Commit 6359e2a9a75350ffbed54c75f6d4480abfe13ec1
1 parent
bda3e2de
Added a mesh sorting and blending example
Displays 6 actors with different materials, alternating opaque and transparent actors. Actor 5 has the same material as Actor 1. Clicking an actor will change it's depth index ( > value means drawn later ) Clicking outside the actors will change the Z values of all the actors Change-Id: I37640dcbc98774e86948f6c26d7e6718ebb00a6b Signed-off-by: David Steele <david.steele@partner.samsung.com>
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examples/mesh-sorting/mesh-sorting-example.cpp
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| 1 | +/* | ||
| 2 | + * Copyright (c) 2015 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 | + | ||
| 20 | +// INTERNAL INCLUDES | ||
| 21 | +#include "shared/view.h" | ||
| 22 | + | ||
| 23 | +#include <dali-toolkit/dali-toolkit.h> | ||
| 24 | +#include <stdio.h> | ||
| 25 | +#include <sstream> | ||
| 26 | +#include <cstring> | ||
| 27 | + | ||
| 28 | +using namespace Dali; | ||
| 29 | + | ||
| 30 | +namespace | ||
| 31 | +{ | ||
| 32 | + | ||
| 33 | +const char* MATERIAL_SAMPLES[] = | ||
| 34 | +{ | ||
| 35 | + DALI_IMAGE_DIR "people-medium-1.jpg", | ||
| 36 | + DALI_IMAGE_DIR "people-medium-4.jpg", | ||
| 37 | + DALI_IMAGE_DIR "people-medium-11.jpg", | ||
| 38 | + DALI_IMAGE_DIR "people-small-16.jpg", | ||
| 39 | + DALI_IMAGE_DIR "people-medium-15.jpg", | ||
| 40 | + DALI_IMAGE_DIR "people-medium-6.jpg", | ||
| 41 | +}; | ||
| 42 | +const unsigned int NUMBER_OF_SAMPLES(sizeof(MATERIAL_SAMPLES)/sizeof(const char*)); | ||
| 43 | + | ||
| 44 | + | ||
| 45 | +#define MAKE_SHADER(A)#A | ||
| 46 | + | ||
| 47 | +const char* VERTEX_SHADER = MAKE_SHADER( | ||
| 48 | +uniform highp float uHue; | ||
| 49 | +attribute mediump vec2 aPosition; | ||
| 50 | +attribute highp vec2 aTexCoord; | ||
| 51 | +varying mediump vec2 vTexCoord; | ||
| 52 | +uniform mediump mat4 uMvpMatrix; | ||
| 53 | +uniform mediump vec3 uSize; | ||
| 54 | +varying mediump vec3 vGlobColor; | ||
| 55 | + | ||
| 56 | +vec3 hsv2rgb(vec3 c) | ||
| 57 | +{ | ||
| 58 | + vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); | ||
| 59 | + vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); | ||
| 60 | + return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); | ||
| 61 | +} | ||
| 62 | + | ||
| 63 | +void main() | ||
| 64 | +{ | ||
| 65 | + mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0); | ||
| 66 | + vertexPosition.xyz *= uSize; | ||
| 67 | + vertexPosition = uMvpMatrix * vertexPosition; | ||
| 68 | + vGlobColor = hsv2rgb( vec3( clamp(uHue, 0.0, 1.0), 1.0, 1.0 ) ); | ||
| 69 | + | ||
| 70 | + vTexCoord = aTexCoord; | ||
| 71 | + gl_Position = vertexPosition; | ||
| 72 | +} | ||
| 73 | +); | ||
| 74 | + | ||
| 75 | +const char* FRAGMENT_SHADER = MAKE_SHADER( | ||
| 76 | +varying mediump vec2 vTexCoord; | ||
| 77 | +varying mediump vec3 vGlobColor; | ||
| 78 | +uniform lowp vec4 uColor; | ||
| 79 | +uniform sampler2D sTexture; | ||
| 80 | + | ||
| 81 | +void main() | ||
| 82 | +{ | ||
| 83 | + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4(vGlobColor, 1.0) ; | ||
| 84 | +} | ||
| 85 | +); | ||
| 86 | + | ||
| 87 | +Geometry CreateGeometry() | ||
| 88 | +{ | ||
| 89 | + // Create vertices | ||
| 90 | + const float halfQuadSize = .5f; | ||
| 91 | + struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; }; | ||
| 92 | + TexturedQuadVertex texturedQuadVertexData[4] = { | ||
| 93 | + { Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) }, | ||
| 94 | + { Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) }, | ||
| 95 | + { Vector2(-halfQuadSize, halfQuadSize), Vector2(0.f, 1.f) }, | ||
| 96 | + { Vector2( halfQuadSize, halfQuadSize), Vector2(1.f, 1.f) } }; | ||
| 97 | + | ||
| 98 | + Property::Map texturedQuadVertexFormat; | ||
| 99 | + texturedQuadVertexFormat["aPosition"] = Property::VECTOR2; | ||
| 100 | + texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2; | ||
| 101 | + PropertyBuffer texturedQuadVertices = PropertyBuffer::New( PropertyBuffer::STATIC, texturedQuadVertexFormat, 4 ); | ||
| 102 | + texturedQuadVertices.SetData(texturedQuadVertexData); | ||
| 103 | + | ||
| 104 | + // Create indices | ||
| 105 | + unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 }; | ||
| 106 | + Property::Map indexFormat; | ||
| 107 | + indexFormat["indices"] = Property::UNSIGNED_INTEGER; | ||
| 108 | + PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, 6 ); | ||
| 109 | + indices.SetData(indexData); | ||
| 110 | + | ||
| 111 | + // Create the geometry object | ||
| 112 | + Geometry texturedQuadGeometry = Geometry::New(); | ||
| 113 | + texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices ); | ||
| 114 | + texturedQuadGeometry.SetIndexBuffer( indices ); | ||
| 115 | + | ||
| 116 | + return texturedQuadGeometry; | ||
| 117 | +} | ||
| 118 | + | ||
| 119 | +} // anonymous namespace | ||
| 120 | + | ||
| 121 | +// This example shows how to use a simple mesh | ||
| 122 | +// | ||
| 123 | +class ExampleController : public ConnectionTracker | ||
| 124 | +{ | ||
| 125 | +public: | ||
| 126 | + | ||
| 127 | + /** | ||
| 128 | + * The example controller constructor. | ||
| 129 | + * @param[in] application The application instance | ||
| 130 | + */ | ||
| 131 | + ExampleController( Application& application ) | ||
| 132 | + : mApplication( application ), | ||
| 133 | + mZMode(0) | ||
| 134 | + { | ||
| 135 | + // Connect to the Application's Init signal | ||
| 136 | + mApplication.InitSignal().Connect( this, &ExampleController::Create ); | ||
| 137 | + memset(mDepthIndices, 0, sizeof(mDepthIndices)); | ||
| 138 | + } | ||
| 139 | + | ||
| 140 | + /** | ||
| 141 | + * The example controller destructor | ||
| 142 | + */ | ||
| 143 | + ~ExampleController() | ||
| 144 | + { | ||
| 145 | + // Nothing to do here; | ||
| 146 | + } | ||
| 147 | + | ||
| 148 | + /** | ||
| 149 | + * Invoked upon creation of application | ||
| 150 | + * @param[in] application The application instance | ||
| 151 | + */ | ||
| 152 | + void Create( Application& application ) | ||
| 153 | + { | ||
| 154 | + Stage stage = Stage::GetCurrent(); | ||
| 155 | + stage.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent); | ||
| 156 | + | ||
| 157 | + mStageSize = stage.GetSize(); | ||
| 158 | + | ||
| 159 | + // The Init signal is received once (only) during the Application lifetime | ||
| 160 | + | ||
| 161 | + // Hide the indicator bar | ||
| 162 | + application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE ); | ||
| 163 | + | ||
| 164 | + mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); | ||
| 165 | + mGeometry = CreateGeometry(); | ||
| 166 | + | ||
| 167 | + Material firstMat; | ||
| 168 | + | ||
| 169 | + for( unsigned i=0; i<NUMBER_OF_SAMPLES; ++i) | ||
| 170 | + { | ||
| 171 | + Image image = ResourceImage::New( MATERIAL_SAMPLES[i] ); | ||
| 172 | + Sampler sampler = Sampler::New(image, "sTexture"); | ||
| 173 | + Material material = Material::New( mShader ); | ||
| 174 | + material.AddSampler( sampler ); | ||
| 175 | + if( i==0 ) { firstMat = material; } | ||
| 176 | + | ||
| 177 | + Renderer renderer = Renderer::New( mGeometry, material ); | ||
| 178 | + Actor meshActor = Actor::New(); | ||
| 179 | + mActors[i] = meshActor; | ||
| 180 | + meshActor.AddRenderer( renderer ); | ||
| 181 | + meshActor.SetSize(175, 175); | ||
| 182 | + meshActor.RegisterProperty("index", (int)i); | ||
| 183 | + | ||
| 184 | + renderer.SetDepthIndex(0); | ||
| 185 | + // Test with actor alpha | ||
| 186 | + meshActor.SetParentOrigin( ParentOrigin::CENTER ); | ||
| 187 | + meshActor.SetAnchorPoint( AnchorPoint::CENTER ); | ||
| 188 | + meshActor.SetPosition( 40.0f*(i-(NUMBER_OF_SAMPLES*0.5f)), 40.0f*(i-(NUMBER_OF_SAMPLES*0.5f)), i*10 ); | ||
| 189 | + | ||
| 190 | + meshActor.SetOpacity( i%2?0.7f:1.0f ); | ||
| 191 | + | ||
| 192 | + Property::Index index=meshActor.RegisterProperty("hue", i/(float)NUMBER_OF_SAMPLES); | ||
| 193 | + meshActor.AddUniformMapping( index, "uHue" ); | ||
| 194 | + | ||
| 195 | + meshActor.TouchedSignal().Connect(this, &ExampleController::OnTouched); | ||
| 196 | + std::ostringstream oss; | ||
| 197 | + oss << "Mesh Actor " << i; | ||
| 198 | + meshActor.SetName(oss.str()); | ||
| 199 | + stage.Add( meshActor ); | ||
| 200 | + } | ||
| 201 | + | ||
| 202 | + mActors[NUMBER_OF_SAMPLES-2].GetRendererAt(0).SetMaterial( firstMat ); | ||
| 203 | + | ||
| 204 | + stage.GetRootLayer().TouchedSignal().Connect(this, &ExampleController::OnStageTouched); | ||
| 205 | + } | ||
| 206 | + | ||
| 207 | + void PrintDepths() | ||
| 208 | + { | ||
| 209 | + switch( mZMode ) | ||
| 210 | + { | ||
| 211 | + case 0: | ||
| 212 | + { | ||
| 213 | + printf("Children Z ordered back to front\n"); | ||
| 214 | + break; | ||
| 215 | + } | ||
| 216 | + case 1: | ||
| 217 | + { | ||
| 218 | + printf("All children set to same Z=0\n"); | ||
| 219 | + break; | ||
| 220 | + } | ||
| 221 | + case 2: | ||
| 222 | + { | ||
| 223 | + printf("Children Z ordered front to back\n"); | ||
| 224 | + break; | ||
| 225 | + } | ||
| 226 | + } | ||
| 227 | + | ||
| 228 | + for( unsigned i=0; i<NUMBER_OF_SAMPLES; ++i) | ||
| 229 | + { | ||
| 230 | + printf("DepthIndex[%d]=%d\n", i, mDepthIndices[i]); | ||
| 231 | + } | ||
| 232 | + printf("\n"); | ||
| 233 | + } | ||
| 234 | + | ||
| 235 | + bool OnTouched( Actor actor, const TouchEvent& event ) | ||
| 236 | + { | ||
| 237 | + if( event.GetPoint(0).state == TouchPoint::Finished ) | ||
| 238 | + { | ||
| 239 | + int index = actor.GetProperty<int>(actor.GetPropertyIndex("index")); | ||
| 240 | + | ||
| 241 | + int newDepthIndex = (mDepthIndices[index] + 10) % 30; | ||
| 242 | + mDepthIndices[index] = newDepthIndex; | ||
| 243 | + | ||
| 244 | + Renderer renderer = actor.GetRendererAt(0); | ||
| 245 | + renderer.SetDepthIndex(newDepthIndex); | ||
| 246 | + | ||
| 247 | + PrintDepths(); | ||
| 248 | + } | ||
| 249 | + return true; | ||
| 250 | + } | ||
| 251 | + | ||
| 252 | + bool OnStageTouched( Actor rootLayer, const TouchEvent& event ) | ||
| 253 | + { | ||
| 254 | + if( event.GetPoint(0).state == TouchPoint::Finished ) | ||
| 255 | + { | ||
| 256 | + switch( mZMode ) | ||
| 257 | + { | ||
| 258 | + case 0: | ||
| 259 | + { | ||
| 260 | + mZMode = 1; | ||
| 261 | + for(unsigned int i=1; i < rootLayer.GetChildCount(); ++i) | ||
| 262 | + { | ||
| 263 | + Actor child = rootLayer.GetChildAt(i); | ||
| 264 | + child.SetZ( 0.0f ); | ||
| 265 | + } | ||
| 266 | + PrintDepths(); | ||
| 267 | + break; | ||
| 268 | + } | ||
| 269 | + case 1: | ||
| 270 | + { | ||
| 271 | + mZMode = 2; | ||
| 272 | + for(unsigned int i=1; i < rootLayer.GetChildCount(); ++i) | ||
| 273 | + { | ||
| 274 | + Actor child = rootLayer.GetChildAt(i); | ||
| 275 | + child.SetZ( 100-i*10 ); | ||
| 276 | + } | ||
| 277 | + PrintDepths(); | ||
| 278 | + break; | ||
| 279 | + } | ||
| 280 | + case 2: | ||
| 281 | + { | ||
| 282 | + mZMode = 0; | ||
| 283 | + for(unsigned int i=1; i < rootLayer.GetChildCount(); ++i) | ||
| 284 | + { | ||
| 285 | + Actor child = rootLayer.GetChildAt(i); | ||
| 286 | + child.SetZ( i*10 ); | ||
| 287 | + } | ||
| 288 | + PrintDepths(); | ||
| 289 | + break; | ||
| 290 | + } | ||
| 291 | + } | ||
| 292 | + } | ||
| 293 | + return true; | ||
| 294 | + } | ||
| 295 | + | ||
| 296 | + /** | ||
| 297 | + * Invoked whenever the quit button is clicked | ||
| 298 | + * @param[in] button the quit button | ||
| 299 | + */ | ||
| 300 | + bool OnQuitButtonClicked( Toolkit::Button button ) | ||
| 301 | + { | ||
| 302 | + // quit the application | ||
| 303 | + mApplication.Quit(); | ||
| 304 | + return true; | ||
| 305 | + } | ||
| 306 | + | ||
| 307 | + void OnKeyEvent(const KeyEvent& event) | ||
| 308 | + { | ||
| 309 | + if(event.state == KeyEvent::Down) | ||
| 310 | + { | ||
| 311 | + if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) ) | ||
| 312 | + { | ||
| 313 | + mApplication.Quit(); | ||
| 314 | + } | ||
| 315 | + } | ||
| 316 | + } | ||
| 317 | + | ||
| 318 | +private: | ||
| 319 | + | ||
| 320 | + Application& mApplication; ///< Application instance | ||
| 321 | + Vector3 mStageSize; ///< The size of the stage | ||
| 322 | + | ||
| 323 | + Shader mShader; | ||
| 324 | + Geometry mGeometry; | ||
| 325 | + | ||
| 326 | + int mDepthIndices[NUMBER_OF_SAMPLES]; | ||
| 327 | + Actor mActors[NUMBER_OF_SAMPLES]; | ||
| 328 | + int mZMode; | ||
| 329 | +}; | ||
| 330 | + | ||
| 331 | +void RunTest( Application& application ) | ||
| 332 | +{ | ||
| 333 | + ExampleController test( application ); | ||
| 334 | + | ||
| 335 | + application.MainLoop(); | ||
| 336 | +} | ||
| 337 | + | ||
| 338 | +// Entry point for Linux & SLP applications | ||
| 339 | +// | ||
| 340 | +int main( int argc, char **argv ) | ||
| 341 | +{ | ||
| 342 | + Application application = Application::New( &argc, &argv ); | ||
| 343 | + | ||
| 344 | + RunTest( application ); | ||
| 345 | + | ||
| 346 | + return 0; | ||
| 347 | +} |