 3D model to an octahedron and modifies the sliders appropriately. |
| ... | ... | @@ -445,20 +436,20 @@ public: |
| 445 | 436 | { |
| 446 | 437 | InitialiseSlidersAndModel(); |
| 447 | 438 | |
| 448 | - //Set up specific renderer properties. | |
| 449 | - mRendererMap[ "shape" ] = SHAPE_OCTAHEDRON; | |
| 439 | + //Set up specific visual properties. | |
| 440 | + mVisualMap[ PrimitiveVisual::Property::SHAPE ] = PrimitiveVisual::Shape::OCTAHEDRON; | |
| 450 | 441 | |
| 451 | 442 | //Set model in control. |
| 452 | - mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); | |
| 443 | + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) ); | |
| 453 | 444 | } |
| 454 | 445 | |
| 455 | 446 | //Sets up the slider at the given index for the supplied property, and labels it appropriately. |
| 456 | - // rendererPropertyLabel is the property that will be set by this slider. | |
| 447 | + // visualProperty is the property that will be set by this slider. | |
| 457 | 448 | void SetupSlider( int sliderIndex, float lowerBound, float upperBound, float startPoint, |
| 458 | - std::string rendererPropertyLabel ) | |
| 449 | + Property::Index visualProperty, std::string visualPropertyLabel ) | |
| 459 | 450 | { |
| 460 | 451 | //Set up the slider itself. |
| 461 | - mSliders.at( sliderIndex ).RegisterProperty( "rendererProperty", Property::Value( rendererPropertyLabel ), Property::READ_WRITE ); | |
| 452 | + mSliders.at( sliderIndex ).RegisterProperty( "visualProperty", Property::Value( visualProperty ), Property::READ_WRITE ); | |
| 462 | 453 | mSliders.at( sliderIndex ).SetProperty( Slider::Property::LOWER_BOUND, Property::Value( lowerBound ) ); |
| 463 | 454 | mSliders.at( sliderIndex ).SetProperty( Slider::Property::UPPER_BOUND, Property::Value( upperBound ) ); |
| 464 | 455 | mSliders.at( sliderIndex ).SetProperty( Slider::Property::VALUE, Property::Value( startPoint ) ); |
| ... | ... | @@ -468,7 +459,7 @@ public: |
| 468 | 459 | //We reset the TextLabel to force a relayout of the table. |
| 469 | 460 | mSliderTable.RemoveChildAt( TableView::CellPosition(sliderIndex, 0) ); |
| 470 | 461 | |
| 471 | - TextLabel sliderLabel = TextLabel::New( rendererPropertyLabel ); | |
| 462 | + TextLabel sliderLabel = TextLabel::New( visualPropertyLabel ); | |
| 472 | 463 | sliderLabel.SetParentOrigin( ParentOrigin::CENTER ); |
| 473 | 464 | sliderLabel.SetAnchorPoint( AnchorPoint::CENTER ); |
| 474 | 465 | sliderLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); |
| ... | ... | @@ -547,13 +538,13 @@ public: |
| 547 | 538 | //When the slider is adjusted, change the corresponding shape property accordingly. |
| 548 | 539 | bool OnSliderValueChanged( Slider slider, float value ) |
| 549 | 540 | { |
| 550 | - //Update property map to reflect the change to the specific renderer property. | |
| 551 | - std::string rendererPropertyLabel; | |
| 552 | - slider.GetProperty( slider.GetPropertyIndex( "rendererProperty" ) ).Get( rendererPropertyLabel ); | |
| 553 | - mRendererMap[ rendererPropertyLabel ] = value; | |
| 541 | + //Update property map to reflect the change to the specific visual property. | |
| 542 | + int visualProperty; | |
| 543 | + slider.GetProperty( slider.GetPropertyIndex( "visualProperty" ) ).Get( visualProperty ); | |
| 544 | + mVisualMap[ visualProperty ] = value; | |
| 554 | 545 | |
| 555 | 546 | //Reload the model to display the change. |
| 556 | - mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mRendererMap ) ); | |
| 547 | + mModel.SetProperty( Control::Property::BACKGROUND, Property::Value( mVisualMap ) ); | |
| 557 | 548 | |
| 558 | 549 | return true; |
| 559 | 550 | } |
| ... | ... | @@ -622,8 +613,8 @@ private: |
| 622 | 613 | std::vector<TextLabel> mSliderLabels; ///< Holds the labels to each slider. |
| 623 | 614 | TableView mSliderTable; ///< A table to layout the sliders next to their labels. |
| 624 | 615 | |
| 625 | - Property::Map mRendererMap; ///< Property map to create a primitive renderer. | |
| 626 | - Control mModel; ///< Control to house the primitive renderer. | |
| 616 | + Property::Map mVisualMap; ///< Property map to create a primitive visual. | |
| 617 | + Control mModel; ///< Control to house the primitive visual. | |
| 627 | 618 | |
| 628 | 619 | PanGestureDetector mPanGestureDetector; ///< Detects pan gestures for rotation of the model. |
| 629 | 620 | Animation mRotationAnimation; ///< Automatically rotates the model, unless it is being panned. | ... | ... |
examples/renderer-stencil/renderer-stencil-example.cpp
0 โ 100644
| 1 | +/* | |
| 2 | + * Copyright (c) 2016 Samsung Electronics Co., Ltd. | |
| 3 | + * | |
| 4 | + * Licensed under the Apache License, Version 2.0 (the "License"); | |
| 5 | + * you may not use this file except in compliance with the License. | |
| 6 | + * You may obtain a copy of the License at | |
| 7 | + * | |
| 8 | + * http://www.apache.org/licenses/LICENSE-2.0 | |
| 9 | + * | |
| 10 | + * Unless required by applicable law or agreed to in writing, software | |
| 11 | + * distributed under the License is distributed on an "AS IS" BASIS, | |
| 12 | + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| 13 | + * See the License for the specific language governing permissions and | |
| 14 | + * limitations under the License. | |
| 15 | + * | |
| 16 | + */ | |
| 17 | + | |
| 18 | +// EXTERNAL INCLUDES | |
| 19 | +#include <dali-toolkit/dali-toolkit.h> | |
| 20 | +#include <dali/devel-api/adaptor-framework/bitmap-loader.h> | |
| 21 | + | |
| 22 | +// INTERNAL INCLUDES | |
| 23 | +#include "renderer-stencil-shaders.h" | |
| 24 | +#include "shared/view.h" | |
| 25 | +#include "shared/utility.h" | |
| 26 | + | |
| 27 | +using namespace Dali; | |
| 28 | + | |
| 29 | +namespace | |
| 30 | +{ | |
| 31 | + | |
| 32 | +// Constants: | |
| 33 | + | |
| 34 | +// Application constants: | |
| 35 | +const char * const APPLICATION_TITLE( "Renderer Stencil API Demo" ); | |
| 36 | +const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" ); | |
| 37 | +const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-gradient.jpg" ); | |
| 38 | + | |
| 39 | +// Texture filenames: | |
| 40 | +const char * const CUBE_TEXTURE( DEMO_IMAGE_DIR "people-medium-1.jpg" ); | |
| 41 | +const char * const FLOOR_TEXTURE( DEMO_IMAGE_DIR "wood.png" ); | |
| 42 | + | |
| 43 | +// Scale dimensions: These values are relative to the stage size. EG. width = 0.32f * stageSize. | |
| 44 | +const float CUBE_WIDTH_SCALE( 0.32f ); ///< The width (and height + depth) of the main and reflection cubes. | |
| 45 | +const Vector2 FLOOR_DIMENSION_SCALE( 0.67f, 0.017f ); ///< The width and height of the floor object. | |
| 46 | + | |
| 47 | +// Configurable animation characteristics: | |
| 48 | +const float ANIMATION_ROTATION_DURATION( 10.0f ); ///< Time in seconds to rotate the scene 360 degrees around Y. | |
| 49 | +const float ANIMATION_BOUNCE_TOTAL_TIME( 1.6f ); ///< Time in seconds to perform 1 full bounce animation cycle. | |
| 50 | +const float ANIMATION_BOUNCE_DEFORMATION_TIME( 0.4f ); ///< Time in seconds that the cube deformation animation will occur for (on contact with the floor). | |
| 51 | +const float ANIMATION_BOUNCE_DEFORMATION_PERCENT( 20.0f ); ///< Percentage (of the cube's size) to deform the cube by (on contact with floor). | |
| 52 | +const float ANIMATION_BOUNCE_HEIGHT_PERCENT( 40.0f ); ///< Percentage (of the cube's size) to bounce up in to the air by. | |
| 53 | + | |
| 54 | +// Base colors for the objects: | |
| 55 | +const Vector4 CUBE_COLOR( 1.0f, 1.0f, 1.0f, 1.0f ); ///< White. | |
| 56 | +const Vector4 FLOOR_COLOR( 1.0f, 1.0f, 1.0f, 1.0f ); ///< White. | |
| 57 | +const Vector4 REFLECTION_COLOR( 0.6f, 0.6f, 0.6f, 0.6f ); ///< Note that alpha is not 1.0f, to make the blend more photo-realistic. | |
| 58 | + | |
| 59 | +// We need to control the draw order as we are controlling both the stencil and depth buffer per renderer. | |
| 60 | +const int DEPTH_INDEX_GRANULARITY( 10000 ); ///< This value is the gap in depth-index in-between each renderer. | |
| 61 | + | |
| 62 | +} // Anonymous namespace | |
| 63 | + | |
| 64 | +/** | |
| 65 | + * @brief This example shows how to manipulate stencil and depth buffer properties within the Renderer API. | |
| 66 | + */ | |
| 67 | +class RendererStencilExample : public ConnectionTracker | |
| 68 | +{ | |
| 69 | +public: | |
| 70 | + | |
| 71 | + /** | |
| 72 | + * @brief Constructor. | |
| 73 | + * @param[in] application The DALi application object | |
| 74 | + */ | |
| 75 | + RendererStencilExample( Application& application ) | |
| 76 | + : mApplication( application ) | |
| 77 | + { | |
| 78 | + // Connect to the Application's Init signal. | |
| 79 | + mApplication.InitSignal().Connect( this, &RendererStencilExample::Create ); | |
| 80 | + } | |
| 81 | + | |
| 82 | + /** | |
| 83 | + * @brief Destructor (non-virtual). | |
| 84 | + */ | |
| 85 | + ~RendererStencilExample() | |
| 86 | + { | |
| 87 | + } | |
| 88 | + | |
| 89 | +private: | |
| 90 | + | |
| 91 | + /** | |
| 92 | + * @brief Enum to facilitate more readable use of the cube array. | |
| 93 | + */ | |
| 94 | + enum CubeType | |
| 95 | + { | |
| 96 | + MAIN_CUBE, ///< The main cube that bounces above the floor object. | |
| 97 | + REFLECTION_CUBE ///< The reflected cube object. | |
| 98 | + }; | |
| 99 | + | |
| 100 | + /** | |
| 101 | + * @brief Struct to store the position, normal and texture coordinates of a single vertex. | |
| 102 | + */ | |
| 103 | + struct TexturedVertex | |
| 104 | + { | |
| 105 | + Vector3 position; | |
| 106 | + Vector3 normal; | |
| 107 | + Vector2 textureCoord; | |
| 108 | + }; | |
| 109 | + | |
| 110 | + /** | |
| 111 | + * @brief This is the main scene setup method for this demo. | |
| 112 | + * This is called via the Init signal which is received once (only) during the Application lifetime. | |
| 113 | + * @param[in] application The DALi application object | |
| 114 | + */ | |
| 115 | + void Create( Application& application ) | |
| 116 | + { | |
| 117 | + Stage stage = Stage::GetCurrent(); | |
| 118 | + | |
| 119 | + // Creates a default view with a default tool-bar. | |
| 120 | + // The view is added to the stage. | |
| 121 | + Toolkit::ToolBar toolBar; | |
| 122 | + Layer toolBarLayer = DemoHelper::CreateView( application, mView, toolBar, BACKGROUND_IMAGE, TOOLBAR_IMAGE, APPLICATION_TITLE ); | |
| 123 | + stage.Add( toolBarLayer ); | |
| 124 | + | |
| 125 | + // Layer to hold the 3D scene. | |
| 126 | + Layer layer = Layer::New(); | |
| 127 | + layer.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 128 | + // Set the parent origin to a small percentage below the center (so the demo will scale for different resolutions). | |
| 129 | + layer.SetParentOrigin( Vector3( 0.5f, 0.58f, 0.5f ) ); | |
| 130 | + layer.SetBehavior( Layer::LAYER_2D ); | |
| 131 | + layer.SetDepthTestDisabled( false ); | |
| 132 | + stage.Add( layer ); | |
| 133 | + | |
| 134 | + // Main cube: | |
| 135 | + // Make the demo scalable with different resolutions by basing | |
| 136 | + // the cube size on a percentage of the stage size. | |
| 137 | + float scaleSize( std::min( stage.GetSize().width, stage.GetSize().height ) ); | |
| 138 | + float cubeWidth( scaleSize * CUBE_WIDTH_SCALE ); | |
| 139 | + Vector3 cubeSize( cubeWidth, cubeWidth, cubeWidth ); | |
| 140 | + // Create the geometry for the cube, and the texture. | |
| 141 | + Geometry cubeGeometry = CreateCubeVertices( Vector3::ONE, false ); | |
| 142 | + TextureSet cubeTextureSet = CreateTextureSet( CUBE_TEXTURE ); | |
| 143 | + // Create the cube object and add it. | |
| 144 | + // Note: The cube is anchored around its base for animation purposes, so the position can be zero. | |
| 145 | + mCubes[ MAIN_CUBE ] = CreateMainCubeObject( cubeGeometry, cubeSize, cubeTextureSet ); | |
| 146 | + layer.Add( mCubes[ MAIN_CUBE ] ); | |
| 147 | + | |
| 148 | + // Floor: | |
| 149 | + float floorWidth( scaleSize * FLOOR_DIMENSION_SCALE.x ); | |
| 150 | + Vector3 floorSize( floorWidth, scaleSize * FLOOR_DIMENSION_SCALE.y, floorWidth ); | |
| 151 | + // Create the floor object using the cube geometry with a new size, and add it. | |
| 152 | + Actor floorObject( CreateFloorObject( cubeGeometry, floorSize ) ); | |
| 153 | + layer.Add( floorObject ); | |
| 154 | + | |
| 155 | + // Stencil: | |
| 156 | + Vector3 planeSize( floorWidth, floorWidth, 0.0f ); | |
| 157 | + // Create the stencil plane object, and add it. | |
| 158 | + Actor stencilPlaneObject( CreateStencilPlaneObject( planeSize ) ); | |
| 159 | + layer.Add( stencilPlaneObject ); | |
| 160 | + | |
| 161 | + // Reflection cube: | |
| 162 | + // Create the reflection cube object and add it. | |
| 163 | + // Note: The cube is anchored around its base for animation purposes, so the position can be zero. | |
| 164 | + mCubes[ REFLECTION_CUBE ] = CreateReflectionCubeObject( cubeSize, cubeTextureSet ); | |
| 165 | + layer.Add( mCubes[ REFLECTION_CUBE ] ); | |
| 166 | + | |
| 167 | + // Rotate the layer so we can see some of the top of the cube for a more 3D effect. | |
| 168 | + layer.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -24.0f ), Degree( 0.0f ), Degree( 0.0f ) ) ); | |
| 169 | + | |
| 170 | + // Set up the rotation on the Y axis. | |
| 171 | + mRotationAnimation = Animation::New( ANIMATION_ROTATION_DURATION ); | |
| 172 | + float fullRotation = 360.0f; | |
| 173 | + mRotationAnimation.AnimateBy( Property( mCubes[ MAIN_CUBE ], Actor::Property::ORIENTATION ), | |
| 174 | + Quaternion( Degree( 0.0f ), Degree( fullRotation ), Degree( 0.0f ) ) ); | |
| 175 | + mRotationAnimation.AnimateBy( Property( floorObject, Actor::Property::ORIENTATION ), | |
| 176 | + Quaternion( Degree( 0.0f ), Degree( fullRotation ), Degree( 0.0f ) ) ); | |
| 177 | + // Note the stencil is pre-rotated by 90 degrees on X, so we rotate relatively on its Z axis for an equivalent Y rotation. | |
| 178 | + mRotationAnimation.AnimateBy( Property( stencilPlaneObject, Actor::Property::ORIENTATION ), | |
| 179 | + Quaternion( Degree( 0.0f ), Degree( 0.0f ), Degree( fullRotation ) ) ); | |
| 180 | + mRotationAnimation.AnimateBy( Property( mCubes[ REFLECTION_CUBE ], Actor::Property::ORIENTATION ), | |
| 181 | + Quaternion( Degree( 0.0f ), Degree( fullRotation ), Degree( 0.0f ) ) ); | |
| 182 | + mRotationAnimation.SetLooping( true ); | |
| 183 | + | |
| 184 | + // Set up the cube bouncing animation. | |
| 185 | + float totalTime = ANIMATION_BOUNCE_TOTAL_TIME; | |
| 186 | + float deformationTime = ANIMATION_BOUNCE_DEFORMATION_TIME; | |
| 187 | + // Percentage based amounts allows the bounce and deformation to scale for different resolution screens. | |
| 188 | + float deformationAmount = ANIMATION_BOUNCE_DEFORMATION_PERCENT / 100.0f; | |
| 189 | + float heightChange = ( cubeSize.y * ANIMATION_BOUNCE_HEIGHT_PERCENT ) / 100.0f; | |
| 190 | + | |
| 191 | + // Animation pre-calculations: | |
| 192 | + float halfTime = totalTime / 2.0f; | |
| 193 | + float halfDeformationTime = deformationTime / 2.0f; | |
| 194 | + | |
| 195 | + // First position the cubes at the top of the animation cycle. | |
| 196 | + mCubes[ MAIN_CUBE ].SetProperty( Actor::Property::POSITION_Y, -heightChange ); | |
| 197 | + mCubes[ REFLECTION_CUBE ].SetProperty( Actor::Property::POSITION_Y, heightChange ); | |
| 198 | + | |
| 199 | + mBounceAnimation = Animation::New( totalTime ); | |
| 200 | + | |
| 201 | + // The animations for the main and reflected cubes are almost identical, so we combine the code to do both. | |
| 202 | + for( int cube = 0; cube < 2; ++cube ) | |
| 203 | + { | |
| 204 | + // If iterating on the reflection cube, adjust the heightChange variable so the below code can be reused. | |
| 205 | + if( cube == 1 ) | |
| 206 | + { | |
| 207 | + heightChange = -heightChange; | |
| 208 | + } | |
| 209 | + | |
| 210 | + // 1st TimePeriod: Start moving down with increasing speed, until it is time to distort the cube due to impact. | |
| 211 | + mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::POSITION_Y ), heightChange, AlphaFunction::EASE_IN_SQUARE, TimePeriod( 0.0f, halfTime - halfDeformationTime ) ); | |
| 212 | + | |
| 213 | + // 2nd TimePeriod: The cube is touching the floor, start deforming it - then un-deform it again. | |
| 214 | + mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::SCALE_X ), deformationAmount, AlphaFunction::BOUNCE, TimePeriod( halfTime - halfDeformationTime, deformationTime ) ); | |
| 215 | + mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::SCALE_Z ), deformationAmount, AlphaFunction::BOUNCE, TimePeriod( halfTime - halfDeformationTime, deformationTime ) ); | |
| 216 | + mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::SCALE_Y ), -deformationAmount, AlphaFunction::BOUNCE, TimePeriod( halfTime - halfDeformationTime, deformationTime ) ); | |
| 217 | + | |
| 218 | + // 3rd TimePeriod: Start moving up with decreasing speed, until at the apex of the animation. | |
| 219 | + mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::POSITION_Y ), -heightChange, AlphaFunction::EASE_OUT_SQUARE, TimePeriod( halfTime + halfDeformationTime, halfTime - halfDeformationTime ) ); | |
| 220 | + } | |
| 221 | + | |
| 222 | + mBounceAnimation.SetLooping( true ); | |
| 223 | + | |
| 224 | + // Start the animations. | |
| 225 | + mRotationAnimation.Play(); | |
| 226 | + mBounceAnimation.Play(); | |
| 227 | + | |
| 228 | + // Respond to a click anywhere on the stage | |
| 229 | + stage.GetRootLayer().TouchSignal().Connect( this, &RendererStencilExample::OnTouch ); | |
| 230 | + // Connect signals to allow Back and Escape to exit. | |
| 231 | + stage.KeyEventSignal().Connect( this, &RendererStencilExample::OnKeyEvent ); | |
| 232 | + } | |
| 233 | + | |
| 234 | +private: | |
| 235 | + | |
| 236 | + // Methods to setup each component of the 3D scene: | |
| 237 | + | |
| 238 | + /** | |
| 239 | + * @brief Creates the Main cube object. | |
| 240 | + * This creates the renderer from existing geometry (as the cubes geometry is shared). | |
| 241 | + * The texture is set and all relevant renderer properties are set-up. | |
| 242 | + * @param[in] geometry Pre-calculated cube geometry | |
| 243 | + * @param[in] size The desired cube size | |
| 244 | + * @param[in] textureSet A pre-existing TextureSet with a texture set up, to be applied to the cube | |
| 245 | + * @return An actor set-up containing the main cube object | |
| 246 | + */ | |
| 247 | + Actor CreateMainCubeObject( Geometry& geometry, Vector3 size, TextureSet& textureSet ) | |
| 248 | + { | |
| 249 | + Toolkit::Control container = Toolkit::Control::New(); | |
| 250 | + container.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); | |
| 251 | + container.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); | |
| 252 | + container.SetSize( size ); | |
| 253 | + container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); | |
| 254 | + | |
| 255 | + // Create a renderer from the geometry and add the texture. | |
| 256 | + Renderer renderer = CreateRenderer( geometry, size, true, CUBE_COLOR ); | |
| 257 | + renderer.SetTextures( textureSet ); | |
| 258 | + | |
| 259 | + // Setup the renderer properties: | |
| 260 | + // We are writing to the color buffer & culling back faces. | |
| 261 | + renderer.SetProperty( Renderer::Property::WRITE_TO_COLOR_BUFFER, true ); | |
| 262 | + renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK ); | |
| 263 | + | |
| 264 | + // No stencil is used for the main cube. | |
| 265 | + renderer.SetProperty( Renderer::Property::STENCIL_MODE, StencilMode::OFF ); | |
| 266 | + | |
| 267 | + // We do need to write to the depth buffer as other objects need to appear underneath this cube. | |
| 268 | + renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON ); | |
| 269 | + // We do not need to test the depth buffer as we are culling the back faces. | |
| 270 | + renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::OFF ); | |
| 271 | + | |
| 272 | + // This object must be rendered 1st. | |
| 273 | + renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 * DEPTH_INDEX_GRANULARITY ); | |
| 274 | + | |
| 275 | + container.AddRenderer( renderer ); | |
| 276 | + return container; | |
| 277 | + } | |
| 278 | + | |
| 279 | + /** | |
| 280 | + * @brief Creates the Floor object. | |
| 281 | + * This creates the renderer from existing geometry (as the cube geometry can be re-used). | |
| 282 | + * The texture is created and set and all relevant renderer properties are set-up. | |
| 283 | + * @param[in] geometry Pre-calculated cube geometry | |
| 284 | + * @param[in] size The desired floor size | |
| 285 | + * @return An actor set-up containing the floor object | |
| 286 | + */ | |
| 287 | + Actor CreateFloorObject( Geometry& geometry, Vector3 size ) | |
| 288 | + { | |
| 289 | + Toolkit::Control container = Toolkit::Control::New(); | |
| 290 | + container.SetAnchorPoint( AnchorPoint::TOP_CENTER ); | |
| 291 | + container.SetParentOrigin( ParentOrigin::TOP_CENTER ); | |
| 292 | + container.SetSize( size ); | |
| 293 | + container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); | |
| 294 | + | |
| 295 | + // Create a renderer from the geometry and add the texture. | |
| 296 | + TextureSet planeTextureSet = CreateTextureSet( FLOOR_TEXTURE ); | |
| 297 | + Renderer renderer = CreateRenderer( geometry, size, true, FLOOR_COLOR ); | |
| 298 | + renderer.SetTextures( planeTextureSet ); | |
| 299 | + | |
| 300 | + // Setup the renderer properties: | |
| 301 | + // We are writing to the color buffer & culling back faces (as we are NOT doing depth write). | |
| 302 | + renderer.SetProperty( Renderer::Property::WRITE_TO_COLOR_BUFFER, true ); | |
| 303 | + renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK ); | |
| 304 | + | |
| 305 | + // No stencil is used for the floor. | |
| 306 | + renderer.SetProperty( Renderer::Property::STENCIL_MODE, StencilMode::OFF ); | |
| 307 | + | |
| 308 | + // We do not write to the depth buffer as its not needed. | |
| 309 | + renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF ); | |
| 310 | + // We do need to test the depth buffer as we need the floor to be underneath the cube. | |
| 311 | + renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON ); | |
| 312 | + | |
| 313 | + // This object must be rendered 2nd. | |
| 314 | + renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 1 * DEPTH_INDEX_GRANULARITY ); | |
| 315 | + | |
| 316 | + container.AddRenderer( renderer ); | |
| 317 | + return container; | |
| 318 | + } | |
| 319 | + | |
| 320 | + /** | |
| 321 | + * @brief Creates the Stencil-Plane object. | |
| 322 | + * This is places on the floor object to allow the reflection to be drawn on to the floor. | |
| 323 | + * This creates the geometry and renderer. | |
| 324 | + * All relevant renderer properties are set-up. | |
| 325 | + * @param[in] size The desired plane size | |
| 326 | + * @return An actor set-up containing the stencil-plane object | |
| 327 | + */ | |
| 328 | + Actor CreateStencilPlaneObject( Vector3 size ) | |
| 329 | + { | |
| 330 | + Toolkit::Control container = Toolkit::Control::New(); | |
| 331 | + container.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 332 | + container.SetParentOrigin( ParentOrigin::CENTER ); | |
| 333 | + container.SetSize( size ); | |
| 334 | + container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); | |
| 335 | + | |
| 336 | + // We rotate the plane as the geometry is created flat in X & Y. We want it to span X & Z axis. | |
| 337 | + container.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -90.0f ), Degree( 0.0f ), Degree( 0.0f ) ) ); | |
| 338 | + | |
| 339 | + // Create geometry for a flat plane. | |
| 340 | + Geometry planeGeometry = CreatePlaneVertices( Vector2::ONE ); | |
| 341 | + // Create a renderer from the geometry. | |
| 342 | + Renderer renderer = CreateRenderer( planeGeometry, size, false, Vector4::ONE ); | |
| 343 | + | |
| 344 | + // Setup the renderer properties: | |
| 345 | + // The stencil plane is only for stencilling, so disable writing to color buffer. | |
| 346 | + renderer.SetProperty( Renderer::Property::WRITE_TO_COLOR_BUFFER, false ); | |
| 347 | + | |
| 348 | + // Enable stencil. Draw to the stencil buffer (only). | |
| 349 | + renderer.SetProperty( Renderer::Property::STENCIL_MODE, StencilMode::ON ); | |
| 350 | + renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS ); | |
| 351 | + renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE, 1 ); | |
| 352 | + renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_MASK, 0xFF ); | |
| 353 | + renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::KEEP ); | |
| 354 | + renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::KEEP ); | |
| 355 | + renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::REPLACE ); | |
| 356 | + renderer.SetProperty( Renderer::Property::STENCIL_MASK, 0xFF ); | |
| 357 | + | |
| 358 | + // We don't want to write to the depth buffer, as this would block the reflection being drawn. | |
| 359 | + renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF ); | |
| 360 | + // We test the depth buffer as we want the stencil to only exist underneath the cube. | |
| 361 | + renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON ); | |
| 362 | + | |
| 363 | + // This object must be rendered 3rd. | |
| 364 | + renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 2 * DEPTH_INDEX_GRANULARITY ); | |
| 365 | + | |
| 366 | + container.AddRenderer( renderer ); | |
| 367 | + return container; | |
| 368 | + } | |
| 369 | + | |
| 370 | + /** | |
| 371 | + * @brief Creates the Reflection cube object. | |
| 372 | + * This creates new geometry (as the texture UVs are different to the main cube). | |
| 373 | + * The renderer is then created. | |
| 374 | + * The texture is set and all relevant renderer properties are set-up. | |
| 375 | + * @param[in] size The desired cube size | |
| 376 | + * @param[in] textureSet A pre-existing TextureSet with a texture set up, to be applied to the cube | |
| 377 | + * @return An actor set-up containing the reflection cube object | |
| 378 | + */ | |
| 379 | + Actor CreateReflectionCubeObject( Vector3 size, TextureSet& textureSet ) | |
| 380 | + { | |
| 381 | + Toolkit::Control container = Toolkit::Control::New(); | |
| 382 | + container.SetAnchorPoint( AnchorPoint::TOP_CENTER ); | |
| 383 | + container.SetParentOrigin( ParentOrigin::TOP_CENTER ); | |
| 384 | + container.SetSize( size ); | |
| 385 | + container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); | |
| 386 | + | |
| 387 | + // Create the cube geometry of unity size. | |
| 388 | + // The "true" specifies we want the texture UVs flipped vertically as this is the reflection cube. | |
| 389 | + Geometry reflectedCubeGeometry = CreateCubeVertices( Vector3::ONE, true ); | |
| 390 | + // Create a renderer from the geometry and add the texture. | |
| 391 | + Renderer renderer = CreateRenderer( reflectedCubeGeometry, size, true, REFLECTION_COLOR ); | |
| 392 | + renderer.SetTextures( textureSet ); | |
| 393 | + | |
| 394 | + // Setup the renderer properties: | |
| 395 | + // Write to color buffer so reflection is visible | |
| 396 | + renderer.SetProperty( Renderer::Property::WRITE_TO_COLOR_BUFFER, true ); | |
| 397 | + // We cull to skip drawing the back faces. | |
| 398 | + renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK ); | |
| 399 | + | |
| 400 | + // We use blending to blend the reflection with the floor texture. | |
| 401 | + renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); | |
| 402 | + renderer.SetProperty( Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::ADD ); | |
| 403 | + renderer.SetProperty( Renderer::Property::BLEND_EQUATION_ALPHA, BlendEquation::ADD ); | |
| 404 | + renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE ); | |
| 405 | + | |
| 406 | + // Enable stencil. Here we only draw to areas within the stencil. | |
| 407 | + renderer.SetProperty( Renderer::Property::STENCIL_MODE, StencilMode::ON ); | |
| 408 | + renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, StencilFunction::EQUAL ); | |
| 409 | + renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE, 1 ); | |
| 410 | + renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_MASK, 0xff ); | |
| 411 | + // Don't write to the stencil. | |
| 412 | + renderer.SetProperty( Renderer::Property::STENCIL_MASK, 0x00 ); | |
| 413 | + | |
| 414 | + // We don't need to write to the depth buffer, as we are culling. | |
| 415 | + renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF ); | |
| 416 | + // We need to test the depth buffer as we need the reflection to be underneath the cube. | |
| 417 | + renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON ); | |
| 418 | + | |
| 419 | + // This object must be rendered last. | |
| 420 | + renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 3 * DEPTH_INDEX_GRANULARITY ); | |
| 421 | + | |
| 422 | + container.AddRenderer( renderer ); | |
| 423 | + return container; | |
| 424 | + } | |
| 425 | + | |
| 426 | + // Methods: | |
| 427 | + | |
| 428 | + /** | |
| 429 | + * @brief Creates a geometry object from vertices and indices. | |
| 430 | + * @param[in] vertices The object vertices | |
| 431 | + * @param[in] indices The object indices | |
| 432 | + * @return A geometry object | |
| 433 | + */ | |
| 434 | + Geometry CreateTexturedGeometry( Vector<TexturedVertex>& vertices, Vector<unsigned short>& indices ) | |
| 435 | + { | |
| 436 | + // Vertices | |
| 437 | + Property::Map vertexFormat; | |
| 438 | + vertexFormat[POSITION] = Property::VECTOR3; | |
| 439 | + vertexFormat[NORMAL] = Property::VECTOR3; | |
| 440 | + vertexFormat[TEXTURE] = Property::VECTOR2; | |
| 441 | + | |
| 442 | + PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat ); | |
| 443 | + surfaceVertices.SetData( &vertices[0u], vertices.Size() ); | |
| 444 | + | |
| 445 | + Geometry geometry = Geometry::New(); | |
| 446 | + geometry.AddVertexBuffer( surfaceVertices ); | |
| 447 | + | |
| 448 | + // Indices for triangle formulation | |
| 449 | + geometry.SetIndexBuffer( &indices[0u], indices.Size() ); | |
| 450 | + return geometry; | |
| 451 | + } | |
| 452 | + | |
| 453 | + /** | |
| 454 | + * @brief Creates a renderer from a geometry object. | |
| 455 | + * @param[in] geometry The geometry to use | |
| 456 | + * @param[in] dimensions The dimensions (will be passed in to the shader) | |
| 457 | + * @param[in] textured Set to true to use the texture versions of the shaders | |
| 458 | + * @param[in] color The base color for the renderer | |
| 459 | + * @return A renderer object | |
| 460 | + */ | |
| 461 | + Renderer CreateRenderer( Geometry geometry, Vector3 dimensions, bool textured, Vector4 color ) | |
| 462 | + { | |
| 463 | + Stage stage = Stage::GetCurrent(); | |
| 464 | + Shader shader; | |
| 465 | + | |
| 466 | + if( textured ) | |
| 467 | + { | |
| 468 | + shader = Shader::New( VERTEX_SHADER_TEXTURED, FRAGMENT_SHADER_TEXTURED ); | |
| 469 | + } | |
| 470 | + else | |
| 471 | + { | |
| 472 | + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); | |
| 473 | + } | |
| 474 | + | |
| 475 | + // Here we modify the light position based on half the stage size as a pre-calculation step. | |
| 476 | + // This avoids the work having to be done in the shader. | |
| 477 | + shader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, Vector3( -stage.GetSize().width / 2.0f, -stage.GetSize().width / 2.0f, 1000.0f ) ); | |
| 478 | + shader.RegisterProperty( COLOR_UNIFORM_NAME, color ); | |
| 479 | + shader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, dimensions ); | |
| 480 | + | |
| 481 | + return Renderer::New( geometry, shader ); | |
| 482 | + } | |
| 483 | + | |
| 484 | + /** | |
| 485 | + * @brief Helper method to create a TextureSet from an image URL. | |
| 486 | + * @param[in] url An image URL | |
| 487 | + * @return A TextureSet object | |
| 488 | + */ | |
| 489 | + TextureSet CreateTextureSet( const char* url ) | |
| 490 | + { | |
| 491 | + TextureSet textureSet = TextureSet::New(); | |
| 492 | + | |
| 493 | + if( textureSet ) | |
| 494 | + { | |
| 495 | + Texture texture = DemoHelper::LoadTexture( url ); | |
| 496 | + if( texture ) | |
| 497 | + { | |
| 498 | + textureSet.SetTexture( 0u, texture ); | |
| 499 | + } | |
| 500 | + } | |
| 501 | + | |
| 502 | + return textureSet; | |
| 503 | + } | |
| 504 | + | |
| 505 | + // Geometry Creation: | |
| 506 | + | |
| 507 | + /** | |
| 508 | + * @brief Creates a geometry object for a flat plane. | |
| 509 | + * The plane is oriented in X & Y axis (Z is 0). | |
| 510 | + * @param[in] dimensions The desired plane dimensions | |
| 511 | + * @return A Geometry object | |
| 512 | + */ | |
| 513 | + Geometry CreatePlaneVertices( Vector2 dimensions ) | |
| 514 | + { | |
| 515 | + Vector<TexturedVertex> vertices; | |
| 516 | + Vector<unsigned short> indices; | |
| 517 | + vertices.Resize( 4u ); | |
| 518 | + indices.Resize( 6u ); | |
| 519 | + | |
| 520 | + float scaledX = 0.5f * dimensions.x; | |
| 521 | + float scaledY = 0.5f * dimensions.y; | |
| 522 | + | |
| 523 | + vertices[0].position = Vector3( -scaledX, -scaledY, 0.0f ); | |
| 524 | + vertices[0].textureCoord = Vector2( 0.0, 0.0f ); | |
| 525 | + vertices[1].position = Vector3( scaledX, -scaledY, 0.0f ); | |
| 526 | + vertices[1].textureCoord = Vector2( 1.0, 0.0f ); | |
| 527 | + vertices[2].position = Vector3( scaledX, scaledY, 0.0f ); | |
| 528 | + vertices[2].textureCoord = Vector2( 1.0, 1.0f ); | |
| 529 | + vertices[3].position = Vector3( -scaledX, scaledY, 0.0f ); | |
| 530 | + vertices[3].textureCoord = Vector2( 0.0, 1.0f ); | |
| 531 | + | |
| 532 | + // All vertices have the same normal. | |
| 533 | + for( int i = 0; i < 4; ++i ) | |
| 534 | + { | |
| 535 | + vertices[i].normal = Vector3( 0.0f, 0.0f, -1.0f ); | |
| 536 | + } | |
| 537 | + | |
| 538 | + indices[0] = 0; | |
| 539 | + indices[1] = 1; | |
| 540 | + indices[2] = 2; | |
| 541 | + indices[3] = 2; | |
| 542 | + indices[4] = 3; | |
| 543 | + indices[5] = 0; | |
| 544 | + | |
| 545 | + // Use the helper method to create the geometry object. | |
| 546 | + return CreateTexturedGeometry( vertices, indices ); | |
| 547 | + } | |
| 548 | + | |
| 549 | + /** | |
| 550 | + * @brief Creates a geometry object for a cube (or cuboid). | |
| 551 | + * @param[in] dimensions The desired cube dimensions | |
| 552 | + * @param[in] reflectVerticalUVs Set to True to force the UVs to be vertically flipped | |
| 553 | + * @return A Geometry object | |
| 554 | + */ | |
| 555 | + Geometry CreateCubeVertices( Vector3 dimensions, bool reflectVerticalUVs ) | |
| 556 | + { | |
| 557 | + Vector<TexturedVertex> vertices; | |
| 558 | + Vector<unsigned short> indices; | |
| 559 | + int vertexIndex = 0u; // Tracks progress through vertices. | |
| 560 | + float scaledX = 0.5f * dimensions.x; | |
| 561 | + float scaledY = 0.5f * dimensions.y; | |
| 562 | + float scaledZ = 0.5f * dimensions.z; | |
| 563 | + float verticalTextureCoord = reflectVerticalUVs ? 0.0f : 1.0f; | |
| 564 | + | |
| 565 | + vertices.Resize( 4u * 6u ); // 4 vertices x 6 faces | |
| 566 | + | |
| 567 | + Vector<Vector3> positions; // Stores vertex positions, which are shared between vertexes at the same position but with a different normal. | |
| 568 | + positions.Resize( 8u ); | |
| 569 | + Vector<Vector3> normals; // Stores normals, which are shared between vertexes of the same face. | |
| 570 | + normals.Resize( 6u ); | |
| 571 | + | |
| 572 | + positions[0] = Vector3( -scaledX, scaledY, -scaledZ ); | |
| 573 | + positions[1] = Vector3( scaledX, scaledY, -scaledZ ); | |
| 574 | + positions[2] = Vector3( scaledX, scaledY, scaledZ ); | |
| 575 | + positions[3] = Vector3( -scaledX, scaledY, scaledZ ); | |
| 576 | + positions[4] = Vector3( -scaledX, -scaledY, -scaledZ ); | |
| 577 | + positions[5] = Vector3( scaledX, -scaledY, -scaledZ ); | |
| 578 | + positions[6] = Vector3( scaledX, -scaledY, scaledZ ); | |
| 579 | + positions[7] = Vector3( -scaledX, -scaledY, scaledZ ); | |
| 580 | + | |
| 581 | + normals[0] = Vector3( 0, 1, 0 ); | |
| 582 | + normals[1] = Vector3( 0, 0, -1 ); | |
| 583 | + normals[2] = Vector3( 1, 0, 0 ); | |
| 584 | + normals[3] = Vector3( 0, 0, 1 ); | |
| 585 | + normals[4] = Vector3( -1, 0, 0 ); | |
| 586 | + normals[5] = Vector3( 0, -1, 0 ); | |
| 587 | + | |
| 588 | + // Top face, upward normals. | |
| 589 | + for( int i = 0; i < 4; ++i, ++vertexIndex ) | |
| 590 | + { | |
| 591 | + vertices[vertexIndex].position = positions[i]; | |
| 592 | + vertices[vertexIndex].normal = normals[0]; | |
| 593 | + // The below logic forms the correct U/V pairs for a quad when "i" goes from 0 to 3. | |
| 594 | + vertices[vertexIndex].textureCoord = Vector2( ( i == 1 || i == 2 ) ? 1.0f : 0.0f, ( i == 2 || i == 3 ) ? 1.0f : 0.0f ); | |
| 595 | + } | |
| 596 | + | |
| 597 | + // Top face, outward normals. | |
| 598 | + for( int i = 0; i < 4; ++i, vertexIndex += 2 ) | |
| 599 | + { | |
| 600 | + vertices[vertexIndex].position = positions[i]; | |
| 601 | + vertices[vertexIndex].normal = normals[i + 1]; | |
| 602 | + | |
| 603 | + if( i == 3 ) | |
| 604 | + { | |
| 605 | + // End, so loop around. | |
| 606 | + vertices[vertexIndex + 1].position = positions[0]; | |
| 607 | + } | |
| 608 | + else | |
| 609 | + { | |
| 610 | + vertices[vertexIndex + 1].position = positions[i + 1]; | |
| 611 | + } | |
| 612 | + vertices[vertexIndex + 1].normal = normals[i + 1]; | |
| 613 | + | |
| 614 | + vertices[vertexIndex].textureCoord = Vector2( 0.0f, verticalTextureCoord ); | |
| 615 | + vertices[vertexIndex+1].textureCoord = Vector2( 1.0f, verticalTextureCoord ); | |
| 616 | + } | |
| 617 | + | |
| 618 | + // Flip the vertical texture coord for the UV values of the bottom points. | |
| 619 | + verticalTextureCoord = 1.0f - verticalTextureCoord; | |
| 620 | + | |
| 621 | + // Bottom face, outward normals. | |
| 622 | + for( int i = 0; i < 4; ++i, vertexIndex += 2 ) | |
| 623 | + { | |
| 624 | + vertices[vertexIndex].position = positions[i + 4]; | |
| 625 | + vertices[vertexIndex].normal = normals[i + 1]; | |
| 626 | + | |
| 627 | + if( i == 3 ) | |
| 628 | + { | |
| 629 | + // End, so loop around. | |
| 630 | + vertices[vertexIndex + 1].position = positions[4]; | |
| 631 | + } | |
| 632 | + else | |
| 633 | + { | |
| 634 | + vertices[vertexIndex + 1].position = positions[i + 5]; | |
| 635 | + } | |
| 636 | + vertices[vertexIndex + 1].normal = normals[i + 1]; | |
| 637 | + | |
| 638 | + vertices[vertexIndex].textureCoord = Vector2( 0.0f, verticalTextureCoord ); | |
| 639 | + vertices[vertexIndex+1].textureCoord = Vector2( 1.0f, verticalTextureCoord ); | |
| 640 | + } | |
| 641 | + | |
| 642 | + // Bottom face, downward normals. | |
| 643 | + for( int i = 0; i < 4; ++i, ++vertexIndex ) | |
| 644 | + { | |
| 645 | + // Reverse positions for bottom face to keep triangles clockwise (for culling). | |
| 646 | + vertices[vertexIndex].position = positions[ 7 - i ]; | |
| 647 | + vertices[vertexIndex].normal = normals[5]; | |
| 648 | + // The below logic forms the correct U/V pairs for a quad when "i" goes from 0 to 3. | |
| 649 | + vertices[vertexIndex].textureCoord = Vector2( ( i == 1 || i == 2 ) ? 1.0f : 0.0f, ( i == 2 || i == 3 ) ? 1.0f : 0.0f ); | |
| 650 | + } | |
| 651 | + | |
| 652 | + // Create cube indices. | |
| 653 | + int triangleIndex = 0u; //Track progress through indices. | |
| 654 | + indices.Resize( 3u * 12u ); // 3 points x 12 triangles. | |
| 655 | + | |
| 656 | + // Top face. | |
| 657 | + indices[triangleIndex] = 0; | |
| 658 | + indices[triangleIndex + 1] = 1; | |
| 659 | + indices[triangleIndex + 2] = 2; | |
| 660 | + indices[triangleIndex + 3] = 2; | |
| 661 | + indices[triangleIndex + 4] = 3; | |
| 662 | + indices[triangleIndex + 5] = 0; | |
| 663 | + triangleIndex += 6; | |
| 664 | + | |
| 665 | + int topFaceStart = 4u; | |
| 666 | + int bottomFaceStart = topFaceStart + 8u; | |
| 667 | + | |
| 668 | + // Side faces. | |
| 669 | + for( int i = 0; i < 8; i += 2, triangleIndex += 6 ) | |
| 670 | + { | |
| 671 | + indices[triangleIndex ] = i + topFaceStart; | |
| 672 | + indices[triangleIndex + 1] = i + bottomFaceStart + 1; | |
| 673 | + indices[triangleIndex + 2] = i + topFaceStart + 1; | |
| 674 | + indices[triangleIndex + 3] = i + topFaceStart; | |
| 675 | + indices[triangleIndex + 4] = i + bottomFaceStart; | |
| 676 | + indices[triangleIndex + 5] = i + bottomFaceStart + 1; | |
| 677 | + } | |
| 678 | + | |
| 679 | + // Bottom face. | |
| 680 | + indices[triangleIndex] = 20; | |
| 681 | + indices[triangleIndex + 1] = 21; | |
| 682 | + indices[triangleIndex + 2] = 22; | |
| 683 | + indices[triangleIndex + 3] = 22; | |
| 684 | + indices[triangleIndex + 4] = 23; | |
| 685 | + indices[triangleIndex + 5] = 20; | |
| 686 | + | |
| 687 | + // Use the helper method to create the geometry object. | |
| 688 | + return CreateTexturedGeometry( vertices, indices ); | |
| 689 | + } | |
| 690 | + | |
| 691 | + // Signal handlers: | |
| 692 | + | |
| 693 | + /** | |
| 694 | + * @brief OnTouch signal handler. | |
| 695 | + * @param[in] actor The actor that has been touched | |
| 696 | + * @param[in] touch The touch information | |
| 697 | + * @return True if the event has been handled | |
| 698 | + */ | |
| 699 | + bool OnTouch( Actor actor, const TouchData& touch ) | |
| 700 | + { | |
| 701 | + // Quit the application. | |
| 702 | + mApplication.Quit(); | |
| 703 | + return true; | |
| 704 | + } | |
| 705 | + | |
| 706 | + /** | |
| 707 | + * @brief OnKeyEvent signal handler. | |
| 708 | + * @param[in] event The key event information | |
| 709 | + */ | |
| 710 | + void OnKeyEvent( const KeyEvent& event ) | |
| 711 | + { | |
| 712 | + if( event.state == KeyEvent::Down ) | |
| 713 | + { | |
| 714 | + if ( IsKey( event, Dali::DALI_KEY_ESCAPE ) || IsKey( event, Dali::DALI_KEY_BACK ) ) | |
| 715 | + { | |
| 716 | + mApplication.Quit(); | |
| 717 | + } | |
| 718 | + } | |
| 719 | + } | |
| 720 | + | |
| 721 | +private: | |
| 722 | + | |
| 723 | + // Member variables: | |
| 724 | + | |
| 725 | + Application& mApplication; ///< The DALi application object | |
| 726 | + Toolkit::Control mView; ///< The view used to show the background | |
| 727 | + | |
| 728 | + Animation mRotationAnimation; ///< The animation to spin the cube & floor | |
| 729 | + Animation mBounceAnimation; ///< The animation to bounce the cube | |
| 730 | + Actor mCubes[2]; ///< The cube object containers | |
| 731 | +}; | |
| 732 | + | |
| 733 | + | |
| 734 | +/** | |
| 735 | + * @brief Creates an instance of the example object and runs it. | |
| 736 | + * @param[in] application The DALi application object | |
| 737 | + */ | |
| 738 | +void RunExample( Application& application ) | |
| 739 | +{ | |
| 740 | + RendererStencilExample example( application ); | |
| 741 | + | |
| 742 | + application.MainLoop(); | |
| 743 | +} | |
| 744 | + | |
| 745 | +/** | |
| 746 | + * @brief Entry point for Linux & Tizen applications | |
| 747 | + * @param[in] argc The executables argument count | |
| 748 | + * @param[in] argv The executables argument vector | |
| 749 | + * @return The executables exit code (0) | |
| 750 | + */ | |
| 751 | +int DALI_EXPORT_API main( int argc, char **argv ) | |
| 752 | +{ | |
| 753 | + Application application = Application::New( &argc, &argv ); | |
| 754 | + | |
| 755 | + RunExample( application ); | |
| 756 | + | |
| 757 | + return 0; | |
| 758 | +} | ... | ... |
examples/renderer-stencil/renderer-stencil-shaders.h
0 โ 100644
| 1 | +#ifndef DALI_DEMO_RENDERER_STENCIL_SHADERS_H | |
| 2 | +#define DALI_DEMO_RENDERER_STENCIL_SHADERS_H | |
| 3 | + | |
| 4 | +/* | |
| 5 | + * Copyright (c) 2016 Samsung Electronics Co., Ltd. | |
| 6 | + * | |
| 7 | + * Licensed under the Apache License, Version 2.0 (the "License"); | |
| 8 | + * you may not use this file except in compliance with the License. | |
| 9 | + * You may obtain a copy of the License at | |
| 10 | + * | |
| 11 | + * http://www.apache.org/licenses/LICENSE-2.0 | |
| 12 | + * | |
| 13 | + * Unless required by applicable law or agreed to in writing, software | |
| 14 | + * distributed under the License is distributed on an "AS IS" BASIS, | |
| 15 | + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| 16 | + * See the License for the specific language governing permissions and | |
| 17 | + * limitations under the License. | |
| 18 | + */ | |
| 19 | + | |
| 20 | +// EXTERNAL INCLUDES | |
| 21 | +#include <dali/public-api/rendering/shader.h> | |
| 22 | + | |
| 23 | +// Shader uniforms: | |
| 24 | +const char * const COLOR_UNIFORM_NAME( "uColor" ); | |
| 25 | +const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" ); | |
| 26 | +const char * const STAGE_SIZE_UNIFORM_NAME( "uStageSize" ); | |
| 27 | +const char * const LIGHT_POSITION_UNIFORM_NAME = "uLightPosition"; | |
| 28 | +const char * const POSITION( "aPosition"); | |
| 29 | +const char * const NORMAL( "aNormal" ); | |
| 30 | +const char * const TEXTURE( "aTexCoord" ); | |
| 31 | + | |
| 32 | +// Shader for todor (vertex): | |
| 33 | +const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( | |
| 34 | + attribute mediump vec3 aPosition; | |
| 35 | + attribute highp vec3 aNormal; | |
| 36 | + attribute highp vec2 aTexCoord; | |
| 37 | + | |
| 38 | + varying mediump vec2 vTexCoord; | |
| 39 | + uniform mediump mat4 uMvpMatrix; | |
| 40 | + uniform mediump vec3 uSize; | |
| 41 | + uniform mediump vec3 uObjectDimensions; | |
| 42 | + varying mediump vec3 vIllumination; | |
| 43 | + uniform mediump mat4 uModelView; | |
| 44 | + uniform mediump mat4 uViewMatrix; | |
| 45 | + uniform mediump mat3 uNormalMatrix; | |
| 46 | + uniform mediump vec3 uLightPosition; | |
| 47 | + | |
| 48 | + void main() | |
| 49 | + { | |
| 50 | + mediump vec4 vertexPosition = vec4( aPosition * uObjectDimensions, 1.0 ); | |
| 51 | + vertexPosition = uMvpMatrix * vertexPosition; | |
| 52 | + | |
| 53 | + vec4 mvVertexPosition = uModelView * vertexPosition; | |
| 54 | + | |
| 55 | + vec3 vectorToLight = normalize( mat3( uViewMatrix ) * uLightPosition - mvVertexPosition.xyz ); | |
| 56 | + | |
| 57 | + vec3 normal = uNormalMatrix * aNormal; | |
| 58 | + float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 ); | |
| 59 | + vIllumination = vec3( lightDiffuse * 0.5 + 0.5 ); | |
| 60 | + | |
| 61 | + gl_Position = vertexPosition; | |
| 62 | + } | |
| 63 | +); | |
| 64 | + | |
| 65 | +const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( | |
| 66 | + varying mediump vec2 vTexCoord; | |
| 67 | + varying mediump vec3 vIllumination; | |
| 68 | + uniform lowp vec4 uColor; | |
| 69 | + uniform sampler2D sTexture; | |
| 70 | + | |
| 71 | + void main() | |
| 72 | + { | |
| 73 | + gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ); | |
| 74 | + } | |
| 75 | +); | |
| 76 | + | |
| 77 | +const char* VERTEX_SHADER_TEXTURED = DALI_COMPOSE_SHADER( | |
| 78 | + attribute mediump vec3 aPosition; | |
| 79 | + attribute highp vec3 aNormal; | |
| 80 | + attribute highp vec2 aTexCoord; | |
| 81 | + | |
| 82 | + varying mediump vec2 vTexCoord; | |
| 83 | + uniform mediump mat4 uMvpMatrix; | |
| 84 | + uniform mediump vec3 uSize; | |
| 85 | + uniform mediump vec3 uObjectDimensions; | |
| 86 | + varying mediump vec3 vIllumination; | |
| 87 | + uniform mediump mat4 uModelView; | |
| 88 | + uniform mediump mat4 uViewMatrix; | |
| 89 | + uniform mediump mat3 uNormalMatrix; | |
| 90 | + uniform mediump vec3 uLightPosition; | |
| 91 | + | |
| 92 | + void main() | |
| 93 | + { | |
| 94 | + mediump vec4 vertexPosition = vec4( aPosition * uObjectDimensions, 1.0 ); | |
| 95 | + vertexPosition = uMvpMatrix * vertexPosition; | |
| 96 | + | |
| 97 | + vec4 mvVertexPosition = uModelView * vertexPosition; | |
| 98 | + | |
| 99 | + vec3 vectorToLight = normalize( mat3( uViewMatrix ) * uLightPosition - mvVertexPosition.xyz ); | |
| 100 | + | |
| 101 | + vec3 normal = uNormalMatrix * aNormal; | |
| 102 | + float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 ); | |
| 103 | + vIllumination = vec3( lightDiffuse * 0.5 + 0.5 ); | |
| 104 | + | |
| 105 | + vTexCoord = aTexCoord; | |
| 106 | + gl_Position = vertexPosition; | |
| 107 | + } | |
| 108 | +); | |
| 109 | + | |
| 110 | +const char* FRAGMENT_SHADER_TEXTURED = DALI_COMPOSE_SHADER( | |
| 111 | + varying mediump vec2 vTexCoord; | |
| 112 | + varying mediump vec3 vIllumination; | |
| 113 | + uniform lowp vec4 uColor; | |
| 114 | + uniform sampler2D sTexture; | |
| 115 | + | |
| 116 | + void main() | |
| 117 | + { | |
| 118 | + gl_FragColor = vec4( texture2D( sTexture, vTexCoord ).rgb * vIllumination.rgb * uColor.rgb, uColor.a ); | |
| 119 | + } | |
| 120 | +); | |
| 121 | + | |
| 122 | +#endif // DALI_DEMO_RENDERER_STENCIL_SHADERS_H | ... | ... |
examples/scroll-view/scroll-view-example.cpp
| ... | ... | @@ -454,12 +454,12 @@ private: |
| 454 | 454 | { |
| 455 | 455 | ImageView actor = ImageView::New(); |
| 456 | 456 | Property::Map map; |
| 457 | - map["rendererType"] = "IMAGE"; | |
| 458 | - map["url"] = filename; | |
| 459 | - map["desiredWidth"] = width; | |
| 460 | - map["desiredHeight"] = height; | |
| 461 | - map["fittingMode"] = "SCALE_TO_FILL"; | |
| 462 | - map["samplingMode"] = "BOX_THEN_LINEAR"; | |
| 457 | + map[Visual::Property::TYPE] = Visual::IMAGE; | |
| 458 | + map[ImageVisual::Property::URL] = filename; | |
| 459 | + map[ImageVisual::Property::DESIRED_WIDTH] = width; | |
| 460 | + map[ImageVisual::Property::DESIRED_HEIGHT] = height; | |
| 461 | + map[ImageVisual::Property::FITTING_MODE] = FittingMode::SCALE_TO_FILL; | |
| 462 | + map[ImageVisual::Property::SAMPLING_MODE] = SamplingMode::BOX_THEN_LINEAR; | |
| 463 | 463 | actor.SetProperty( ImageView::Property::IMAGE, map ); |
| 464 | 464 | |
| 465 | 465 | actor.SetName( filename ); | ... | ... |
examples/text-scrolling/text-scrolling-example.cpp
| ... | ... | @@ -77,9 +77,9 @@ public: |
| 77 | 77 | parent.Add( box ); |
| 78 | 78 | |
| 79 | 79 | Dali::Property::Map border; |
| 80 | - border.Insert( "rendererType", "BORDER" ); | |
| 81 | - border.Insert( "borderColor", Color::WHITE ); | |
| 82 | - border.Insert( "borderSize", 1.f ); | |
| 80 | + border.Insert( Visual::Property::TYPE, Visual::BORDER ); | |
| 81 | + border.Insert( BorderVisual::Property::COLOR, Color::WHITE ); | |
| 82 | + border.Insert( BorderVisual::Property::SIZE, 1.f ); | |
| 83 | 83 | box.SetProperty( Control::Property::BACKGROUND, border ); |
| 84 | 84 | } |
| 85 | 85 | ... | ... |
examples/video-view/video-view-example.cpp
| ... | ... | @@ -210,14 +210,14 @@ class VideoViewController: public ConnectionTracker |
| 210 | 210 | Stage::GetCurrent().KeyEventSignal().Connect( this, &VideoViewController::OnKeyEvent ); |
| 211 | 211 | |
| 212 | 212 | Property::Map customShader; |
| 213 | - customShader.Insert( "fragmentShader", FRAGMENT_SHADER ); | |
| 214 | - mCustomShader.Insert( "rendererType", "IMAGE" ); | |
| 215 | - mCustomShader.Insert( "shader", customShader ); | |
| 213 | + customShader.Insert( Visual::Shader::Property::FRAGMENT_SHADER, FRAGMENT_SHADER ); | |
| 214 | + mCustomShader.Insert( Visual::Property::TYPE, Visual::IMAGE ); | |
| 215 | + mCustomShader.Insert( Visual::Property::SHADER, customShader ); | |
| 216 | 216 | |
| 217 | 217 | Property::Map defaultShader; |
| 218 | - customShader.Insert( "fragmentShader", DEFAULT_FRAGMENT_SHADER ); | |
| 219 | - mDefaultShader.Insert( "rendererType", "IMAGE" ); | |
| 220 | - mDefaultShader.Insert( "shader", defaultShader ); | |
| 218 | + customShader.Insert( Visual::Shader::Property::FRAGMENT_SHADER, DEFAULT_FRAGMENT_SHADER ); | |
| 219 | + mDefaultShader.Insert( Visual::Property::TYPE, Visual::IMAGE ); | |
| 220 | + mDefaultShader.Insert( Visual::Property::SHADER, customShader ); | |
| 221 | 221 | |
| 222 | 222 | mWindowSurfaceTarget.Insert( "RENDERING_TARGET", "windowSurfaceTarget" ); |
| 223 | 223 | mNativeImageTarget.Insert( "RENDERING_TARGET", "nativeImageTarget" ); | ... | ... |
packaging/com.samsung.dali-demo.spec
| ... | ... | @@ -2,7 +2,7 @@ |
| 2 | 2 | |
| 3 | 3 | Name: com.samsung.dali-demo |
| 4 | 4 | Summary: The OpenGLES Canvas Core Demo |
| 5 | -Version: 1.1.44 | |
| 5 | +Version: 1.1.45 | |
| 6 | 6 | Release: 1 |
| 7 | 7 | Group: System/Libraries |
| 8 | 8 | License: Apache-2.0 |
| ... | ... | @@ -39,22 +39,21 @@ of the capability of the toolkit. |
| 39 | 39 | %prep |
| 40 | 40 | %setup -q |
| 41 | 41 | |
| 42 | - | |
| 43 | 42 | #Use TZ_PATH when tizen version is 3.x |
| 43 | + | |
| 44 | 44 | %if "%{tizen_version_major}" == "2" |
| 45 | 45 | %define dali_app_ro_dir /usr/apps/com.samsung.dali-demo/ |
| 46 | 46 | %define dali_xml_file_dir /usr/share/packages/ |
| 47 | 47 | %define dali_icon_dir /usr/share/icons/ |
| 48 | -%endif | |
| 49 | - | |
| 50 | -%if "%{tizen_version_major}" == "3" | |
| 48 | +%define smack_rule_dir /etc/smack/accesses2.d/ | |
| 49 | +%else | |
| 51 | 50 | %define dali_app_ro_dir %TZ_SYS_RO_APP/com.samsung.dali-demo/ |
| 52 | 51 | %define dali_xml_file_dir %TZ_SYS_RO_PACKAGES |
| 53 | 52 | %define dali_icon_dir %TZ_SYS_RO_ICONS |
| 53 | +%define smack_rule_dir %TZ_SYS_SMACK/accesses2.d/ | |
| 54 | 54 | %endif |
| 55 | 55 | |
| 56 | 56 | %define dali_app_exe_dir %{dali_app_ro_dir}/bin/ |
| 57 | -%define smack_rule_dir /etc/smack/accesses2.d/ | |
| 58 | 57 | %define locale_dir %{dali_app_ro_dir}/res/locale |
| 59 | 58 | %define local_style_dir ../../resources/style/mobile |
| 60 | 59 | ... | ... |
resources/images/wood.png
0 โ 100644
358 KB
resources/scripts/animated-colors.json
| ... | ... | @@ -42,7 +42,7 @@ |
| 42 | 42 | "heightResizePolicy":"FILL_TO_PARENT", |
| 43 | 43 | "sizeAspectRatio": false, |
| 44 | 44 | "background": { |
| 45 | - "rendererType": "COLOR", | |
| 45 | + "visualType": "COLOR", | |
| 46 | 46 | "mixColor": [1,1,1,1] |
| 47 | 47 | }, |
| 48 | 48 | "color": [ |
| ... | ... | @@ -78,7 +78,7 @@ |
| 78 | 78 | "heightResizePolicy":"FILL_TO_PARENT", |
| 79 | 79 | "sizeAspectRatio": false, |
| 80 | 80 | "background": { |
| 81 | - "rendererType": "COLOR", | |
| 81 | + "visualType": "COLOR", | |
| 82 | 82 | "mixColor": [1,1,1,1] |
| 83 | 83 | }, |
| 84 | 84 | "color": [ |
| ... | ... | @@ -114,7 +114,7 @@ |
| 114 | 114 | "heightResizePolicy":"FILL_TO_PARENT", |
| 115 | 115 | "sizeAspectRatio": false, |
| 116 | 116 | "background": { |
| 117 | - "rendererType": "COLOR", | |
| 117 | + "visualType": "COLOR", | |
| 118 | 118 | "mixColor": [1,1,1,1] |
| 119 | 119 | }, |
| 120 | 120 | "color": [ |
| ... | ... | @@ -146,7 +146,7 @@ |
| 146 | 146 | "heightResizePolicy":"FILL_TO_PARENT", |
| 147 | 147 | "sizeAspectRatio": false, |
| 148 | 148 | "background": { |
| 149 | - "rendererType": "COLOR", | |
| 149 | + "visualType": "COLOR", | |
| 150 | 150 | "mixColor": [1,1,1,1] |
| 151 | 151 | }, |
| 152 | 152 | "color": [ |
| ... | ... | @@ -182,7 +182,7 @@ |
| 182 | 182 | "heightResizePolicy":"FILL_TO_PARENT", |
| 183 | 183 | "sizeAspectRatio": false, |
| 184 | 184 | "background": { |
| 185 | - "rendererType": "COLOR", | |
| 185 | + "visualType": "COLOR", | |
| 186 | 186 | "mixColor": [1,1,1,1] |
| 187 | 187 | }, |
| 188 | 188 | "color": [ |
| ... | ... | @@ -218,7 +218,7 @@ |
| 218 | 218 | "heightResizePolicy":"FILL_TO_PARENT", |
| 219 | 219 | "sizeAspectRatio": false, |
| 220 | 220 | "background": { |
| 221 | - "rendererType": "COLOR", | |
| 221 | + "visualType": "COLOR", | |
| 222 | 222 | "mixColor": [1,1,1,1] |
| 223 | 223 | }, |
| 224 | 224 | "color": [ |
| ... | ... | @@ -250,7 +250,7 @@ |
| 250 | 250 | "heightResizePolicy":"FILL_TO_PARENT", |
| 251 | 251 | "sizeAspectRatio": false, |
| 252 | 252 | "background": { |
| 253 | - "rendererType": "COLOR", | |
| 253 | + "visualType": "COLOR", | |
| 254 | 254 | "mixColor": [1,1,1,1] |
| 255 | 255 | }, |
| 256 | 256 | "color": [ |
| ... | ... | @@ -286,7 +286,7 @@ |
| 286 | 286 | "heightResizePolicy":"FILL_TO_PARENT", |
| 287 | 287 | "sizeAspectRatio": false, |
| 288 | 288 | "background": { |
| 289 | - "rendererType": "COLOR", | |
| 289 | + "visualType": "COLOR", | |
| 290 | 290 | "mixColor": [1,1,1,1] |
| 291 | 291 | }, |
| 292 | 292 | "color": [ |
| ... | ... | @@ -322,7 +322,7 @@ |
| 322 | 322 | "heightResizePolicy":"FILL_TO_PARENT", |
| 323 | 323 | "sizeAspectRatio": false, |
| 324 | 324 | "background": { |
| 325 | - "rendererType": "COLOR", | |
| 325 | + "visualType": "COLOR", | |
| 326 | 326 | "mixColor": [1,1,1,1] |
| 327 | 327 | }, |
| 328 | 328 | "color": [ |
| ... | ... | @@ -354,7 +354,7 @@ |
| 354 | 354 | "heightResizePolicy":"FILL_TO_PARENT", |
| 355 | 355 | "sizeAspectRatio": false, |
| 356 | 356 | "background": { |
| 357 | - "rendererType": "COLOR", | |
| 357 | + "visualType": "COLOR", | |
| 358 | 358 | "mixColor": [1,1,1,1] |
| 359 | 359 | }, |
| 360 | 360 | "color": [ |
| ... | ... | @@ -386,7 +386,7 @@ |
| 386 | 386 | "heightResizePolicy":"FILL_TO_PARENT", |
| 387 | 387 | "sizeAspectRatio": false, |
| 388 | 388 | "background": { |
| 389 | - "rendererType": "COLOR", | |
| 389 | + "visualType": "COLOR", | |
| 390 | 390 | "mixColor": [1,1,1,1] |
| 391 | 391 | }, |
| 392 | 392 | "color": [ |
| ... | ... | @@ -418,7 +418,7 @@ |
| 418 | 418 | "heightResizePolicy":"FILL_TO_PARENT", |
| 419 | 419 | "sizeAspectRatio": false, |
| 420 | 420 | "background": { |
| 421 | - "rendererType": "COLOR", | |
| 421 | + "visualType": "COLOR", | |
| 422 | 422 | "mixColor": [1,1,1,1] |
| 423 | 423 | }, |
| 424 | 424 | "color": [ |
| ... | ... | @@ -450,7 +450,7 @@ |
| 450 | 450 | "heightResizePolicy":"FILL_TO_PARENT", |
| 451 | 451 | "sizeAspectRatio": false, |
| 452 | 452 | "background": { |
| 453 | - "rendererType": "COLOR", | |
| 453 | + "visualType": "COLOR", | |
| 454 | 454 | "mixColor": [1,1,1,1] |
| 455 | 455 | }, |
| 456 | 456 | "color": [ |
| ... | ... | @@ -486,7 +486,7 @@ |
| 486 | 486 | "heightResizePolicy":"FILL_TO_PARENT", |
| 487 | 487 | "sizeAspectRatio": false, |
| 488 | 488 | "background": { |
| 489 | - "rendererType": "COLOR", | |
| 489 | + "visualType": "COLOR", | |
| 490 | 490 | "mixColor": [1,1,1,1] |
| 491 | 491 | }, |
| 492 | 492 | "color": [ |
| ... | ... | @@ -518,7 +518,7 @@ |
| 518 | 518 | "heightResizePolicy":"FILL_TO_PARENT", |
| 519 | 519 | "sizeAspectRatio": false, |
| 520 | 520 | "background": { |
| 521 | - "rendererType": "COLOR", | |
| 521 | + "visualType": "COLOR", | |
| 522 | 522 | "mixColor": [1,1,1,1] |
| 523 | 523 | }, |
| 524 | 524 | "color": [ |
| ... | ... | @@ -557,7 +557,7 @@ |
| 557 | 557 | "heightResizePolicy":"FILL_TO_PARENT", |
| 558 | 558 | "sizeAspectRatio": false, |
| 559 | 559 | "background": { |
| 560 | - "rendererType": "COLOR", | |
| 560 | + "visualType": "COLOR", | |
| 561 | 561 | "mixColor": [1,1,1,1] |
| 562 | 562 | }, |
| 563 | 563 | "color": [ |
| ... | ... | @@ -589,7 +589,7 @@ |
| 589 | 589 | "heightResizePolicy":"FILL_TO_PARENT", |
| 590 | 590 | "sizeAspectRatio": false, |
| 591 | 591 | "background": { |
| 592 | - "rendererType": "COLOR", | |
| 592 | + "visualType": "COLOR", | |
| 593 | 593 | "mixColor": [1,1,1,1] |
| 594 | 594 | }, |
| 595 | 595 | "color": [ |
| ... | ... | @@ -622,7 +622,7 @@ |
| 622 | 622 | "heightResizePolicy":"FILL_TO_PARENT", |
| 623 | 623 | "sizeAspectRatio": false, |
| 624 | 624 | "background": { |
| 625 | - "rendererType": "COLOR", | |
| 625 | + "visualType": "COLOR", | |
| 626 | 626 | "mixColor": [1,1,1,1] |
| 627 | 627 | }, |
| 628 | 628 | "color": [ |
| ... | ... | @@ -661,7 +661,7 @@ |
| 661 | 661 | "heightResizePolicy":"FILL_TO_PARENT", |
| 662 | 662 | "sizeAspectRatio": false, |
| 663 | 663 | "background": { |
| 664 | - "rendererType": "COLOR", | |
| 664 | + "visualType": "COLOR", | |
| 665 | 665 | "mixColor": [1,1,1,1] |
| 666 | 666 | }, |
| 667 | 667 | "color": [ |
| ... | ... | @@ -693,7 +693,7 @@ |
| 693 | 693 | "heightResizePolicy":"FILL_TO_PARENT", |
| 694 | 694 | "sizeAspectRatio": false, |
| 695 | 695 | "background": { |
| 696 | - "rendererType": "COLOR", | |
| 696 | + "visualType": "COLOR", | |
| 697 | 697 | "mixColor": [1,1,1,1] |
| 698 | 698 | }, |
| 699 | 699 | "color": [ |
| ... | ... | @@ -726,7 +726,7 @@ |
| 726 | 726 | "heightResizePolicy":"FILL_TO_PARENT", |
| 727 | 727 | "sizeAspectRatio": false, |
| 728 | 728 | "background": { |
| 729 | - "rendererType": "COLOR", | |
| 729 | + "visualType": "COLOR", | |
| 730 | 730 | "mixColor": [1,1,1,1] |
| 731 | 731 | }, |
| 732 | 732 | "color": [ |
| ... | ... | @@ -758,7 +758,7 @@ |
| 758 | 758 | "heightResizePolicy":"FILL_TO_PARENT", |
| 759 | 759 | "sizeAspectRatio": false, |
| 760 | 760 | "background": { |
| 761 | - "rendererType": "COLOR", | |
| 761 | + "visualType": "COLOR", | |
| 762 | 762 | "mixColor": [1,1,1,1] |
| 763 | 763 | }, |
| 764 | 764 | "color": [ |
| ... | ... | @@ -790,7 +790,7 @@ |
| 790 | 790 | "heightResizePolicy":"FILL_TO_PARENT", |
| 791 | 791 | "sizeAspectRatio": false, |
| 792 | 792 | "background": { |
| 793 | - "rendererType": "COLOR", | |
| 793 | + "visualType": "COLOR", | |
| 794 | 794 | "mixColor": [1,1,1,1] |
| 795 | 795 | }, |
| 796 | 796 | "color": [ |
| ... | ... | @@ -823,7 +823,7 @@ |
| 823 | 823 | "sizeModeFactor": [0.25,0.166667,1], |
| 824 | 824 | "sizeAspectRatio": false, |
| 825 | 825 | "background": { |
| 826 | - "rendererType": "COLOR", | |
| 826 | + "visualType": "COLOR", | |
| 827 | 827 | "mixColor": [1,1,1,1] |
| 828 | 828 | }, |
| 829 | 829 | "color": [ | ... | ... |
resources/scripts/background.json
| ... | ... | @@ -30,7 +30,7 @@ |
| 30 | 30 | "heightResizePolicy":"SIZE_RELATIVE_TO_PARENT", |
| 31 | 31 | "sizeModeFactor": [ 0.5, 0.333333333333, 1 ], |
| 32 | 32 | "background":{ |
| 33 | - "rendererType": "COLOR", | |
| 33 | + "visualType": "COLOR", | |
| 34 | 34 | "mixColor": [ 0.8, 0, 0.2, 1 ] |
| 35 | 35 | } |
| 36 | 36 | }, |
| ... | ... | @@ -45,7 +45,7 @@ |
| 45 | 45 | "heightResizePolicy":"SIZE_RELATIVE_TO_PARENT", |
| 46 | 46 | "sizeModeFactor": [ 0.5, 0.333333333333, 1 ], |
| 47 | 47 | "background": { |
| 48 | - "rendererType": "IMAGE", | |
| 48 | + "visualType": "IMAGE", | |
| 49 | 49 | "url": "{DEMO_IMAGE_DIR}Kid1.svg" |
| 50 | 50 | } |
| 51 | 51 | }, |
| ... | ... | @@ -60,7 +60,7 @@ |
| 60 | 60 | "heightResizePolicy":"SIZE_RELATIVE_TO_PARENT", |
| 61 | 61 | "sizeModeFactor": [ 0.5, 0.333333333333, 1 ], |
| 62 | 62 | "background": { |
| 63 | - "rendererType" : "BORDER", | |
| 63 | + "visualType" : "BORDER", | |
| 64 | 64 | "borderColor" : [ 0.5, 0.5, 0.5, 1 ], |
| 65 | 65 | "borderSize" : 15.0 |
| 66 | 66 | } |
| ... | ... | @@ -76,7 +76,7 @@ |
| 76 | 76 | "heightResizePolicy":"SIZE_RELATIVE_TO_PARENT", |
| 77 | 77 | "sizeModeFactor": [ 0.5, 0.333333333333, 1 ], |
| 78 | 78 | "background": { |
| 79 | - "rendererType": "IMAGE", | |
| 79 | + "visualType": "IMAGE", | |
| 80 | 80 | "url": "{DEMO_IMAGE_DIR}gallery-large-9.jpg" |
| 81 | 81 | } |
| 82 | 82 | }, |
| ... | ... | @@ -91,7 +91,7 @@ |
| 91 | 91 | "heightResizePolicy":"SIZE_RELATIVE_TO_PARENT", |
| 92 | 92 | "sizeModeFactor": [ 0.5, 0.333333333333, 1 ], |
| 93 | 93 | "background":{ |
| 94 | - "rendererType": "COLOR", | |
| 94 | + "visualType": "COLOR", | |
| 95 | 95 | "mixColor": [ 1, 1, 0, 1 ] |
| 96 | 96 | } |
| 97 | 97 | }, |
| ... | ... | @@ -106,7 +106,7 @@ |
| 106 | 106 | "heightResizePolicy":"SIZE_RELATIVE_TO_PARENT", |
| 107 | 107 | "sizeModeFactor": [ 0.5, 0.333333333333, 1 ], |
| 108 | 108 | "background": { |
| 109 | - "rendererType" : "GRADIENT", | |
| 109 | + "visualType" : "GRADIENT", | |
| 110 | 110 | "startPosition" : [ -0.5, -0.5 ], |
| 111 | 111 | "endPosition": [ 0.5, 0.5 ], |
| 112 | 112 | "stopColor" : [ | ... | ... |
resources/scripts/clock.json
| ... | ... | @@ -8,7 +8,7 @@ |
| 8 | 8 | "parentOrigin": [0.5, 0.5, 0.5], |
| 9 | 9 | "anchorPoint": [0.5, 1, 0.5], |
| 10 | 10 | "background": { |
| 11 | - "rendererType": "COLOR", | |
| 11 | + "visualType": "COLOR", | |
| 12 | 12 | "mixColor": [0.71, 0, 0, 1] |
| 13 | 13 | }, |
| 14 | 14 | "selected": false, |
| ... | ... | @@ -27,7 +27,7 @@ |
| 27 | 27 | "parentOrigin": [0.5, 0.5, 0.5], |
| 28 | 28 | "anchorPoint": [0.5, 1, 0.5], |
| 29 | 29 | "background": { |
| 30 | - "rendererType": "COLOR", | |
| 30 | + "visualType": "COLOR", | |
| 31 | 31 | "mixColor": [0, 0.14200000000000013, 0.71, 0.7] |
| 32 | 32 | }, |
| 33 | 33 | "signals": [ |
| ... | ... | @@ -45,7 +45,7 @@ |
| 45 | 45 | "parentOrigin": [0.5, 0.5, 0.5], |
| 46 | 46 | "anchorPoint": [0.5, 1, 0.5], |
| 47 | 47 | "background": { |
| 48 | - "rendererType": "COLOR", | |
| 48 | + "visualType": "COLOR", | |
| 49 | 49 | "mixColor": [0.057450000000000064, 0.3, 0.0030000000000000027, 0.7] |
| 50 | 50 | }, |
| 51 | 51 | "signals": [ | ... | ... |
resources/scripts/table-view.json
resources/style/demo-theme.json.in
resources/style/mobile/demo-theme.json.in
shared/dali-demo-strings.h
| 1 | 1 | /* |
| 2 | - * Copyright (c) 2015 Samsung Electronics Co., Ltd. | |
| 2 | + * Copyright (c) 2016 Samsung Electronics Co., Ltd. | |
| 3 | 3 | * |
| 4 | 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | 5 | * you may not use this file except in compliance with the License. |
| ... | ... | @@ -37,6 +37,7 @@ extern "C" |
| 37 | 37 | #define DALI_DEMO_STR_TITLE_CUBE_TRANSITION dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CUBE_TRANSITION") |
| 38 | 38 | #define DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION") |
| 39 | 39 | #define DALI_DEMO_STR_TITLE_ITEM_VIEW dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_ITEM_VIEW") |
| 40 | +#define DALI_DEMO_STR_TITLE_RENDERER_STENCIL dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_RENDERER_STENCIL") | |
| 40 | 41 | #define DALI_DEMO_STR_TITLE_MAGNIFIER dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MAGNIFIER") |
| 41 | 42 | #define DALI_DEMO_STR_TITLE_MOTION_BLUR dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MOTION_BLUR") |
| 42 | 43 | #define DALI_DEMO_STR_TITLE_MOTION_STRETCH dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MOTION_STRETCH") |
| ... | ... | @@ -71,6 +72,7 @@ extern "C" |
| 71 | 72 | #define DALI_DEMO_STR_TITLE_CUBE_TRANSITION "Cube Effect" |
| 72 | 73 | #define DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION "Dissolve Effect" |
| 73 | 74 | #define DALI_DEMO_STR_TITLE_ITEM_VIEW "Item View" |
| 75 | +#define DALI_DEMO_STR_TITLE_RENDERER_STENCIL "Renderer Stencils" | |
| 74 | 76 | #define DALI_DEMO_STR_TITLE_MAGNIFIER "Magnifier" |
| 75 | 77 | #define DALI_DEMO_STR_TITLE_MODEL_3D_VIEWER "Model 3D Viewer" |
| 76 | 78 | #define DALI_DEMO_STR_TITLE_MOTION_BLUR "Motion Blur" |
| ... | ... | @@ -107,7 +109,7 @@ extern "C" |
| 107 | 109 | #define DALI_DEMO_STR_TITLE_SUPER_BLUR_BLOOM "Super Blur and Bloom" |
| 108 | 110 | #define DALI_DEMO_STR_TITLE_EFFECTS_VIEW "Effects View" |
| 109 | 111 | #define DALI_DEMO_STR_TITLE_NATIVE_IMAGE_SOURCE "Native Image Source" |
| 110 | -#define DALI_DEMO_STR_TITLE_MESH_RENDERER "Mesh Renderer" | |
| 112 | +#define DALI_DEMO_STR_TITLE_MESH_VISUAL "Mesh Visual" | |
| 111 | 113 | #define DALI_DEMO_STR_TITLE_PRIMITIVE_SHAPES "Primitive Shapes" |
| 112 | 114 | |
| 113 | 115 | #endif | ... | ... |
shared/utility.h
| ... | ... | @@ -112,7 +112,7 @@ Dali::Geometry CreateTexturedQuad() |
| 112 | 112 | //Create the geometry |
| 113 | 113 | Dali::Geometry geometry = Dali::Geometry::New(); |
| 114 | 114 | geometry.AddVertexBuffer( vertexBuffer ); |
| 115 | - geometry.SetGeometryType(Dali::Geometry::TRIANGLE_STRIP ); | |
| 115 | + geometry.SetType(Dali::Geometry::TRIANGLE_STRIP ); | |
| 116 | 116 | |
| 117 | 117 | return geometry; |
| 118 | 118 | } | ... | ... |
shared/view.h
| ... | ... | @@ -131,13 +131,13 @@ Dali::Layer CreateView( Dali::Application& application, |
| 131 | 131 | if ( !backgroundImagePath.empty() ) |
| 132 | 132 | { |
| 133 | 133 | Dali::Property::Map map; |
| 134 | - map["rendererType"] = "IMAGE"; | |
| 135 | - map["url"] = backgroundImagePath; | |
| 136 | - map["desiredWidth"] = stage.GetSize().x; | |
| 137 | - map["desiredHeight"] = stage.GetSize().y; | |
| 138 | - map["fittingMode"] = "SCALE_TO_FILL"; | |
| 139 | - map["samplingMode"] = "BOX_THEN_LINEAR"; | |
| 140 | - map["synchronousLoading"] = true; | |
| 134 | + map[Dali::Toolkit::Visual::Property::TYPE] = Dali::Toolkit::Visual::IMAGE; | |
| 135 | + map[Dali::Toolkit::ImageVisual::Property::URL] = backgroundImagePath; | |
| 136 | + map[Dali::Toolkit::ImageVisual::Property::DESIRED_WIDTH] = stage.GetSize().x; | |
| 137 | + map[Dali::Toolkit::ImageVisual::Property::DESIRED_HEIGHT] = stage.GetSize().y; | |
| 138 | + map[Dali::Toolkit::ImageVisual::Property::FITTING_MODE] = Dali::FittingMode::SCALE_TO_FILL; | |
| 139 | + map[Dali::Toolkit::ImageVisual::Property::SAMPLING_MODE] = Dali::SamplingMode::BOX_THEN_LINEAR; | |
| 140 | + map[Dali::Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING] = true; | |
| 141 | 141 | view.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map ); |
| 142 | 142 | } |
| 143 | 143 | ... | ... |