Commit 396d6abe098c199fb715df1820caad8bf4fb97aa
1 parent
7ee9a52a
Added animated uniforms to mesh example
Change-Id: Ie04949472ff608b4a83a34e511e352ce693af453
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1 changed file
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52 additions
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3 deletions
examples/mesh/mesh-example.cpp
| @@ -36,6 +36,7 @@ attribute highp vec2 aTexCoord; | @@ -36,6 +36,7 @@ attribute highp vec2 aTexCoord; | ||
| 36 | varying mediump vec2 vTexCoord; | 36 | varying mediump vec2 vTexCoord; |
| 37 | uniform mediump mat4 uMvpMatrix; | 37 | uniform mediump mat4 uMvpMatrix; |
| 38 | uniform mediump vec3 uSize; | 38 | uniform mediump vec3 uSize; |
| 39 | +uniform lowp vec4 uFadeColor; | ||
| 39 | 40 | ||
| 40 | void main() | 41 | void main() |
| 41 | { | 42 | { |
| @@ -51,10 +52,11 @@ const char* FRAGMENT_SHADER = MAKE_SHADER( | @@ -51,10 +52,11 @@ const char* FRAGMENT_SHADER = MAKE_SHADER( | ||
| 51 | varying mediump vec2 vTexCoord; | 52 | varying mediump vec2 vTexCoord; |
| 52 | uniform lowp vec4 uColor; | 53 | uniform lowp vec4 uColor; |
| 53 | uniform sampler2D sTexture; | 54 | uniform sampler2D sTexture; |
| 55 | +uniform lowp vec4 uFadeColor; | ||
| 54 | 56 | ||
| 55 | void main() | 57 | void main() |
| 56 | { | 58 | { |
| 57 | - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor; | 59 | + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * uFadeColor; |
| 58 | } | 60 | } |
| 59 | ); | 61 | ); |
| 60 | 62 | ||
| @@ -101,7 +103,6 @@ public: | @@ -101,7 +103,6 @@ public: | ||
| 101 | // Hide the indicator bar | 103 | // Hide the indicator bar |
| 102 | application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE ); | 104 | application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE ); |
| 103 | 105 | ||
| 104 | - | ||
| 105 | mImage = ResourceImage::New( MATERIAL_SAMPLE ); | 106 | mImage = ResourceImage::New( MATERIAL_SAMPLE ); |
| 106 | mSampler = Sampler::New( mImage, "sTexture"); | 107 | mSampler = Sampler::New( mImage, "sTexture"); |
| 107 | mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); | 108 | mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); |
| @@ -110,14 +111,60 @@ public: | @@ -110,14 +111,60 @@ public: | ||
| 110 | mMaterial.AddSampler( mSampler ); | 111 | mMaterial.AddSampler( mSampler ); |
| 111 | 112 | ||
| 112 | mGeometry = Geometry::New(); // Don't need to set a vertex buffer - it's a quad by default. | 113 | mGeometry = Geometry::New(); // Don't need to set a vertex buffer - it's a quad by default. |
| 114 | + | ||
| 113 | mRenderer = Renderer::New( mGeometry, mMaterial ); | 115 | mRenderer = Renderer::New( mGeometry, mMaterial ); |
| 114 | 116 | ||
| 115 | mMeshActor = Actor::New(); | 117 | mMeshActor = Actor::New(); |
| 116 | mMeshActor.AddRenderer( mRenderer ); | 118 | mMeshActor.AddRenderer( mRenderer ); |
| 117 | mMeshActor.SetSize(400, 400); | 119 | mMeshActor.SetSize(400, 400); |
| 118 | - mMeshActor.SetParentOrigin( ParentOrigin::CENTER ); | 120 | + |
| 121 | + Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "fade-color", Color::GREEN ); | ||
| 122 | + mMeshActor.AddUniformMapping( fadeColorIndex, std::string("uFadeColor") ); | ||
| 123 | + | ||
| 124 | + fadeColorIndex = mRenderer.RegisterProperty( "fade-color", Color::MAGENTA ); | ||
| 125 | + mRenderer.AddUniformMapping( fadeColorIndex, std::string("uFadeColor" ) ); | ||
| 126 | + mRenderer.SetDepthIndex(0); | ||
| 127 | + | ||
| 128 | + mMeshActor.SetParentOrigin( ParentOrigin::TOP_CENTER ); | ||
| 129 | + mMeshActor.SetAnchorPoint( AnchorPoint::TOP_CENTER ); | ||
| 119 | stage.Add( mMeshActor ); | 130 | stage.Add( mMeshActor ); |
| 120 | 131 | ||
| 132 | + | ||
| 133 | + mRenderer2 = Renderer::New( mGeometry, mMaterial ); | ||
| 134 | + | ||
| 135 | + mMeshActor2 = Actor::New(); | ||
| 136 | + mMeshActor2.AddRenderer( mRenderer2 ); | ||
| 137 | + mMeshActor2.SetSize(400, 400); | ||
| 138 | + | ||
| 139 | + mMeshActor2.RegisterProperty( "a-n-other-property", Color::GREEN ); | ||
| 140 | + Property::Index fadeColorIndex2 = mMeshActor2.RegisterProperty( "another-fade-color", Color::GREEN ); | ||
| 141 | + mMeshActor2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor") ); | ||
| 142 | + | ||
| 143 | + mRenderer2.RegisterProperty( "a-n-other-property", Vector3::ZERO ); | ||
| 144 | + mRenderer2.RegisterProperty( "winning-formula", 8008.135f ); | ||
| 145 | + fadeColorIndex2 = mRenderer2.RegisterProperty( "another-fade-color", Color::GREEN ); | ||
| 146 | + mRenderer2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor" ) ); | ||
| 147 | + mRenderer2.SetDepthIndex(0); | ||
| 148 | + | ||
| 149 | + mMeshActor2.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); | ||
| 150 | + mMeshActor2.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); | ||
| 151 | + stage.Add( mMeshActor2 ); | ||
| 152 | + | ||
| 153 | + | ||
| 154 | + Animation animation = Animation::New(5); | ||
| 155 | + KeyFrames keyFrames = KeyFrames::New(); | ||
| 156 | + keyFrames.Add(0.0f, Vector4::ZERO); | ||
| 157 | + keyFrames.Add(1.0f, Vector4( 1.0f, 0.0f, 1.0f, 1.0f )); | ||
| 158 | + | ||
| 159 | + KeyFrames keyFrames2 = KeyFrames::New(); | ||
| 160 | + keyFrames2.Add(0.0f, Vector4::ZERO); | ||
| 161 | + keyFrames2.Add(1.0f, Color::GREEN); | ||
| 162 | + | ||
| 163 | + animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunctions::Sin ); | ||
| 164 | + animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunctions::Sin2x ); | ||
| 165 | + animation.SetLooping(true); | ||
| 166 | + animation.Play(); | ||
| 167 | + | ||
| 121 | stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));; | 168 | stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));; |
| 122 | } | 169 | } |
| 123 | 170 | ||
| @@ -155,6 +202,8 @@ private: | @@ -155,6 +202,8 @@ private: | ||
| 155 | Geometry mGeometry; | 202 | Geometry mGeometry; |
| 156 | Renderer mRenderer; | 203 | Renderer mRenderer; |
| 157 | Actor mMeshActor; | 204 | Actor mMeshActor; |
| 205 | + Renderer mRenderer2; | ||
| 206 | + Actor mMeshActor2; | ||
| 158 | }; | 207 | }; |
| 159 | 208 | ||
| 160 | void RunTest( Application& application ) | 209 | void RunTest( Application& application ) |