Commit bda3e2def06ef74d4d7a82ef0fdc66be74098fd1

Authored by David Steele
1 parent 661d97a3

Minor Fixes to demos

Change-Id: I089eedc9dc7ca3a14fe3a1b43d7a4e75ebc653ad
examples/point-mesh/point-mesh-example.cpp
@@ -37,6 +37,7 @@ attribute highp float aHue; @@ -37,6 +37,7 @@ attribute highp float aHue;
37 varying mediump vec2 vTexCoord; 37 varying mediump vec2 vTexCoord;
38 uniform mediump mat4 uMvpMatrix; 38 uniform mediump mat4 uMvpMatrix;
39 uniform mediump vec3 uSize; 39 uniform mediump vec3 uSize;
  40 +uniform mediump float uPointSize;
40 uniform lowp vec4 uFadeColor; 41 uniform lowp vec4 uFadeColor;
41 varying mediump vec3 vVertexColor; 42 varying mediump vec3 vVertexColor;
42 varying mediump float vHue; 43 varying mediump float vHue;
@@ -51,11 +52,11 @@ vec3 hsv2rgb(vec3 c) @@ -51,11 +52,11 @@ vec3 hsv2rgb(vec3 c)
51 void main() 52 void main()
52 { 53 {
53 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0); 54 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
54 - vertexPosition.xyz *= uSize; 55 + vertexPosition.xyz *= (uSize-uPointSize);
55 vertexPosition = uMvpMatrix * vertexPosition; 56 vertexPosition = uMvpMatrix * vertexPosition;
56 - vVertexColor = hsv2rgb( vec3( aHue, 0.6, 0.7 ) ); 57 + vVertexColor = hsv2rgb( vec3( aHue, 0.7, 1.0 ) );
57 vHue = aHue; 58 vHue = aHue;
58 - gl_PointSize = 80.0; 59 + gl_PointSize = uPointSize;
59 gl_Position = vertexPosition; 60 gl_Position = vertexPosition;
60 } 61 }
61 ); 62 );
@@ -85,10 +86,11 @@ Geometry CreateGeometry() @@ -85,10 +86,11 @@ Geometry CreateGeometry()
85 Vertex polyhedraVertexData[numSides]; 86 Vertex polyhedraVertexData[numSides];
86 float angle=0; 87 float angle=0;
87 float sectorAngle = 2.0f * Math::PI / (float) numSides; 88 float sectorAngle = 2.0f * Math::PI / (float) numSides;
  89 +
88 for(unsigned int i=0; i<numSides; ++i) 90 for(unsigned int i=0; i<numSides; ++i)
89 { 91 {
90 - polyhedraVertexData[i].position.x = sinf(angle);  
91 - polyhedraVertexData[i].position.y = cosf(angle); 92 + polyhedraVertexData[i].position.x = sinf(angle)*0.5f;
  93 + polyhedraVertexData[i].position.y = cosf(angle)*0.5f;
92 polyhedraVertexData[i].hue = angle / ( 2.0f * Math::PI); 94 polyhedraVertexData[i].hue = angle / ( 2.0f * Math::PI);
93 angle += sectorAngle; 95 angle += sectorAngle;
94 } 96 }
@@ -167,13 +169,15 @@ public: @@ -167,13 +169,15 @@ public:
167 169
168 mMeshActor = Actor::New(); 170 mMeshActor = Actor::New();
169 mMeshActor.AddRenderer( mRenderer ); 171 mMeshActor.AddRenderer( mRenderer );
170 - mMeshActor.SetSize(200, 200); 172 + mMeshActor.SetSize(400, 400);
171 173
172 Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "fade-color", Color::GREEN ); 174 Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "fade-color", Color::GREEN );
173 mMeshActor.AddUniformMapping( fadeColorIndex, std::string("uFadeColor") ); 175 mMeshActor.AddUniformMapping( fadeColorIndex, std::string("uFadeColor") );
174 176
175 fadeColorIndex = mRenderer.RegisterProperty( "fade-color", Color::MAGENTA ); 177 fadeColorIndex = mRenderer.RegisterProperty( "fade-color", Color::MAGENTA );
  178 + Property::Index pointSizeIndex = mRenderer.RegisterProperty( "point-size", 80.0f );
176 mRenderer.AddUniformMapping( fadeColorIndex, std::string("uFadeColor" ) ); 179 mRenderer.AddUniformMapping( fadeColorIndex, std::string("uFadeColor" ) );
  180 + mRenderer.AddUniformMapping( pointSizeIndex, std::string("uPointSize" ) );
177 mRenderer.SetDepthIndex(0); 181 mRenderer.SetDepthIndex(0);
178 182
179 mMeshActor.SetParentOrigin( ParentOrigin::CENTER ); 183 mMeshActor.SetParentOrigin( ParentOrigin::CENTER );
examples/textured-mesh/textured-mesh-example.cpp
@@ -93,6 +93,14 @@ Geometry CreateGeometry() @@ -93,6 +93,14 @@ Geometry CreateGeometry()
93 return texturedQuadGeometry; 93 return texturedQuadGeometry;
94 } 94 }
95 95
  96 +/**
  97 + * Sinusoidal curve starting at zero with 2 cycles
  98 + */
  99 +float AlphaFunctionSineX2(float progress)
  100 +{
  101 + return 0.5f - cosf(progress * 4.0f * Math::PI) * 0.5f;
  102 +}
  103 +
96 } // anonymous namespace 104 } // anonymous namespace
97 105
98 // This example shows how to use a simple mesh 106 // This example shows how to use a simple mesh
@@ -126,29 +134,28 @@ public: @@ -126,29 +134,28 @@ public:
126 */ 134 */
127 void Create( Application& application ) 135 void Create( Application& application )
128 { 136 {
  137 + // The Init signal is received once (only) during the Application lifetime
  138 +
129 Stage stage = Stage::GetCurrent(); 139 Stage stage = Stage::GetCurrent();
130 stage.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent); 140 stage.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
131 141
132 mStageSize = stage.GetSize(); 142 mStageSize = stage.GetSize();
133 143
134 - // The Init signal is received once (only) during the Application lifetime  
135 -  
136 // Hide the indicator bar 144 // Hide the indicator bar
137 application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE ); 145 application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
138 146
139 - mImage = ResourceImage::New( MATERIAL_SAMPLE ); 147 + mImage = ResourceImage::New( MATERIAL_SAMPLE, ResourceImage::ON_DEMAND, Image::NEVER );
140 mSampler1 = Sampler::New(mImage, "sTexture"); 148 mSampler1 = Sampler::New(mImage, "sTexture");
141 149
142 Image image = ResourceImage::New( MATERIAL_SAMPLE2 ); 150 Image image = ResourceImage::New( MATERIAL_SAMPLE2 );
143 mSampler2 = Sampler::New(image, "sTexture"); 151 mSampler2 = Sampler::New(image, "sTexture");
144 152
145 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); 153 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
146 -  
147 mMaterial1 = Material::New( mShader ); 154 mMaterial1 = Material::New( mShader );
148 mMaterial1.AddSampler( mSampler1 ); 155 mMaterial1.AddSampler( mSampler1 );
149 156
150 mMaterial2 = Material::New( mShader ); 157 mMaterial2 = Material::New( mShader );
151 - mMaterial2.AddSampler( mSampler2); 158 + mMaterial2.AddSampler( mSampler2 );
152 159
153 mGeometry = CreateGeometry(); 160 mGeometry = CreateGeometry();
154 161
@@ -181,7 +188,7 @@ public: @@ -181,7 +188,7 @@ public:
181 188
182 mRenderer2.RegisterProperty( "a-n-other-property", Vector3::ZERO ); 189 mRenderer2.RegisterProperty( "a-n-other-property", Vector3::ZERO );
183 mRenderer2.RegisterProperty( "a-coefficient", 0.008f ); 190 mRenderer2.RegisterProperty( "a-coefficient", 0.008f );
184 - fadeColorIndex2 = mRenderer2.RegisterProperty( "another-fade-color", Color::GREEN ); 191 + fadeColorIndex2 = mRenderer2.RegisterProperty( "another-fade-color", Color::BLUE );
185 mRenderer2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor" ) ); 192 mRenderer2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor" ) );
186 mRenderer2.SetDepthIndex(0); 193 mRenderer2.SetDepthIndex(0);
187 194
@@ -192,20 +199,50 @@ public: @@ -192,20 +199,50 @@ public:
192 Animation animation = Animation::New(5); 199 Animation animation = Animation::New(5);
193 KeyFrames keyFrames = KeyFrames::New(); 200 KeyFrames keyFrames = KeyFrames::New();
194 keyFrames.Add(0.0f, Vector4::ZERO); 201 keyFrames.Add(0.0f, Vector4::ZERO);
195 - keyFrames.Add(1.0f, Vector4( 1.0f, 0.0f, 1.0f, 1.0f )); 202 + keyFrames.Add(1.0f, Vector4( Color::GREEN ));
196 203
197 KeyFrames keyFrames2 = KeyFrames::New(); 204 KeyFrames keyFrames2 = KeyFrames::New();
198 keyFrames2.Add(0.0f, Vector4::ZERO); 205 keyFrames2.Add(0.0f, Vector4::ZERO);
199 - keyFrames2.Add(1.0f, Color::GREEN); 206 + keyFrames2.Add(1.0f, Color::MAGENTA);
200 207
201 - animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunction(AlphaFunction::EASE_OUT_SINE) );  
202 - animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunction(AlphaFunction::EASE_IN_SINE) ); 208 + animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunction(AlphaFunction::SIN) );
  209 + animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunction(AlphaFunctionSineX2) );
203 animation.SetLooping(true); 210 animation.SetLooping(true);
204 animation.Play(); 211 animation.Play();
205 212
206 stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));; 213 stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));;
207 } 214 }
208 215
  216 + BufferImage CreateBufferImage()
  217 + {
  218 + BufferImage image = BufferImage::New( 200, 200, Pixel::RGB888 );
  219 + PixelBuffer* pixelBuffer = image.GetBuffer();
  220 + unsigned int stride = image.GetBufferStride();
  221 + for( unsigned int x=0; x<200; x++ )
  222 + {
  223 + for( unsigned int y=0; y<200; y++ )
  224 + {
  225 + PixelBuffer* pixel = pixelBuffer + y*stride + x*3;
  226 + if( ((int)(x/20.0f))%2 + ((int)(y/20.0f)%2) == 1 )
  227 + {
  228 + pixel[0]=255;
  229 + pixel[1]=0;
  230 + pixel[2]=0;
  231 + pixel[3]=255;
  232 + }
  233 + else
  234 + {
  235 + pixel[0]=0;
  236 + pixel[1]=0;
  237 + pixel[2]=255;
  238 + pixel[3]=255;
  239 + }
  240 + }
  241 + }
  242 + image.Update();
  243 + return image;
  244 + }
  245 +
209 /** 246 /**
210 * Invoked whenever the quit button is clicked 247 * Invoked whenever the quit button is clicked
211 * @param[in] button the quit button 248 * @param[in] button the quit button