Commit 19369b28e77acb7d31e72bae8a35a6a1d8456729

Authored by Andrew Poor
1 parent a3d5c29a

Mesh demo improvements for lighting.

Change-Id: I6fb94272f1fc562b210c765d79f217d40a611263
examples/mesh-visual/mesh-visual-example.cpp
@@ -15,14 +15,14 @@ namespace @@ -15,14 +15,14 @@ namespace
15 }; 15 };
16 16
17 //Files for meshes 17 //Files for meshes
18 - const char * const MODEL_FILE[] = 18 + const char * const MODEL_FILE_TABLE[] =
19 { 19 {
20 DEMO_MODEL_DIR "Dino.obj", 20 DEMO_MODEL_DIR "Dino.obj",
21 DEMO_MODEL_DIR "ToyRobot-Metal.obj", 21 DEMO_MODEL_DIR "ToyRobot-Metal.obj",
22 DEMO_MODEL_DIR "Toyrobot-Plastic.obj" 22 DEMO_MODEL_DIR "Toyrobot-Plastic.obj"
23 }; 23 };
24 24
25 - const char * const MATERIAL_FILE[] = 25 + const char * const MATERIAL_FILE_TABLE[] =
26 { 26 {
27 DEMO_MODEL_DIR "Dino.mtl", 27 DEMO_MODEL_DIR "Dino.mtl",
28 DEMO_MODEL_DIR "ToyRobot-Metal.mtl", 28 DEMO_MODEL_DIR "ToyRobot-Metal.mtl",
@@ -39,13 +39,12 @@ namespace @@ -39,13 +39,12 @@ namespace
39 MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING 39 MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING
40 }; 40 };
41 41
42 - //Files for background and toolbar  
43 - const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-1.jpg");  
44 -  
45 const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f; 42 const float X_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
46 const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f; 43 const float Y_ROTATION_DISPLACEMENT_FACTOR = 60.0f;
47 - const float MODEL_SCALE = 0.75f;  
48 - const int NUM_MESHES = 3; 44 + const float MODEL_SCALE = 0.75f;
  45 + const float LIGHT_SCALE = 0.15f;
  46 + const float BUTTONS_OFFSET_BOTTOM = 0.9f;
  47 + const int NUM_MESHES = 2;
49 48
50 //Used to identify actors. 49 //Used to identify actors.
51 const int MODEL_TAG = 0; 50 const int MODEL_TAG = 0;
@@ -64,7 +63,8 @@ public: @@ -64,7 +63,8 @@ public:
64 mShadingModeIndex( 0 ), //Start with textured with detailed specular lighting. 63 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. 64 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. 65 mSelectedModelIndex( -1 ), //Non-valid default, which will get set to a correct value when used.
67 - mPaused( false ) //Animations play by default. 66 + mPaused( false ), //Animations play by default.
  67 + mLightFixed( true ) //The light is fixed by default.
68 { 68 {
69 // Connect to the Application's Init signal 69 // Connect to the Application's Init signal
70 mApplication.InitSignal().Connect( this, &MeshVisualController::Create ); 70 mApplication.InitSignal().Connect( this, &MeshVisualController::Create );
@@ -79,23 +79,7 @@ public: @@ -79,23 +79,7 @@ public:
79 { 79 {
80 // Get a handle to the stage 80 // Get a handle to the stage
81 Stage stage = Stage::GetCurrent(); 81 Stage stage = Stage::GetCurrent();
82 -  
83 - //Add background  
84 - ImageView backView = ImageView::New( BACKGROUND_IMAGE );  
85 - backView.SetAnchorPoint( AnchorPoint::TOP_LEFT );  
86 - stage.Add( backView );  
87 -  
88 - //Setup and load the 3D models and buttons  
89 - LoadScene();  
90 -  
91 - //Allow for exiting of the application via key presses.  
92 - stage.KeyEventSignal().Connect( this, &MeshVisualController::OnKeyEvent );  
93 - }  
94 -  
95 - //Sets up the on-screen elements.  
96 - void LoadScene()  
97 - {  
98 - Stage stage = Stage::GetCurrent(); 82 + stage.SetBackgroundColor( Vector4( 0.0, 0.5, 1.0, 1.0 ) );
99 83
100 //Set up layer to place objects on. 84 //Set up layer to place objects on.
101 Layer baseLayer = Layer::New(); 85 Layer baseLayer = Layer::New();
@@ -108,41 +92,45 @@ public: @@ -108,41 +92,45 @@ public:
108 baseLayer.TouchedSignal().Connect( this, &MeshVisualController::OnTouch ); 92 baseLayer.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
109 stage.Add( baseLayer ); 93 stage.Add( baseLayer );
110 94
111 - //Add containers to house each visual-holding-actor. 95 + //Place models on the scene.
  96 + SetupModels( baseLayer );
  97 +
  98 + //Place buttons on the scene.
  99 + SetupButtons( baseLayer );
  100 +
  101 + //Add a light to the scene.
  102 + SetupLight( baseLayer );
  103 +
  104 + //Allow for exiting of the application via key presses.
  105 + stage.KeyEventSignal().Connect( this, &MeshVisualController::OnKeyEvent );
  106 + }
  107 +
  108 + //Loads and adds the models to the scene, inside containers for hit detection.
  109 + void SetupModels( Layer layer )
  110 + {
  111 + //Add containers to house each renderer-holding-actor.
112 for( int i = 0; i < NUM_MESHES; i++ ) 112 for( int i = 0; i < NUM_MESHES; i++ )
113 { 113 {
114 mContainers[i] = Actor::New(); 114 mContainers[i] = Actor::New();
115 mContainers[i].SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS ); 115 mContainers[i].SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
116 mContainers[i].RegisterProperty( "Tag", MODEL_TAG ); //Used to differentiate between different kinds of actor. 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. 117 mContainers[i].RegisterProperty( "Model", Property::Value( i ) ); //Used to index into the model.
118 -  
119 - //Position each container on screen  
120 - if( i == 0 )  
121 - {  
122 - //Main, central model  
123 - mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );  
124 - mContainers[i].SetParentOrigin( ParentOrigin::CENTER );  
125 - mContainers[i].SetAnchorPoint( AnchorPoint::CENTER );  
126 - }  
127 - else if( i == 1 )  
128 - {  
129 - //Top left model  
130 - mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );  
131 - mContainers[i].SetParentOrigin( Vector3( 0.05, 0.03, 0.5 ) ); //Offset from top left  
132 - mContainers[i].SetAnchorPoint( AnchorPoint::TOP_LEFT );  
133 - }  
134 - else if( i == 2 )  
135 - {  
136 - //Top right model  
137 - mContainers[i].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );  
138 - mContainers[i].SetParentOrigin( Vector3( 0.95, 0.03, 0.5 ) ); //Offset from top right  
139 - mContainers[i].SetAnchorPoint( AnchorPoint::TOP_RIGHT );  
140 - }  
141 -  
142 mContainers[i].TouchedSignal().Connect( this, &MeshVisualController::OnTouch ); 118 mContainers[i].TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
143 - baseLayer.Add( mContainers[i] ); 119 + layer.Add( mContainers[i] );
144 } 120 }
145 121
  122 + //Position each container individually on screen
  123 +
  124 + //Main, central model
  125 + mContainers[0].SetSizeModeFactor( Vector3( MODEL_SCALE, MODEL_SCALE, 0.0f ) );
  126 + mContainers[0].SetParentOrigin( ParentOrigin::CENTER );
  127 + mContainers[0].SetAnchorPoint( AnchorPoint::CENTER );
  128 +
  129 + //Top left model
  130 + mContainers[1].SetSizeModeFactor( Vector3( MODEL_SCALE / 3.0f, MODEL_SCALE / 3.0f, 0.0f ) );
  131 + mContainers[1].SetParentOrigin( Vector3( 0.05, 0.03, 0.5 ) ); //Offset from top left
  132 + mContainers[1].SetAnchorPoint( AnchorPoint::TOP_LEFT );
  133 +
146 //Set up models 134 //Set up models
147 for( int i = 0; i < NUM_MESHES; i++ ) 135 for( int i = 0; i < NUM_MESHES; i++ )
148 { 136 {
@@ -170,70 +158,120 @@ public: @@ -170,70 +158,120 @@ public:
170 158
171 //Calling this sets the model in the controls. 159 //Calling this sets the model in the controls.
172 ReloadModel(); 160 ReloadModel();
  161 + }
  162 +
  163 + //Place the various buttons on the bottom of the screen, with title labels where necessary.
  164 + void SetupButtons( Layer layer )
  165 + {
  166 + //Text label title for changing model or shader.
  167 + TextLabel changeTitleLabel = TextLabel::New( "Switch" );
  168 + changeTitleLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
  169 + changeTitleLabel.SetProperty( TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}" );
  170 + changeTitleLabel.SetParentOrigin( Vector3( 0.2, BUTTONS_OFFSET_BOTTOM, 0.5 ) );
  171 + changeTitleLabel.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
  172 + layer.Add( changeTitleLabel );
173 173
174 //Create button for model changing 174 //Create button for model changing
175 - Toolkit::PushButton modelButton = Toolkit::PushButton::New(); 175 + PushButton modelButton = Toolkit::PushButton::New();
176 modelButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); 176 modelButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
177 modelButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeModelClicked ); 177 modelButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeModelClicked );
178 - modelButton.SetParentOrigin( Vector3( 0.05, 0.95, 0.5 ) ); //Offset from bottom left  
179 - modelButton.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );  
180 - modelButton.SetLabelText( "Change Model" );  
181 - baseLayer.Add( modelButton ); 178 + modelButton.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
  179 + modelButton.SetAnchorPoint( AnchorPoint::TOP_RIGHT );
  180 + modelButton.SetLabelText( "Model" );
  181 + changeTitleLabel.Add( modelButton );
182 182
183 //Create button for shader changing 183 //Create button for shader changing
184 - Toolkit::PushButton shaderButton = Toolkit::PushButton::New(); 184 + PushButton shaderButton = Toolkit::PushButton::New();
185 shaderButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); 185 shaderButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
186 shaderButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeShaderClicked ); 186 shaderButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeShaderClicked );
187 - shaderButton.SetParentOrigin( Vector3( 0.95, 0.95, 0.5 ) ); //Offset from bottom right  
188 - shaderButton.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );  
189 - shaderButton.SetLabelText( "Change Shader" );  
190 - baseLayer.Add( shaderButton ); 187 + shaderButton.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
  188 + shaderButton.SetAnchorPoint( AnchorPoint::TOP_LEFT );
  189 + shaderButton.SetLabelText( "Shader" );
  190 + changeTitleLabel.Add( shaderButton );
191 191
192 //Create button for pausing animations 192 //Create button for pausing animations
193 - Toolkit::PushButton pauseButton = Toolkit::PushButton::New(); 193 + PushButton pauseButton = Toolkit::PushButton::New();
194 pauseButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); 194 pauseButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
195 pauseButton.ClickedSignal().Connect( this, &MeshVisualController::OnPauseClicked ); 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 ); 196 + pauseButton.SetParentOrigin( Vector3( 0.5, BUTTONS_OFFSET_BOTTOM, 0.5 ) );
  197 + pauseButton.SetAnchorPoint( AnchorPoint::TOP_CENTER );
198 pauseButton.SetLabelText( " || " ); 198 pauseButton.SetLabelText( " || " );
199 - baseLayer.Add( pauseButton ); 199 + layer.Add( pauseButton );
  200 +
  201 + //Text label title for light position mode.
  202 + TextLabel lightTitleLabel = TextLabel::New( "Light Position" );
  203 + lightTitleLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
  204 + lightTitleLabel.SetProperty( TextLabel::Property::UNDERLINE, "{\"thickness\":\"2.0\"}" );
  205 + lightTitleLabel.SetParentOrigin( Vector3( 0.8, BUTTONS_OFFSET_BOTTOM, 0.5 ) );
  206 + lightTitleLabel.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
  207 + layer.Add( lightTitleLabel );
  208 +
  209 + //Create button for switching between manual and fixed light position.
  210 + PushButton lightButton = Toolkit::PushButton::New();
  211 + lightButton.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
  212 + lightButton.ClickedSignal().Connect( this, &MeshVisualController::OnChangeLightModeClicked );
  213 + lightButton.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
  214 + lightButton.SetAnchorPoint( AnchorPoint::TOP_CENTER );
  215 + lightButton.SetLabelText( "FIXED" );
  216 + lightTitleLabel.Add( lightButton );
  217 + }
200 218
  219 + //Add a point light source the the scene, on a layer above the first.
  220 + void SetupLight( Layer baseLayer )
  221 + {
201 //Create control to act as light source of scene. 222 //Create control to act as light source of scene.
202 mLightSource = Control::New(); 223 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 ); 224 mLightSource.RegisterProperty( "Tag", LIGHT_TAG );
206 225
  226 + //Set size of control based on screen dimensions.
  227 + Stage stage = Stage::GetCurrent();
  228 + if( stage.GetSize().width < stage.GetSize().height )
  229 + {
  230 + //Scale to width.
  231 + mLightSource.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH );
  232 + mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
  233 + mLightSource.SetSizeModeFactor( Vector3( LIGHT_SCALE, 0.0f, 0.0f ) );
  234 + }
  235 + else
  236 + {
  237 + //Scale to height.
  238 + mLightSource.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::HEIGHT );
  239 + mLightSource.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::WIDTH );
  240 + mLightSource.SetSizeModeFactor( Vector3( 0.0f, LIGHT_SCALE, 0.0f ) );
  241 + }
  242 +
207 //Set position relative to top left, as the light source property is also relative to the top left. 243 //Set position relative to top left, as the light source property is also relative to the top left.
208 mLightSource.SetParentOrigin( ParentOrigin::TOP_LEFT ); 244 mLightSource.SetParentOrigin( ParentOrigin::TOP_LEFT );
209 mLightSource.SetAnchorPoint( AnchorPoint::CENTER ); 245 mLightSource.SetAnchorPoint( AnchorPoint::CENTER );
210 - mLightSource.SetPosition( Stage::GetCurrent().GetSize().x * 0.5f, Stage::GetCurrent().GetSize().y * 0.1f ); 246 + mLightSource.SetPosition( Stage::GetCurrent().GetSize().x * 0.85f, Stage::GetCurrent().GetSize().y * 0.125 );
211 247
212 - //Make white background. 248 + //Supply an image to represent the light.
213 Property::Map lightMap; 249 Property::Map lightMap;
214 - lightMap.Insert( Visual::Property::TYPE, Visual::COLOR );  
215 - lightMap.Insert( ColorVisual::Property::MIX_COLOR, Color::WHITE ); 250 + lightMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
  251 + lightMap.Insert( ImageVisual::Property::URL, DEMO_IMAGE_DIR "light-icon.png" );
216 mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( lightMap ) ); 252 mLightSource.SetProperty( Control::Property::BACKGROUND, Property::Value( lightMap ) );
217 253
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. 254 //Connect to touch signal for dragging.
228 mLightSource.TouchedSignal().Connect( this, &MeshVisualController::OnTouch ); 255 mLightSource.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
229 256
230 //Place the light source on a layer above the base, so that it is rendered above everything else. 257 //Place the light source on a layer above the base, so that it is rendered above everything else.
231 Layer upperLayer = Layer::New(); 258 Layer upperLayer = Layer::New();
  259 + upperLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
  260 + upperLayer.SetParentOrigin( ParentOrigin::CENTER );
  261 + upperLayer.SetAnchorPoint( AnchorPoint::CENTER );
  262 +
232 baseLayer.Add( upperLayer ); 263 baseLayer.Add( upperLayer );
233 upperLayer.Add( mLightSource ); 264 upperLayer.Add( mLightSource );
234 265
235 - //Calling this sets the light position of each model to that of the light source control.  
236 - UpdateLight(); 266 + //Decide which light to use to begin with.
  267 + if( mLightFixed )
  268 + {
  269 + UseFixedLight();
  270 + }
  271 + else
  272 + {
  273 + UseManualLight();
  274 + }
237 } 275 }
238 276
239 //Updates the displayed models to account for parameter changes. 277 //Updates the displayed models to account for parameter changes.
@@ -242,11 +280,10 @@ public: @@ -242,11 +280,10 @@ public:
242 //Create mesh property map 280 //Create mesh property map
243 Property::Map map; 281 Property::Map map;
244 map.Insert( Visual::Property::TYPE, Visual::MESH ); 282 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] ); 283 + map.Insert( MeshVisual::Property::OBJECT_URL, MODEL_FILE_TABLE[mModelIndex] );
  284 + map.Insert( MeshVisual::Property::MATERIAL_URL, MATERIAL_FILE_TABLE[mModelIndex] );
247 map.Insert( MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH ); 285 map.Insert( MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH );
248 map.Insert( MeshVisual::Property::SHADING_MODE, SHADING_MODE_TABLE[mShadingModeIndex] ); 286 map.Insert( MeshVisual::Property::SHADING_MODE, SHADING_MODE_TABLE[mShadingModeIndex] );
249 - map.Insert( MeshVisual::Property::USE_SOFT_NORMALS, false );  
250 287
251 //Set the two controls to use the mesh 288 //Set the two controls to use the mesh
252 for( int i = 0; i < NUM_MESHES; i++ ) 289 for( int i = 0; i < NUM_MESHES; i++ )
@@ -255,12 +292,39 @@ public: @@ -255,12 +292,39 @@ public:
255 } 292 }
256 } 293 }
257 294
  295 + void UseFixedLight()
  296 + {
  297 + //Hide draggable source
  298 + mLightSource.SetVisible( false );
  299 +
  300 + //Use stage dimensions to place light at center, offset outwards in z axis.
  301 + Stage stage = Stage::GetCurrent();
  302 + float width = stage.GetSize().width;
  303 + float height = stage.GetSize().height;
  304 + Vector3 lightPosition = Vector3( width / 2.0f, height / 2.0f, std::max( width, height ) * 5.0f );
  305 +
  306 + //Set global light position
  307 + for( int i = 0; i < NUM_MESHES; ++i )
  308 + {
  309 + mModels[i].control.RegisterProperty( "lightPosition", lightPosition, Property::ANIMATABLE );
  310 + }
  311 + }
  312 +
  313 + void UseManualLight()
  314 + {
  315 + //Show draggable source
  316 + mLightSource.SetVisible( true );
  317 +
  318 + //Update to switch light position to that off the source.
  319 + UpdateLight();
  320 + }
  321 +
258 //Updates the light position for each model to account for changes in the source on screen. 322 //Updates the light position for each model to account for changes in the source on screen.
259 void UpdateLight() 323 void UpdateLight()
260 { 324 {
261 //Set light position to the x and y of the light control, offset out of the screen. 325 //Set light position to the x and y of the light control, offset out of the screen.
262 Vector3 controlPosition = mLightSource.GetCurrentPosition(); 326 Vector3 controlPosition = mLightSource.GetCurrentPosition();
263 - Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y, Stage::GetCurrent().GetSize().x * 2.0f ); 327 + Vector3 lightPosition = Vector3( controlPosition.x, controlPosition.y, Stage::GetCurrent().GetSize().x / 2.0f );
264 328
265 for( int i = 0; i < NUM_MESHES; ++i ) 329 for( int i = 0; i < NUM_MESHES; ++i )
266 { 330 {
@@ -402,6 +466,29 @@ public: @@ -402,6 +466,29 @@ public:
402 return true; 466 return true;
403 } 467 }
404 468
  469 +
  470 + //Switch between a fixed light source in front of the screen, and a light source the user can drag around.
  471 + bool OnChangeLightModeClicked( Toolkit::Button button )
  472 + {
  473 + //Toggle state.
  474 + mLightFixed = !mLightFixed;
  475 +
  476 + if( mLightFixed )
  477 + {
  478 + UseFixedLight();
  479 +
  480 + button.SetLabelText( "FIXED" );
  481 + }
  482 + else
  483 + {
  484 + UseManualLight();
  485 +
  486 + button.SetLabelText( "MANUAL" );
  487 + }
  488 +
  489 + return true;
  490 + }
  491 +
405 //If escape or the back button is pressed, quit the application (and return to the launcher) 492 //If escape or the back button is pressed, quit the application (and return to the launcher)
406 void OnKeyEvent( const KeyEvent& event ) 493 void OnKeyEvent( const KeyEvent& event )
407 { 494 {
@@ -433,6 +520,7 @@ private: @@ -433,6 +520,7 @@ private:
433 int mTag; //Identifies what kind of actor has been selected in OnTouch. 520 int mTag; //Identifies what kind of actor has been selected in OnTouch.
434 int mSelectedModelIndex; //Index of model selected on screen. 521 int mSelectedModelIndex; //Index of model selected on screen.
435 bool mPaused; //If true, all animations are paused and should stay so. 522 bool mPaused; //If true, all animations are paused and should stay so.
  523 + bool mLightFixed; //If false, the light is in manual.
436 }; 524 };
437 525
438 // Entry point for Linux & Tizen applications 526 // Entry point for Linux & Tizen applications
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