Commit b15bfd014dc5256883442603549fdc10b5002a8f
1 parent
d743a745
Added Deferred Shading example.
Change-Id: I4a74037a3587d466a913e0a90e0e9a45a62424a0 Signed-off-by: György Straub <g.straub@partner.samsung.com>
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1 deletions
com.samsung.dali-demo.xml
| ... | ... | @@ -70,6 +70,9 @@ |
| 70 | 70 | <ui-application appid="dali-builder" exec="/usr/apps/com.samsung.dali-demo/bin/dali-builder" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 71 | 71 | <label>Builder</label> |
| 72 | 72 | </ui-application> |
| 73 | + <ui-application appid="deferred-shading" exec="/usr/apps/com.samsung.dali-demo/bin/deferred-shading" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> | |
| 74 | + <label>Deferred Shading</label> | |
| 75 | + </ui-application> | |
| 73 | 76 | <ui-application appid="dissolve-effect.example" exec="/usr/apps/com.samsung.dali-demo/bin/dissolve-effect.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 74 | 77 | <label>Dissolve effect</label> |
| 75 | 78 | </ui-application> | ... | ... |
examples-reel/dali-examples-reel.cpp
| ... | ... | @@ -47,6 +47,7 @@ int DALI_EXPORT_API main(int argc, char **argv) |
| 47 | 47 | demo.AddExample(Example("buttons.example", DALI_DEMO_STR_TITLE_BUTTONS)); |
| 48 | 48 | demo.AddExample(Example("clipping.example", DALI_DEMO_STR_TITLE_CLIPPING)); |
| 49 | 49 | demo.AddExample(Example("clipping-draw-order.example", DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER)); |
| 50 | + demo.AddExample(Example("deferred-shading.example", DALI_DEMO_STR_TITLE_DEFERRED_SHADING)); | |
| 50 | 51 | demo.AddExample(Example("dissolve-effect.example", DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION)); |
| 51 | 52 | demo.AddExample(Example("drag-and-drop.example", DALI_DEMO_STR_TITLE_DRAG_AND_DROP)); |
| 52 | 53 | demo.AddExample(Example("effects-view.example", DALI_DEMO_STR_TITLE_EFFECTS_VIEW)); |
| ... | ... | @@ -74,6 +75,7 @@ int DALI_EXPORT_API main(int argc, char **argv) |
| 74 | 75 | demo.AddExample(Example("pivot.example", DALI_DEMO_STR_TITLE_PIVOT)); |
| 75 | 76 | demo.AddExample(Example("primitive-shapes.example", DALI_DEMO_STR_TITLE_PRIMITIVE_SHAPES)); |
| 76 | 77 | demo.AddExample(Example("progress-bar.example", DALI_DEMO_STR_TITLE_PROGRESS_BAR)); |
| 78 | + demo.AddExample(Example("remote-image-loading.example", DALI_DEMO_STR_TITLE_REMOTE_IMAGE)); | |
| 77 | 79 | demo.AddExample(Example("rendering-basic-light.example", DALI_DEMO_STR_TITLE_BASIC_LIGHT)); |
| 78 | 80 | demo.AddExample(Example("rendering-line.example", DALI_DEMO_STR_TITLE_RENDERING_DRAW_LINE)); |
| 79 | 81 | demo.AddExample(Example("rendering-triangle.example", DALI_DEMO_STR_TITLE_RENDERING_DRAW_TRIANGLE)); |
| ... | ... | @@ -91,7 +93,6 @@ int DALI_EXPORT_API main(int argc, char **argv) |
| 91 | 93 | demo.AddExample(Example("text-label-multi-language.example", DALI_DEMO_STR_TITLE_TEXT_LABEL_MULTI_LANGUAGE)); |
| 92 | 94 | demo.AddExample(Example("text-label-emojis.example", DALI_DEMO_STR_TITLE_EMOJI_TEXT)); |
| 93 | 95 | demo.AddExample(Example("text-scrolling.example", DALI_DEMO_STR_TITLE_TEXT_SCROLLING)); |
| 94 | - demo.AddExample(Example("remote-image-loading.example", DALI_DEMO_STR_TITLE_REMOTE_IMAGE)); | |
| 95 | 96 | demo.AddExample(Example("textured-mesh.example", DALI_DEMO_STR_TITLE_TEXTURED_MESH)); |
| 96 | 97 | demo.AddExample(Example("tilt.example", DALI_DEMO_STR_TITLE_TILT_SENSOR)); |
| 97 | 98 | demo.AddExample(Example("tooltip.example", DALI_DEMO_STR_TITLE_TOOLTIP)); | ... | ... |
examples/deferred-shading/deferred-shading.cpp
0 → 100644
| 1 | +/* | |
| 2 | + * Copyright (c) 2020 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 | +#include "dali/dali.h" | |
| 18 | +#include "dali/public-api/actors/actor.h" | |
| 19 | +#include "dali/public-api/rendering/renderer.h" | |
| 20 | +#include <random> | |
| 21 | +#include <iostream> | |
| 22 | +#include <cstring> | |
| 23 | + | |
| 24 | +using namespace Dali; | |
| 25 | + | |
| 26 | +namespace | |
| 27 | +{ | |
| 28 | +//============================================================================= | |
| 29 | +// Demonstrates deferred shading with multiple render targets (for color, | |
| 30 | +// position, and normal), a Phong lighting model and 32 point lights. | |
| 31 | +// | |
| 32 | +// Invoked with the --show-lights it will render a mesh at each light position. | |
| 33 | +//============================================================================= | |
| 34 | + | |
| 35 | +#define QUOTE(x) DALI_COMPOSE_SHADER(x) | |
| 36 | + | |
| 37 | +#define MAX_LIGHTS 32 | |
| 38 | + | |
| 39 | +#define DEFINE_MAX_LIGHTS "const int kMaxLights = " QUOTE(MAX_LIGHTS) ";" | |
| 40 | + | |
| 41 | +#define DEFINE(x) "#define " DALI_COMPOSE_SHADER(x) DALI_COMPOSE_SHADER(\n) | |
| 42 | + | |
| 43 | +//============================================================================= | |
| 44 | +// PRE-PASS | |
| 45 | +//============================================================================= | |
| 46 | +const char* const PREPASS_VSH = DALI_COMPOSE_SHADER(#version 300 es\n | |
| 47 | +precision mediump float;) | |
| 48 | + DALI_COMPOSE_SHADER( | |
| 49 | + | |
| 50 | +// DALI uniforms | |
| 51 | +uniform mat4 uMvpMatrix; | |
| 52 | +uniform mat3 uNormalMatrix; | |
| 53 | +uniform vec3 uSize; | |
| 54 | + | |
| 55 | +uniform vec3 uDepth_InvDepth_Near;\n) | |
| 56 | + DEFINE(DEPTH uDepth_InvDepth_Near.x) | |
| 57 | + DEFINE(INV_DEPTH uDepth_InvDepth_Near.y) | |
| 58 | + DEFINE(NEAR uDepth_InvDepth_Near.z) | |
| 59 | + DALI_COMPOSE_SHADER( | |
| 60 | + | |
| 61 | +in vec3 aPosition; | |
| 62 | +in vec3 aNormal; | |
| 63 | + | |
| 64 | +out vec4 vPosition; | |
| 65 | +out vec3 vNormal; | |
| 66 | + | |
| 67 | +vec4 Map(vec4 v) // projection space -> texture | |
| 68 | +{ | |
| 69 | + return vec4(v.xyz / (2.f * v.w) + vec3(.5f), (v.w - NEAR) * INV_DEPTH); | |
| 70 | +} | |
| 71 | + | |
| 72 | +void main() | |
| 73 | +{ | |
| 74 | + vec4 position = uMvpMatrix * vec4(aPosition * uSize, 1.f); | |
| 75 | + vPosition = Map(position); | |
| 76 | + gl_Position = position; | |
| 77 | + | |
| 78 | + vNormal = normalize(uNormalMatrix * aNormal); | |
| 79 | +}); | |
| 80 | + | |
| 81 | +//============================================================================= | |
| 82 | +const char* const PREPASS_FSH = DALI_COMPOSE_SHADER(#version 300 es\n | |
| 83 | +precision mediump float; | |
| 84 | + | |
| 85 | +// DALI uniform | |
| 86 | +uniform vec4 uColor; | |
| 87 | + | |
| 88 | +in vec4 vPosition; | |
| 89 | +in vec3 vNormal; | |
| 90 | + | |
| 91 | +// These are our outputs. | |
| 92 | +layout(location = 0) out vec3 oNormal; | |
| 93 | +layout(location = 1) out vec4 oPosition; | |
| 94 | +layout(location = 2) out vec3 oColor; | |
| 95 | + | |
| 96 | +void main() | |
| 97 | +{ | |
| 98 | + oColor = uColor.rgb; | |
| 99 | + oPosition = vPosition; | |
| 100 | + oNormal = normalize(vNormal) * .5f + .5f; | |
| 101 | +}); | |
| 102 | + | |
| 103 | +//============================================================================= | |
| 104 | +// MAIN (LIGHTING) PASS | |
| 105 | +//============================================================================= | |
| 106 | +const char* const MAINPASS_VSH = DALI_COMPOSE_SHADER(#version 300 es\n | |
| 107 | +precision mediump float; | |
| 108 | + | |
| 109 | +// DALI uniforms | |
| 110 | +uniform mat4 uMvpMatrix; | |
| 111 | +uniform vec3 uSize; | |
| 112 | + | |
| 113 | +in vec3 aPosition; | |
| 114 | +in vec2 aTexCoord; | |
| 115 | + | |
| 116 | +out vec2 vUv; | |
| 117 | + | |
| 118 | +void main() | |
| 119 | +{ | |
| 120 | + vec4 position = uMvpMatrix * vec4(aPosition * uSize, 1.f); | |
| 121 | + vUv = aTexCoord; | |
| 122 | + | |
| 123 | + gl_Position = position; | |
| 124 | +}); | |
| 125 | + | |
| 126 | +//============================================================================= | |
| 127 | +const char* const MAINPASS_FSH = DALI_COMPOSE_SHADER(#version 300 es\n | |
| 128 | +precision mediump float;\n) | |
| 129 | + DEFINE_MAX_LIGHTS | |
| 130 | + DALI_COMPOSE_SHADER( | |
| 131 | + | |
| 132 | +const float kAttenuationConst = .05f; | |
| 133 | +const float kAttenuationLinear = .1f; | |
| 134 | +const float kAttenuationQuadratic = .15f; | |
| 135 | + | |
| 136 | +// G-buffer | |
| 137 | +uniform sampler2D uTextureNormal; | |
| 138 | +uniform sampler2D uTexturePosition; | |
| 139 | +uniform sampler2D uTextureColor; | |
| 140 | + | |
| 141 | +uniform mat4 uInvProjection; | |
| 142 | + | |
| 143 | +uniform vec3 uDepth_InvDepth_Near;\n) | |
| 144 | + DEFINE(DEPTH uDepth_InvDepth_Near.x) | |
| 145 | + DEFINE(INV_DEPTH uDepth_InvDepth_Near.y) | |
| 146 | + DEFINE(NEAR uDepth_InvDepth_Near.z) | |
| 147 | + DALI_COMPOSE_SHADER( | |
| 148 | + | |
| 149 | +// Light source uniforms | |
| 150 | +struct Light | |
| 151 | +{ | |
| 152 | + vec3 position; // view space | |
| 153 | + float radius; | |
| 154 | + vec3 color; | |
| 155 | +}; | |
| 156 | + | |
| 157 | +uniform Light uLights[kMaxLights]; | |
| 158 | + | |
| 159 | +in vec2 vUv; | |
| 160 | + | |
| 161 | +out vec4 oColor; | |
| 162 | + | |
| 163 | +vec4 Unmap(vec4 m) // texture -> projection | |
| 164 | +{ | |
| 165 | + m.w = m.w * DEPTH + NEAR; | |
| 166 | + m.xyz = (m.xyz - vec3(.5)) * (2.f * m.w); | |
| 167 | + return m; | |
| 168 | +} | |
| 169 | + | |
| 170 | +vec3 CalculateLighting(vec3 pos, vec3 normal) | |
| 171 | +{ | |
| 172 | + vec3 viewDir = normalize(pos); | |
| 173 | + vec3 viewDirRefl = -reflect(viewDir, normal); | |
| 174 | + | |
| 175 | + vec3 light = vec3(0.04f); // fake ambient term | |
| 176 | + for (int i = 0; i < kMaxLights; ++i) | |
| 177 | + { | |
| 178 | + vec3 rel = pos - uLights[i].position; | |
| 179 | + float distance = length(rel); | |
| 180 | + rel /= distance; | |
| 181 | + | |
| 182 | + float a = uLights[i].radius / (kAttenuationConst + kAttenuationLinear * distance + | |
| 183 | + kAttenuationQuadratic * distance * distance); // attenuation | |
| 184 | + | |
| 185 | + float l = max(0.f, dot(normal, rel)); // lambertian | |
| 186 | + float s = pow(max(0.f, dot(viewDirRefl, rel)), 256.f); // specular | |
| 187 | + | |
| 188 | + light += (uLights[i].color * (l + s)) * a; | |
| 189 | + } | |
| 190 | + | |
| 191 | + return light; | |
| 192 | +} | |
| 193 | + | |
| 194 | +void main() | |
| 195 | +{ | |
| 196 | + vec3 normSample = texture(uTextureNormal, vUv).xyz; | |
| 197 | + if (dot(normSample, normSample) == 0.f) | |
| 198 | + { | |
| 199 | + discard; // if we didn't write this texel, don't bother lighting it. | |
| 200 | + } | |
| 201 | + | |
| 202 | + vec3 normal = normalize(normSample - .5f); | |
| 203 | + | |
| 204 | + vec4 posSample = texture(uTexturePosition, vUv); | |
| 205 | + vec3 pos = (uInvProjection * Unmap(posSample)).xyz; | |
| 206 | + | |
| 207 | + vec3 color = texture(uTextureColor, vUv).rgb; | |
| 208 | + vec3 finalColor = color * CalculateLighting(pos, normal); | |
| 209 | + | |
| 210 | + oColor = vec4(finalColor, 1.f); | |
| 211 | +}); | |
| 212 | + | |
| 213 | +//============================================================================= | |
| 214 | +// PRNG for floats. | |
| 215 | +struct FloatRand | |
| 216 | +{ | |
| 217 | + std::random_device mDevice; | |
| 218 | + std::mt19937 mMersenneTwister; | |
| 219 | + std::uniform_real_distribution<float> mDistribution; | |
| 220 | + | |
| 221 | + FloatRand() | |
| 222 | + : mMersenneTwister(mDevice()), | |
| 223 | + mDistribution(0., 1.) | |
| 224 | + {} | |
| 225 | + | |
| 226 | + float operator()() | |
| 227 | + { | |
| 228 | + return mDistribution(mMersenneTwister); | |
| 229 | + } | |
| 230 | +}; | |
| 231 | + | |
| 232 | +//============================================================================= | |
| 233 | +float FastFloor(float x) | |
| 234 | +{ | |
| 235 | + return static_cast<int>(x) - static_cast<int>(x < 0); | |
| 236 | +} | |
| 237 | + | |
| 238 | +//============================================================================= | |
| 239 | +Vector3 FromHueSaturationLightness(Vector3 hsl) | |
| 240 | +{ | |
| 241 | + Vector3 rgb; | |
| 242 | + if (hsl.y * hsl.y > 0.f) | |
| 243 | + { | |
| 244 | + if(hsl.x >= 360.f) | |
| 245 | + { | |
| 246 | + hsl.x -= 360.f; | |
| 247 | + } | |
| 248 | + hsl.x /= 60.f; | |
| 249 | + | |
| 250 | + int i = FastFloor(hsl.x); | |
| 251 | + float ff = hsl.x - i; | |
| 252 | + float p = hsl.z * (1.0 - hsl.y); | |
| 253 | + float q = hsl.z * (1.0 - (hsl.y * ff)); | |
| 254 | + float t = hsl.z * (1.0 - (hsl.y * (1.f - ff))); | |
| 255 | + | |
| 256 | + switch (i) | |
| 257 | + { | |
| 258 | + case 0: | |
| 259 | + rgb.r = hsl.z; | |
| 260 | + rgb.g = t; | |
| 261 | + rgb.b = p; | |
| 262 | + break; | |
| 263 | + | |
| 264 | + case 1: | |
| 265 | + rgb.r = q; | |
| 266 | + rgb.g = hsl.z; | |
| 267 | + rgb.b = p; | |
| 268 | + break; | |
| 269 | + | |
| 270 | + case 2: | |
| 271 | + rgb.r = p; | |
| 272 | + rgb.g = hsl.z; | |
| 273 | + rgb.b = t; | |
| 274 | + break; | |
| 275 | + | |
| 276 | + case 3: | |
| 277 | + rgb.r = p; | |
| 278 | + rgb.g = q; | |
| 279 | + rgb.b = hsl.z; | |
| 280 | + break; | |
| 281 | + | |
| 282 | + case 4: | |
| 283 | + rgb.r = t; | |
| 284 | + rgb.g = p; | |
| 285 | + rgb.b = hsl.z; | |
| 286 | + break; | |
| 287 | + | |
| 288 | + case 5: | |
| 289 | + default: | |
| 290 | + rgb.r = hsl.z; | |
| 291 | + rgb.g = p; | |
| 292 | + rgb.b = q; | |
| 293 | + break; | |
| 294 | + } | |
| 295 | + } | |
| 296 | + else | |
| 297 | + { | |
| 298 | + rgb = Vector3::ONE * hsl.z; | |
| 299 | + } | |
| 300 | + | |
| 301 | + return rgb; | |
| 302 | +} | |
| 303 | + | |
| 304 | +//============================================================================= | |
| 305 | +Geometry CreateTexturedQuadGeometry(bool flipV) | |
| 306 | +{ | |
| 307 | + // Create geometry -- unit square with whole of the texture mapped to it. | |
| 308 | + struct Vertex | |
| 309 | + { | |
| 310 | + Vector3 aPosition; | |
| 311 | + Vector2 aTexCoord; | |
| 312 | + }; | |
| 313 | + | |
| 314 | + Vertex vertexData[] = { | |
| 315 | + { Vector3(-.5f, .5f, .0f), Vector2(.0f, 1.0f) }, | |
| 316 | + { Vector3(.5f, .5f, .0f), Vector2(1.0f, 1.0f) }, | |
| 317 | + { Vector3(-.5f, -.5f, .0f), Vector2(.0f, .0f) }, | |
| 318 | + { Vector3(.5f, -.5f, .0f), Vector2(1.0f, .0f) }, | |
| 319 | + }; | |
| 320 | + | |
| 321 | + if (flipV) | |
| 322 | + { | |
| 323 | + std::swap(vertexData[0].aTexCoord, vertexData[2].aTexCoord); | |
| 324 | + std::swap(vertexData[1].aTexCoord, vertexData[3].aTexCoord); | |
| 325 | + } | |
| 326 | + | |
| 327 | + PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map() | |
| 328 | + .Add( "aPosition", Property::VECTOR3 ) | |
| 329 | + .Add( "aTexCoord", Property::VECTOR2 ) ); | |
| 330 | + vertexBuffer.SetData( vertexData, std::extent<decltype(vertexData)>::value ); | |
| 331 | + | |
| 332 | + Geometry geometry = Geometry::New(); | |
| 333 | + geometry.AddVertexBuffer( vertexBuffer ); | |
| 334 | + geometry.SetType( Geometry::TRIANGLE_STRIP ); | |
| 335 | + return geometry; | |
| 336 | +} | |
| 337 | + | |
| 338 | +//============================================================================= | |
| 339 | +Geometry CreateOctahedron(bool invertNormals) | |
| 340 | +{ | |
| 341 | + Vector3 positions[] = { | |
| 342 | + Vector3{ -1.f, 0.f, 0.f }, | |
| 343 | + Vector3{ 1.f, 0.f, 0.f }, | |
| 344 | + Vector3{ 0.f, -1.f, 0.f }, | |
| 345 | + Vector3{ 0.f, 1.f, 0.f }, | |
| 346 | + Vector3{ 0.f, 0.f, -1.f }, | |
| 347 | + Vector3{ 0.f, 0.f, 1.f }, | |
| 348 | + }; | |
| 349 | + | |
| 350 | + struct Vertex | |
| 351 | + { | |
| 352 | + Vector3 position; | |
| 353 | + Vector3 normal; | |
| 354 | + }; | |
| 355 | + Vertex vertexData[] = { | |
| 356 | + { positions[0] }, | |
| 357 | + { positions[3] }, | |
| 358 | + { positions[5] }, | |
| 359 | + | |
| 360 | + { positions[5] }, | |
| 361 | + { positions[3] }, | |
| 362 | + { positions[1] }, | |
| 363 | + | |
| 364 | + { positions[1] }, | |
| 365 | + { positions[3] }, | |
| 366 | + { positions[4] }, | |
| 367 | + | |
| 368 | + { positions[4] }, | |
| 369 | + { positions[3] }, | |
| 370 | + { positions[0] }, | |
| 371 | + | |
| 372 | + { positions[0] }, | |
| 373 | + { positions[5] }, | |
| 374 | + { positions[2] }, | |
| 375 | + | |
| 376 | + { positions[5] }, | |
| 377 | + { positions[1] }, | |
| 378 | + { positions[2] }, | |
| 379 | + | |
| 380 | + { positions[1] }, | |
| 381 | + { positions[4] }, | |
| 382 | + { positions[2] }, | |
| 383 | + | |
| 384 | + { positions[4] }, | |
| 385 | + { positions[0] }, | |
| 386 | + { positions[2] }, | |
| 387 | + }; | |
| 388 | + | |
| 389 | + // Calculate normals | |
| 390 | + for (uint32_t i = 0; i < std::extent<decltype(vertexData)>::value / 3; ++i) | |
| 391 | + { | |
| 392 | + uint32_t idx = i * 3; | |
| 393 | + | |
| 394 | + Vector3 normal = (vertexData[idx + 2].position - vertexData[idx].position). | |
| 395 | + Cross(vertexData[idx + 1].position - vertexData[idx].position); | |
| 396 | + normal.Normalize(); | |
| 397 | + normal *= invertNormals * 2.f - 1.f; | |
| 398 | + | |
| 399 | + vertexData[idx++].normal = normal; | |
| 400 | + vertexData[idx++].normal = normal; | |
| 401 | + vertexData[idx].normal = normal; | |
| 402 | + } | |
| 403 | + | |
| 404 | + // Configure property buffers and create geometry. | |
| 405 | + PropertyBuffer vertexBuffer = PropertyBuffer::New(Property::Map() | |
| 406 | + .Add("aPosition", Property::VECTOR3) | |
| 407 | + .Add("aNormal", Property::VECTOR3)); | |
| 408 | + vertexBuffer.SetData(vertexData, std::extent<decltype(vertexData)>::value); | |
| 409 | + | |
| 410 | + Geometry geometry = Geometry::New(); | |
| 411 | + geometry.AddVertexBuffer( vertexBuffer ); | |
| 412 | + geometry.SetType( Geometry::TRIANGLES ); | |
| 413 | + return geometry; | |
| 414 | +} | |
| 415 | + | |
| 416 | +//============================================================================= | |
| 417 | +enum RendererOptions | |
| 418 | +{ | |
| 419 | + OPTION_NONE = 0x0, | |
| 420 | + OPTION_BLEND = 0x01, | |
| 421 | + OPTION_DEPTH_TEST = 0x02, | |
| 422 | + OPTION_DEPTH_WRITE = 0x04 | |
| 423 | +}; | |
| 424 | + | |
| 425 | +Renderer CreateRenderer(TextureSet textures, Geometry geometry, Shader shader, uint32_t options = OPTION_NONE) | |
| 426 | +{ | |
| 427 | + Renderer renderer = Renderer::New(geometry, shader); | |
| 428 | + renderer.SetProperty(Renderer::Property::BLEND_MODE, | |
| 429 | + (options & OPTION_BLEND) ? BlendMode::ON : BlendMode::OFF); | |
| 430 | + renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, | |
| 431 | + (options & OPTION_DEPTH_TEST) ? DepthTestMode::ON : DepthTestMode::OFF); | |
| 432 | + renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, | |
| 433 | + (options & OPTION_DEPTH_WRITE) ? DepthWriteMode::ON : DepthWriteMode::OFF); | |
| 434 | + renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK); | |
| 435 | + | |
| 436 | + if (!textures) | |
| 437 | + { | |
| 438 | + textures = TextureSet::New(); | |
| 439 | + } | |
| 440 | + | |
| 441 | + renderer.SetTextures(textures); | |
| 442 | + return renderer; | |
| 443 | +} | |
| 444 | + | |
| 445 | +//============================================================================= | |
| 446 | +void CenterActor(Actor actor) | |
| 447 | +{ | |
| 448 | + actor.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 449 | + actor.SetParentOrigin( ParentOrigin::CENTER ); | |
| 450 | +} | |
| 451 | + | |
| 452 | +//============================================================================= | |
| 453 | +void RegisterDepthProperties(float depth, float near, Handle& h) | |
| 454 | +{ | |
| 455 | + h.RegisterProperty("uDepth_InvDepth_Near", Vector3(depth, 1.f / depth, near)); | |
| 456 | +} | |
| 457 | + | |
| 458 | +} | |
| 459 | + | |
| 460 | +//============================================================================= | |
| 461 | +class DeferredShadingExample : public ConnectionTracker | |
| 462 | +{ | |
| 463 | +public: | |
| 464 | + struct Options | |
| 465 | + { | |
| 466 | + enum | |
| 467 | + { | |
| 468 | + NONE = 0x0, | |
| 469 | + SHOW_LIGHTS = 0x1, | |
| 470 | + }; | |
| 471 | + }; | |
| 472 | + | |
| 473 | + DeferredShadingExample(Application& app, uint32_t options = Options::NONE) | |
| 474 | + : mApp(app), | |
| 475 | + mOptions(options) | |
| 476 | + { | |
| 477 | + app.InitSignal().Connect( this, &DeferredShadingExample::Create ); | |
| 478 | + app.TerminateSignal().Connect( this, &DeferredShadingExample::Destroy ); | |
| 479 | + } | |
| 480 | + | |
| 481 | +private: | |
| 482 | + void Create(Application& app) | |
| 483 | + { | |
| 484 | + // Grab stage, configure layer | |
| 485 | + Stage stage = Stage::GetCurrent(); | |
| 486 | + auto rootLayer = stage.GetRootLayer(); | |
| 487 | + rootLayer.SetBehavior(Layer::LAYER_3D); | |
| 488 | + | |
| 489 | + auto stageSize = stage.GetSize(); | |
| 490 | + auto stageHalfSize = stageSize * .5f; | |
| 491 | + auto invStageHalfSize = Vector2::ONE / stageHalfSize; | |
| 492 | + | |
| 493 | + float unit = stageSize.y / 24.f; | |
| 494 | + | |
| 495 | + // Get camera - we'll be re-using the same old camera in the two passes. | |
| 496 | + RenderTaskList tasks = stage.GetRenderTaskList(); | |
| 497 | + CameraActor camera = tasks.GetTask(0).GetCameraActor(); | |
| 498 | + | |
| 499 | + auto zCameraPos = camera.GetProperty(Actor::Property::POSITION_Z).Get<float>(); | |
| 500 | + camera.SetFarClippingPlane(zCameraPos + stageSize.y * .5f); | |
| 501 | + camera.SetNearClippingPlane(zCameraPos - stageSize.y * .5f); | |
| 502 | + | |
| 503 | + const float zNear = camera.GetNearClippingPlane(); | |
| 504 | + const float zFar = camera.GetFarClippingPlane(); | |
| 505 | + const float depth = zFar - zNear; | |
| 506 | + | |
| 507 | + // Create root of scene that shall be rendered off-screen. | |
| 508 | + auto sceneRoot = Actor::New(); | |
| 509 | + CenterActor(sceneRoot); | |
| 510 | + | |
| 511 | + mSceneRoot = sceneRoot; | |
| 512 | + stage.Add(sceneRoot); | |
| 513 | + | |
| 514 | + // Create an axis to spin our actors around. | |
| 515 | + auto axis = Actor::New(); | |
| 516 | + CenterActor(axis); | |
| 517 | + sceneRoot.Add(axis); | |
| 518 | + mAxis = axis; | |
| 519 | + | |
| 520 | + // Create an octahedral mesh for our main actors and to visualise the light sources. | |
| 521 | + Geometry mesh = CreateOctahedron(false); | |
| 522 | + | |
| 523 | + // Create main actors | |
| 524 | + Shader preShader = Shader::New(PREPASS_VSH, PREPASS_FSH); | |
| 525 | + TextureSet noTexturesThanks = TextureSet::New(); | |
| 526 | + Renderer meshRenderer = CreateRenderer(noTexturesThanks, mesh, preShader, | |
| 527 | + OPTION_DEPTH_TEST | OPTION_DEPTH_WRITE); | |
| 528 | + meshRenderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK); | |
| 529 | + meshRenderer.RegisterProperty("uInvStageHalfSize", invStageHalfSize); | |
| 530 | + RegisterDepthProperties(depth, zNear, meshRenderer); | |
| 531 | + float c = 1.f; | |
| 532 | + for (auto v: { | |
| 533 | + Vector3{ -c, -c, -c }, | |
| 534 | + Vector3{ c, -c, -c }, | |
| 535 | + Vector3{ -c, c, -c }, | |
| 536 | + Vector3{ c, c, -c }, | |
| 537 | + Vector3{ -c, -c, c }, | |
| 538 | + Vector3{ c, -c, c }, | |
| 539 | + Vector3{ -c, c, c }, | |
| 540 | + Vector3{ c, c, c }, | |
| 541 | + | |
| 542 | + Vector3{ 0.f, -c, -c }, | |
| 543 | + Vector3{ 0.f, c, -c }, | |
| 544 | + Vector3{ 0.f, -c, c }, | |
| 545 | + Vector3{ 0.f, c, c }, | |
| 546 | + | |
| 547 | + Vector3{ -c, 0.f, -c }, | |
| 548 | + Vector3{ c, 0.f, -c }, | |
| 549 | + Vector3{ -c, 0.f, c }, | |
| 550 | + Vector3{ c, 0.f, c }, | |
| 551 | + | |
| 552 | + Vector3{ -c, -c, 0.f }, | |
| 553 | + Vector3{ c, -c, 0.f }, | |
| 554 | + Vector3{ -c, c, 0.f }, | |
| 555 | + Vector3{ c, c, 0.f }, | |
| 556 | + }) | |
| 557 | + { | |
| 558 | + Actor a = Actor::New(); | |
| 559 | + CenterActor(a); | |
| 560 | + | |
| 561 | + Vector3 position{ v * unit * 5.f }; | |
| 562 | + a.SetPosition(position); | |
| 563 | + | |
| 564 | + float scale = (c + ((v.x + v.y + v.z) + c * 3.f) * .5f) / (c * 4.f); | |
| 565 | + Vector3 size{ Vector3::ONE * scale * unit * 2.f }; | |
| 566 | + a.SetSize(size); | |
| 567 | + | |
| 568 | + a.SetColor(Color::WHITE * .25f + | |
| 569 | + (Color::RED * (v.x + c) / (c * 2.f) + | |
| 570 | + Color::GREEN * (v.y + c) / (c * 2.f) + | |
| 571 | + Color::BLUE * (v.z + c) / (c * 2.f)) * .015625f); | |
| 572 | + a.AddRenderer(meshRenderer); | |
| 573 | + | |
| 574 | + axis.Add(a); | |
| 575 | + } | |
| 576 | + | |
| 577 | + // Create off-screen textures, fbo and render task. | |
| 578 | + uint32_t width = static_cast<uint32_t>(stageSize.x); | |
| 579 | + uint32_t height = static_cast<uint32_t>(stageSize.y); | |
| 580 | + | |
| 581 | + Texture rttNormal = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGB888, | |
| 582 | + width, height); | |
| 583 | + Texture rttPosition = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, | |
| 584 | + width, height); | |
| 585 | + Texture rttColor = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGB888, | |
| 586 | + width, height); | |
| 587 | + FrameBuffer fbo = FrameBuffer::New(width, height, FrameBuffer::Attachment::DEPTH); | |
| 588 | + fbo.AttachColorTexture(rttNormal); | |
| 589 | + fbo.AttachColorTexture(rttPosition); | |
| 590 | + fbo.AttachColorTexture(rttColor); | |
| 591 | + | |
| 592 | + RenderTask sceneRender = tasks.CreateTask(); | |
| 593 | + sceneRender.SetViewportSize(stageSize); | |
| 594 | + sceneRender.SetFrameBuffer(fbo); | |
| 595 | + sceneRender.SetCameraActor(camera); | |
| 596 | + sceneRender.SetSourceActor(sceneRoot); | |
| 597 | + sceneRender.SetInputEnabled(false); | |
| 598 | + sceneRender.SetCullMode(false); | |
| 599 | + sceneRender.SetClearEnabled(true); | |
| 600 | + sceneRender.SetClearColor(Color::BLACK); | |
| 601 | + sceneRender.SetExclusive(true); | |
| 602 | + | |
| 603 | + mSceneRender = sceneRender; | |
| 604 | + | |
| 605 | + // Create final image for deferred shading | |
| 606 | + auto finalImage = Actor::New(); | |
| 607 | + CenterActor(finalImage); | |
| 608 | + finalImage.SetSize(stageSize); | |
| 609 | + | |
| 610 | + TextureSet finalImageTextures = TextureSet::New(); | |
| 611 | + finalImageTextures.SetTexture(0, rttNormal); | |
| 612 | + finalImageTextures.SetTexture(1, rttPosition); | |
| 613 | + finalImageTextures.SetTexture(2, rttColor); | |
| 614 | + | |
| 615 | + Sampler sampler = Sampler::New(); | |
| 616 | + sampler.SetFilterMode(FilterMode::NEAREST, FilterMode::NEAREST); | |
| 617 | + finalImageTextures.SetSampler(0, sampler); | |
| 618 | + finalImageTextures.SetSampler(1, sampler); | |
| 619 | + finalImageTextures.SetSampler(2, sampler); | |
| 620 | + | |
| 621 | + Shader shdMain = Shader::New(MAINPASS_VSH, MAINPASS_FSH); | |
| 622 | + Geometry finalImageGeom = CreateTexturedQuadGeometry(true); | |
| 623 | + Renderer finalImageRenderer = CreateRenderer(finalImageTextures, finalImageGeom, shdMain); | |
| 624 | + finalImageRenderer.RegisterProperty("uStageHalfSize", stageHalfSize); | |
| 625 | + RegisterDepthProperties(depth, zNear, finalImageRenderer); | |
| 626 | + | |
| 627 | + auto propInvProjection = finalImageRenderer.RegisterProperty("uInvProjection", Matrix::IDENTITY); | |
| 628 | + Constraint cnstrInvProjection = Constraint::New<Matrix>(finalImageRenderer, propInvProjection, | |
| 629 | + [zCameraPos, zNear, depth](Matrix& output, const PropertyInputContainer& input) { | |
| 630 | + output = input[0]->GetMatrix(); | |
| 631 | + DALI_ASSERT_ALWAYS(output.Invert() && "Failed to invert projection matrix."); | |
| 632 | + }); | |
| 633 | + cnstrInvProjection.AddSource(Source(camera, CameraActor::Property::PROJECTION_MATRIX)); | |
| 634 | + cnstrInvProjection.AddSource(Source(camera, CameraActor::Property::VIEW_MATRIX)); | |
| 635 | + cnstrInvProjection.Apply(); | |
| 636 | + | |
| 637 | + finalImage.AddRenderer(finalImageRenderer); | |
| 638 | + | |
| 639 | + mFinalImage = finalImage; | |
| 640 | + stage.Add(finalImage); | |
| 641 | + | |
| 642 | + // Create a node for our lights | |
| 643 | + auto lights = Actor::New(); | |
| 644 | + CenterActor(lights); | |
| 645 | + sceneRoot.Add(lights); | |
| 646 | + | |
| 647 | + // Create Lights | |
| 648 | + const bool showLights = mOptions & Options::SHOW_LIGHTS; | |
| 649 | + Renderer lightRenderer; | |
| 650 | + if (showLights) | |
| 651 | + { | |
| 652 | + Geometry lightMesh = CreateOctahedron(true); | |
| 653 | + lightRenderer = CreateRenderer(noTexturesThanks, lightMesh, preShader, | |
| 654 | + OPTION_DEPTH_TEST | OPTION_DEPTH_WRITE); | |
| 655 | + lightRenderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::FRONT); | |
| 656 | + } | |
| 657 | + | |
| 658 | + Vector3 lightPos{ unit * 12.f, 0.f, 0.f }; | |
| 659 | + float theta = M_PI * 2.f / MAX_LIGHTS; | |
| 660 | + float cosTheta = std::cos(theta); | |
| 661 | + float sinTheta = std::sin(theta); | |
| 662 | + for (int i = 0; i < MAX_LIGHTS; ++i) | |
| 663 | + { | |
| 664 | + Vector3 color = FromHueSaturationLightness(Vector3((360.f * i) / MAX_LIGHTS, .5f, 1.f)); | |
| 665 | + | |
| 666 | + Actor light = CreateLight(lightPos * (1 + (i % 8)) / 8.f, unit * 16.f, color, camera, finalImageRenderer); | |
| 667 | + | |
| 668 | + float z = (((i & 1) << 1) - 1) * unit * 8.f; | |
| 669 | + lightPos = Vector3(cosTheta * lightPos.x - sinTheta * lightPos.y, sinTheta * lightPos.x + cosTheta * lightPos.y, z); | |
| 670 | + | |
| 671 | + if (showLights) | |
| 672 | + { | |
| 673 | + light.SetProperty(Actor::Property::SIZE, Vector3::ONE * unit / 8.f); | |
| 674 | + light.AddRenderer(lightRenderer); | |
| 675 | + } | |
| 676 | + | |
| 677 | + lights.Add(light); | |
| 678 | + } | |
| 679 | + | |
| 680 | + // Take them for a spin. | |
| 681 | + Animation animLights = Animation::New(40.f); | |
| 682 | + animLights.SetLooping(true); | |
| 683 | + animLights.AnimateBy(Property(lights, Actor::Property::ORIENTATION), Quaternion(Radian(M_PI * 2.f), Vector3::YAXIS)); | |
| 684 | + animLights.Play(); | |
| 685 | + | |
| 686 | + // Event handling | |
| 687 | + stage.KeyEventSignal().Connect(this, &DeferredShadingExample::OnKeyEvent); | |
| 688 | + | |
| 689 | + mPanDetector = PanGestureDetector::New(); | |
| 690 | + mPanDetector.DetectedSignal().Connect(this, &DeferredShadingExample::OnPan); | |
| 691 | + mPanDetector.Attach(stage.GetRootLayer()); | |
| 692 | + } | |
| 693 | + | |
| 694 | + void Destroy(Application& app) | |
| 695 | + { | |
| 696 | + Stage::GetCurrent().GetRenderTaskList().RemoveTask(mSceneRender); | |
| 697 | + mSceneRender.Reset(); | |
| 698 | + | |
| 699 | + UnparentAndReset(mSceneRoot); | |
| 700 | + UnparentAndReset(mFinalImage); | |
| 701 | + } | |
| 702 | + | |
| 703 | + Actor CreateLight(Vector3 position, float radius, Vector3 color, CameraActor camera, Renderer renderer) | |
| 704 | + { | |
| 705 | + Actor light = Actor::New(); | |
| 706 | + CenterActor(light); | |
| 707 | + light.SetProperty(Actor::Property::COLOR, Color::WHITE); | |
| 708 | + light.SetProperty(Actor::Property::POSITION, position); | |
| 709 | + | |
| 710 | + auto iPropRadius = light.RegisterProperty("radius", radius); | |
| 711 | + auto iPropLightColor = light.RegisterProperty("lightcolor", color); | |
| 712 | + | |
| 713 | + // Create light source uniforms on lighting shader. | |
| 714 | + char buffer[128]; | |
| 715 | + char* writep = buffer + sprintf(buffer, "uLights[%d].", mNumLights); | |
| 716 | + ++mNumLights; | |
| 717 | + | |
| 718 | + strcpy(writep, "position"); | |
| 719 | + auto oPropLightPos = renderer.RegisterProperty(buffer, position); | |
| 720 | + | |
| 721 | + strcpy(writep, "radius"); | |
| 722 | + auto oPropLightRadius = renderer.RegisterProperty(buffer, radius); | |
| 723 | + | |
| 724 | + strcpy(writep, "color"); | |
| 725 | + auto oPropLightColor = renderer.RegisterProperty(buffer, color); | |
| 726 | + | |
| 727 | + // Constrain the light position, radius and color to lighting shader uniforms. | |
| 728 | + // Convert light position to view space; | |
| 729 | + Constraint cLightPos = Constraint::New<Vector3>(renderer, oPropLightPos, [](Vector3& output, const PropertyInputContainer& input) | |
| 730 | + { | |
| 731 | + Vector4 worldPos(input[0]->GetVector3()); | |
| 732 | + worldPos.w = 1.f; | |
| 733 | + | |
| 734 | + worldPos = input[1]->GetMatrix() * worldPos; | |
| 735 | + output = Vector3(worldPos); | |
| 736 | + }); | |
| 737 | + cLightPos.AddSource(Source(light, Actor::Property::WORLD_POSITION)); | |
| 738 | + cLightPos.AddSource(Source(camera, CameraActor::Property::VIEW_MATRIX)); | |
| 739 | + cLightPos.Apply(); | |
| 740 | + | |
| 741 | + Constraint cLightRadius = Constraint::New<float>(renderer, oPropLightRadius, | |
| 742 | + EqualToConstraint()); | |
| 743 | + cLightRadius.AddSource(Source(light, iPropRadius)); | |
| 744 | + cLightRadius.Apply(); | |
| 745 | + | |
| 746 | + Constraint cLightColor = Constraint::New<Vector3>(renderer, oPropLightColor, | |
| 747 | + EqualToConstraint()); | |
| 748 | + cLightColor.AddSource(Source(light, iPropLightColor)); | |
| 749 | + cLightColor.Apply(); | |
| 750 | + | |
| 751 | + return light; | |
| 752 | + } | |
| 753 | + | |
| 754 | + void OnPan(Actor, PanGesture const& gesture) | |
| 755 | + { | |
| 756 | + Quaternion q = mAxis.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>(); | |
| 757 | + Quaternion qx(Radian(Degree(gesture.screenDisplacement.y) * -.5f), Vector3::XAXIS); | |
| 758 | + Quaternion qy(Radian(Degree(gesture.screenDisplacement.x) * .5f), Vector3::YAXIS); | |
| 759 | + mAxis.SetProperty(Actor::Property::ORIENTATION, qy * qx * q); | |
| 760 | + } | |
| 761 | + | |
| 762 | + void OnKeyEvent(const KeyEvent& event) | |
| 763 | + { | |
| 764 | + if(event.state == KeyEvent::Down) | |
| 765 | + { | |
| 766 | + if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) ) | |
| 767 | + { | |
| 768 | + mApp.Quit(); | |
| 769 | + } | |
| 770 | + } | |
| 771 | + } | |
| 772 | + | |
| 773 | + Application& mApp; | |
| 774 | + uint32_t mOptions; | |
| 775 | + | |
| 776 | + Actor mSceneRoot; | |
| 777 | + Actor mAxis; | |
| 778 | + | |
| 779 | + RenderTask mSceneRender; | |
| 780 | + Actor mFinalImage; | |
| 781 | + | |
| 782 | + int mNumLights = 0; | |
| 783 | + | |
| 784 | + PanGestureDetector mPanDetector; | |
| 785 | +}; | |
| 786 | + | |
| 787 | + | |
| 788 | +int main(int argc, char** argv) | |
| 789 | +{ | |
| 790 | + const bool showLights = [](int argc, char** argv) | |
| 791 | + { | |
| 792 | + auto endArgs = argv + argc; | |
| 793 | + return std::find_if(argv, endArgs, [](const char* arg) | |
| 794 | + { | |
| 795 | + return strcmp(arg, "--show-lights") == 0; | |
| 796 | + }) != endArgs; | |
| 797 | + }(argc, argv); | |
| 798 | + | |
| 799 | + Application app = Application::New(&argc, &argv); | |
| 800 | + DeferredShadingExample example(app, (showLights ? DeferredShadingExample::Options::SHOW_LIGHTS : 0)); | |
| 801 | + app.MainLoop(); | |
| 802 | + return 0; | |
| 803 | +} | ... | ... |
resources/po/en_GB.po
| ... | ... | @@ -58,6 +58,9 @@ msgstr "Contact Cards" |
| 58 | 58 | msgid "DALI_DEMO_STR_TITLE_CUBE_TRANSITION" |
| 59 | 59 | msgstr "Cube Effect" |
| 60 | 60 | |
| 61 | +msgid "DALI_DEMO_STR_TITLE_DEFERRED_SHADING" | |
| 62 | +msgstr "Deferred Shading" | |
| 63 | + | |
| 61 | 64 | msgid "DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION" |
| 62 | 65 | msgstr "Dissolve Effect" |
| 63 | 66 | ... | ... |
resources/po/en_US.po
| ... | ... | @@ -43,6 +43,9 @@ msgstr "Clipping" |
| 43 | 43 | msgid "DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER" |
| 44 | 44 | msgstr "Clipping Draw Order" |
| 45 | 45 | |
| 46 | +msgid "DALI_DEMO_STR_TITLE_DEFERRED_SHADING" | |
| 47 | +msgstr "Deferred Shading" | |
| 48 | + | |
| 46 | 49 | msgid "DALI_DEMO_STR_TITLE_GAUSSIAN_BLUR_VIEW" |
| 47 | 50 | msgstr "Gaussian Blur" |
| 48 | 51 | ... | ... |
shared/dali-demo-strings.h
| ... | ... | @@ -49,6 +49,7 @@ extern "C" |
| 49 | 49 | #define DALI_DEMO_STR_TITLE_CARD_ACTIVE dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CARD_ACTIVE") |
| 50 | 50 | #define DALI_DEMO_STR_TITLE_CLIPPING dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CLIPPING") |
| 51 | 51 | #define DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER") |
| 52 | +#define DALI_DEMO_STR_TITLE_DEFERRED_SHADING dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_DEFERRED_SHADING") | |
| 52 | 53 | #define DALI_DEMO_STR_TITLE_GAUSSIAN_BLUR_VIEW dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_GAUSSIAN_BLUR_VIEW") |
| 53 | 54 | #define DALI_DEMO_STR_TITLE_GESTURES dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_GESTURES") |
| 54 | 55 | #define DALI_DEMO_STR_TITLE_COLOR_GRADIENT dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_COLOR_GRADIENT") |
| ... | ... | @@ -153,6 +154,7 @@ extern "C" |
| 153 | 154 | #define DALI_DEMO_STR_TITLE_COMPRESSED_TEXTURE_FORMATS "Compressed Texture Formats" |
| 154 | 155 | #define DALI_DEMO_STR_TITLE_CONTACT_CARDS "Contact Cards" |
| 155 | 156 | #define DALI_DEMO_STR_TITLE_CUBE_TRANSITION "Cube Effect" |
| 157 | +#define DALI_DEMO_STR_TITLE_DEFERRED_SHADING "Deferred Shading" | |
| 156 | 158 | #define DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION "Dissolve Effect" |
| 157 | 159 | #define DALI_DEMO_STR_TITLE_DRAG_AND_DROP "Drag and Drop" |
| 158 | 160 | #define DALI_DEMO_STR_TITLE_EFFECTS_VIEW "Effects View" | ... | ... |