Commit dccc1bd36adf3b35b357ecd199fbac4b5c078c88

Authored by Xiangyin Ma
1 parent 0a43b42b

Added refraction effect demo

Change-Id: Ia9ec4763a764344f234b9d3ee3114ad9d91c7abb
build/tizen/examples/Makefile.am
... ... @@ -29,6 +29,7 @@ bin_PROGRAMS = \
29 29 new-window.example \
30 30 page-turn-view.example \
31 31 radial-menu.example \
  32 + refraction-effect.example \
32 33 scroll-view.example \
33 34 shadow-bone-lighting.example \
34 35 dali-builder \
... ... @@ -131,6 +132,11 @@ radial_menu_example_CXXFLAGS = $(EXAMPLE_CXXFLAGS)
131 132 radial_menu_example_DEPENDENCIES = $(EXAMPLE_DEPS)
132 133 radial_menu_example_LDADD = $(EXAMPLE_LDADD)
133 134  
  135 +refraction_effect_example_SOURCES = $(examples_src_dir)/shader-effect/refraction-effect-example.cpp
  136 +refraction_effect_example_CXXFLAGS = $(EXAMPLE_CXXFLAGS)
  137 +refraction_effect_example_DEPENDENCIES = $(EXAMPLE_DEPS)
  138 +refraction_effect_example_LDADD = $(EXAMPLE_LDADD)
  139 +
134 140 scroll_view_example_SOURCES = $(examples_src_dir)/scroll-view/scroll-view-example.cpp
135 141 scroll_view_example_CXXFLAGS = $(EXAMPLE_CXXFLAGS)
136 142 scroll_view_example_DEPENDENCIES = $(EXAMPLE_DEPS)
... ...
com.samsung.dali-demo.xml
... ... @@ -49,6 +49,9 @@
49 49 <ui-application appid="radial-menu.example" exec="/usr/apps/com.samsung.dali-demo/bin/radial-menu.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
50 50 <label>Radial Menu</label>
51 51 </ui-application>
  52 + <ui-application appid="refraction-effect.example" exec="/usr/apps/com.samsung.dali-demo/bin/refraction-effect.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
  53 + <label>Refraction effect</label>
  54 + </ui-application>
52 55 <ui-application appid="scroll-view.example" exec="/usr/apps/com.samsung.dali-demo/bin/scroll-view.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
53 56 <label>Scroll View</label>
54 57 </ui-application>
... ...
demo/dali-demo.cpp
... ... @@ -36,6 +36,7 @@ int main(int argc, char **argv)
36 36 demo.AddExample(Example("motion-stretch.example", "Motion Stretch"));
37 37 demo.AddExample(Example("page-turn-view.example", "Page Turn View"));
38 38 demo.AddExample(Example("radial-menu.example", "Radial Menu"));
  39 + demo.AddExample(Example("refraction-effect.example", "Refraction"));
39 40 demo.AddExample(Example("scroll-view.example", "Scroll View"));
40 41 demo.AddExample(Example("shadow-bone-lighting.example", "Lights and shadows"));
41 42 demo.AddExample(Example("builder.example", "Script Based UI"));
... ...
demo/models/surface_pattern_v01.obj 0 → 100755
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... ...
examples/shader-effect/refraction-effect-example.cpp 0 → 100644
  1 +/*
  2 + * Copyright (c) 2014 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 +#include <dali/dali.h>
  19 +#include <dali-toolkit/dali-toolkit.h>
  20 +#include "../shared/view.h"
  21 +
  22 +#include <fstream>
  23 +#include <sstream>
  24 +
  25 +using namespace Dali;
  26 +
  27 +namespace
  28 +{
  29 +const char * const APPLICATION_TITLE( "Refraction Effect" );
  30 +const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
  31 +const char * const CHANGE_TEXTURE_ICON( DALI_IMAGE_DIR "icon-change.png" );
  32 +const char * const CHANGE_MESH_ICON( DALI_IMAGE_DIR "icon-replace.png" );
  33 +
  34 +const char* MESH_FILES[] =
  35 +{
  36 + DALI_MODEL_DIR "surface_pattern_v01.obj",
  37 + DALI_MODEL_DIR "surface_pattern_v02.obj"
  38 +};
  39 +const unsigned int NUM_MESH_FILES( sizeof( MESH_FILES ) / sizeof( MESH_FILES[0] ) );
  40 +
  41 +const char* TEXTURE_IMAGES[]=
  42 +{
  43 + DALI_IMAGE_DIR "background-1.jpg",
  44 + DALI_IMAGE_DIR "background-2.jpg",
  45 + DALI_IMAGE_DIR "background-3.jpg",
  46 + DALI_IMAGE_DIR "background-4.jpg"
  47 +};
  48 +const unsigned int NUM_TEXTURE_IMAGES( sizeof( TEXTURE_IMAGES ) / sizeof( TEXTURE_IMAGES[0] ) );
  49 +
  50 +#define MAKE_SHADER(A)#A
  51 +
  52 +struct LightOffsetConstraint
  53 +{
  54 + LightOffsetConstraint( float radius )
  55 + : mRadius( radius )
  56 + {
  57 + }
  58 +
  59 + Vector2 operator()( const Vector2& current, const PropertyInput& spinAngleProperty)
  60 + {
  61 + float spinAngle = spinAngleProperty.GetFloat();
  62 + return Vector2( cos(spinAngle ), sin( spinAngle ) ) * mRadius;
  63 + }
  64 +
  65 + float mRadius;
  66 +};
  67 +
  68 +} // namespace
  69 +
  70 +/************************************************************************************************
  71 + *** This shader is used when the MeshActor is not touched***
  72 + ************************************************************************************************/
  73 +class NoEffect : public ShaderEffect
  74 +{
  75 +public:
  76 + /**
  77 + * Create an empty handle.
  78 + */
  79 + NoEffect()
  80 + {
  81 + }
  82 +
  83 + /**
  84 + * Virtual destructor
  85 + */
  86 + virtual ~NoEffect()
  87 + {
  88 + }
  89 +
  90 + /**
  91 + * Create a NoEffect object.
  92 + * @return A handle to a newly allocated NoEffect
  93 + */
  94 + static NoEffect New()
  95 + {
  96 + std::string vertexShader = MAKE_SHADER(
  97 + uniform mediump vec4 uTextureRect;\n
  98 + void main()\n
  99 + {\n
  100 + gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
  101 + vTexCoord = aTexCoord.xy;\n
  102 + }\n
  103 + );
  104 + std::string fragmentShader = MAKE_SHADER(
  105 + void main()\n
  106 + {\n
  107 + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
  108 + }\n
  109 + );
  110 + ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
  111 + GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
  112 + ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ) );
  113 + NoEffect handle( shaderEffect );
  114 + return handle;
  115 + }
  116 +
  117 +private:
  118 + /**
  119 + * Helper for New()
  120 + */
  121 + NoEffect( ShaderEffect handle )
  122 + : ShaderEffect( handle )
  123 + {
  124 + }
  125 +};
  126 +
  127 +/************************************************************/
  128 +/* Custom refraction effect shader******************************/
  129 +/************************************************************/
  130 +
  131 +class RefractionEffect : public ShaderEffect
  132 +{
  133 +public:
  134 +
  135 + /**
  136 + * Create an empty RefractionEffect handle.
  137 + */
  138 + RefractionEffect()
  139 + {
  140 + }
  141 +
  142 + /**
  143 + * Virtual destructor
  144 + */
  145 + virtual ~RefractionEffect()
  146 + {
  147 + }
  148 +
  149 + /**
  150 + * Create a RefractionEffect object.
  151 + * @return A handle to a newly allocated RefractionEffect
  152 + */
  153 + static RefractionEffect New()
  154 + {
  155 + std::string vertexShader = MAKE_SHADER(
  156 + varying mediump vec2 vTextureOffset;\n
  157 + void main()\n
  158 + {\n
  159 + gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
  160 + vTexCoord = aTexCoord.xy;\n
  161 +
  162 + vNormal = aNormal;\n
  163 + vVertex = vec4( aPosition, 1.0 );\n
  164 + float length = max(0.01, length(aNormal.xy)) * 40.0;\n
  165 + vTextureOffset = aNormal.xy / length;\n
  166 + }\n
  167 + );
  168 +
  169 + std::string fragmentShader = MAKE_SHADER(
  170 + uniform mediump float uEffectStrength;\n
  171 + uniform mediump vec3 uLightPosition;\n
  172 + uniform mediump vec2 uLightXYOffset;\n
  173 + uniform mediump vec2 uLightSpinOffset;\n
  174 + uniform mediump float uLightIntensity;\n
  175 + varying mediump vec2 vTextureOffset;\n
  176 +
  177 + vec3 rgb2hsl(vec3 rgb)\n
  178 + {\n
  179 + float epsilon = 1.0e-10;\n
  180 + vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
  181 + vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n
  182 + vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n
  183 + \n
  184 + // RGB -> HCV
  185 + float value = Q.x;\n
  186 + float chroma = Q.x - min(Q.w, Q.y);\n
  187 + float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n
  188 + // HCV -> HSL
  189 + float lightness = value - chroma*0.5;\n
  190 + return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n
  191 + }\n
  192 +
  193 + vec3 hsl2rgb( vec3 hsl )
  194 + {
  195 + // pure hue->RGB
  196 + vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
  197 + vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n
  198 + vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n
  199 + \n
  200 + float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n
  201 + return ( RGB - 0.5 ) * chroma + hsl.z;
  202 + }
  203 +
  204 + void main()\n
  205 + {\n
  206 + vec3 normal = normalize( vNormal);\n
  207 +
  208 + vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.f);\n
  209 + mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n
  210 + mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n
  211 +
  212 + spotEffect = spotEffect * uEffectStrength;\n
  213 + mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity ) * spotEffect;\n
  214 +
  215 + lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n
  216 + vec3 lightedColor = hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n
  217 +
  218 + gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n
  219 + }\n
  220 + );
  221 +
  222 + ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
  223 + GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
  224 + ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
  225 + RefractionEffect handle( shaderEffect );
  226 +
  227 + Vector2 stageSize = Stage::GetCurrent().GetSize();
  228 + handle.SetLightPosition( Vector2(stageSize.x, 0.f) );
  229 + handle.SetUniform( "uLightXYOffset", Vector2::ZERO );
  230 + handle.SetUniform( "uLightSpinOffset", Vector2::ZERO );
  231 + handle.SetUniform( "uEffectStrength", 0.f );
  232 + handle.SetUniform( "uLightIntensity", 2.5f );
  233 +
  234 + Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
  235 + Constraint constraint = Constraint::New<Vector2>( handle.GetPropertyIndex("uLightSpinOffset"),
  236 + LocalSource(index),
  237 + LightOffsetConstraint(stageSize.x*0.1f));
  238 + handle.ApplyConstraint( constraint );
  239 +
  240 + return handle;
  241 + }
  242 +
  243 + void SetLightPosition( const Vector2& position )
  244 + {
  245 + Vector2 stageHalfSize = Stage::GetCurrent().GetSize() * 0.5f;
  246 + SetUniform( "uLightPosition", Vector3( position.x - stageHalfSize.x, position.y - stageHalfSize.y, stageHalfSize.x ) );
  247 + }
  248 +
  249 + void SetLightXYOffset( const Vector2& offset )
  250 + {
  251 + SetUniform( "uLightXYOffset", offset );
  252 + }
  253 +
  254 + void SetEffectStrength( float strength )
  255 + {
  256 + SetUniform( "uEffectStrength", strength );
  257 + }
  258 +
  259 + void SetLightIntensity( float intensity )
  260 + {
  261 + SetUniform( "uLightIntensity", intensity );
  262 + }
  263 +
  264 +private:
  265 + /**
  266 + * Helper for New()
  267 + */
  268 + RefractionEffect( ShaderEffect handle )
  269 + : ShaderEffect( handle )
  270 + {
  271 + }
  272 +};
  273 +
  274 +/*************************************************/
  275 +/*Demo using RefractionEffect*****************/
  276 +/*************************************************/
  277 +class RefractionEffectExample : public ConnectionTracker
  278 +{
  279 +public:
  280 + RefractionEffectExample( Application &application )
  281 + : mApplication( application ),
  282 + mIsDown( false ),
  283 + mCurrentTextureId( 1 ),
  284 + mCurrentMeshId( 0 )
  285 + {
  286 + // Connect to the Application's Init signal
  287 + application.InitSignal().Connect(this, &RefractionEffectExample::Create);
  288 + }
  289 +
  290 + ~RefractionEffectExample()
  291 + {
  292 + }
  293 +
  294 +private:
  295 +
  296 + // The Init signal is received once (only) during the Application lifetime
  297 + void Create(Application& application)
  298 + {
  299 + Stage stage = Stage::GetCurrent();
  300 + mStageHalfSize = stage.GetSize() * 0.5f;
  301 +
  302 + stage.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent);
  303 +
  304 + // Creates a default view with a default tool bar.
  305 + // The view is added to the stage.
  306 + Toolkit::ToolBar toolBar;
  307 + Toolkit::View view;
  308 + mContent = DemoHelper::CreateView( application,
  309 + view,
  310 + toolBar,
  311 + "",
  312 + TOOLBAR_IMAGE,
  313 + APPLICATION_TITLE );
  314 +
  315 + // Add a button to change background. (right of toolbar)
  316 + mChangeTextureButton = Toolkit::PushButton::New();
  317 + mChangeTextureButton.SetBackgroundImage( Image::New( CHANGE_TEXTURE_ICON ) );
  318 + mChangeTextureButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeTexture );
  319 + toolBar.AddControl( mChangeTextureButton,
  320 + DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
  321 + Toolkit::Alignment::HorizontalRight,
  322 + DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
  323 + // Add a button to change mesh pattern. ( left of bar )
  324 + mChangeMeshButton = Toolkit::PushButton::New();
  325 + mChangeMeshButton.SetBackgroundImage( Image::New( CHANGE_MESH_ICON ) );
  326 + mChangeMeshButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeMesh );
  327 + toolBar.AddControl( mChangeMeshButton,
  328 + DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
  329 + Toolkit::Alignment::HorizontalLeft,
  330 + DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
  331 +
  332 + // creates the shader effects applied on the mesh actor
  333 + mRefractionEffect = RefractionEffect::New(); // used when the finger is touching the screen
  334 + mNoEffect = NoEffect::New(); // used in the other situations, basic render shader
  335 + // Create the mesh from the obj file and add to stage
  336 + mMaterial = Material::New( "Material" ) ;
  337 + mMaterial.SetDiffuseTexture(Image::New(TEXTURE_IMAGES[mCurrentTextureId]));
  338 + CreateSurface( MESH_FILES[mCurrentMeshId] );
  339 +
  340 + // Connect the callback to the touch signal on the mesh actor
  341 + mContent.TouchedSignal().Connect( this, &RefractionEffectExample::OnTouch );
  342 +
  343 + // the animation which spin the light around the finger touch position
  344 + mLightPosition = Vector2( mStageHalfSize.x*2.f, 0.f);
  345 + mLightAnimation = Animation::New(2.f);
  346 + mLightAnimation.AnimateTo( Property( mRefractionEffect, "uSpinAngle" ), Math::PI*2.f );
  347 + mLightAnimation.SetLooping( true );
  348 + mLightAnimation.Pause();
  349 + }
  350 +
  351 + /**
  352 + * Create a mesh actor with different geometry to replace the current one
  353 + */
  354 + bool OnChangeMesh( Toolkit::Button button )
  355 + {
  356 + if( mMeshActor )
  357 + {
  358 + UnparentAndReset( mMeshActor );
  359 + }
  360 +
  361 + mCurrentMeshId = ( mCurrentMeshId + 1 ) % NUM_MESH_FILES;
  362 + CreateSurface( MESH_FILES[mCurrentMeshId] );
  363 +
  364 + return true;
  365 + }
  366 +
  367 + bool OnChangeTexture( Toolkit::Button button )
  368 + {
  369 + mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
  370 + mMaterial.SetDiffuseTexture(Image::New(TEXTURE_IMAGES[mCurrentTextureId]));
  371 +
  372 + return true;
  373 + }
  374 +
  375 + bool OnTouch( Actor actor , const TouchEvent& event )
  376 + {
  377 + const TouchPoint &point = event.GetPoint(0);
  378 +
  379 + switch(point.state)
  380 + {
  381 + case TouchPoint::Down:
  382 + {
  383 + mIsDown = true;
  384 + mDownPosition = point.screen;
  385 +
  386 + mLightAnimation.Play();
  387 +
  388 + if( mStrenghAnimation )
  389 + {
  390 + mStrenghAnimation.Clear();
  391 + }
  392 +
  393 + mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
  394 + mMeshActor.SetShaderEffect( mRefractionEffect );
  395 + mStrenghAnimation= Animation::New(0.5f);
  396 + mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 1.f );
  397 + mStrenghAnimation.Play();
  398 +
  399 + break;
  400 + }
  401 + case TouchPoint::Motion:
  402 + {
  403 + if(mIsDown)
  404 + {
  405 + // make the light position following the finger movement
  406 + mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
  407 + }
  408 + break;
  409 + }
  410 + case TouchPoint::Up:
  411 + case TouchPoint::Leave:
  412 + case TouchPoint::Interrupted:
  413 + {
  414 + if(mIsDown)
  415 + {
  416 + mLightAnimation.Pause();
  417 +
  418 + if( mStrenghAnimation )
  419 + {
  420 + mStrenghAnimation.Clear();
  421 + }
  422 + mStrenghAnimation = Animation::New(0.5f);
  423 + mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 0.f );
  424 + mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
  425 + mStrenghAnimation.Play();
  426 + }
  427 +
  428 + mIsDown = false;
  429 + break;
  430 + }
  431 + case TouchPoint::Stationary:
  432 + case TouchPoint::Last:
  433 + default:
  434 + {
  435 + break;
  436 + }
  437 + }
  438 + return true;
  439 + }
  440 +
  441 + void OnTouchFinished( Animation& source )
  442 + {
  443 + mMeshActor.SetShaderEffect( mNoEffect );
  444 + mRefractionEffect.SetLightXYOffset( Vector2::ZERO );
  445 + }
  446 +
  447 + void CreateSurface( const std::string& objFileName )
  448 + {
  449 + MeshData::VertexContainer vertices;
  450 + MeshData::FaceIndices faces;
  451 + MeshData meshData;
  452 +
  453 + std::vector<float> boundingBox;
  454 + std::vector<Vector3> vertexPositions;
  455 + std::vector<int> faceIndices;
  456 + // read the vertice and faces from the .obj file, and record the bounding box
  457 + ReadObjFile( objFileName, boundingBox, vertexPositions, faceIndices );
  458 +
  459 + std::vector<Vector2> textureCoordinates;
  460 + // align the mesh, scale it to fit the screen size, and calculate the texture coordinate for each vertex
  461 + ShapeResizeAndTexureCoordinateCalculation( boundingBox, vertexPositions, textureCoordinates );
  462 +
  463 + // re-organize the mesh, the vertices are duplicated, each vertex only belongs to one triangle.
  464 + // Without sharing vertex between triangle, so we can manipulate the texture offset on each triangle conveniently.
  465 + for( std::size_t i=0; i<faceIndices.size(); i=i+3 )
  466 + {
  467 + Vector3 edge1 = vertexPositions[ faceIndices[i+2] ] - vertexPositions[ faceIndices[i] ];
  468 + Vector3 edge2 = vertexPositions[ faceIndices[i+1] ] - vertexPositions[ faceIndices[i] ];
  469 + Vector3 normal = edge1.Cross(edge2);
  470 + normal.Normalize();
  471 +
  472 + if( normal.z > 0 )
  473 + {
  474 + faces.push_back( i );
  475 + faces.push_back( i+1 );
  476 + faces.push_back( i+2 );
  477 + }
  478 + else
  479 + {
  480 + normal *= -1.f;
  481 + faces.push_back( i );
  482 + faces.push_back( i+2 );
  483 + faces.push_back( i+1 );
  484 + }
  485 +
  486 + vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i] ], textureCoordinates[ faceIndices[i] ], normal ) );
  487 + vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+1] ], textureCoordinates[ faceIndices[i+1] ], normal ) );
  488 + vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+2] ], textureCoordinates[ faceIndices[i+2] ], normal ) );
  489 +
  490 + }
  491 +
  492 + // Now ready to construct the mesh actor
  493 + meshData.SetMaterial( mMaterial );
  494 + meshData.SetVertices( vertices );
  495 + meshData.SetFaceIndices( faces );
  496 + meshData.SetHasTextureCoords(true);
  497 + meshData.SetHasNormals(true);
  498 + mMeshActor = MeshActor::New( Mesh::New( meshData ) );
  499 + mMeshActor.SetParentOrigin(ParentOrigin::CENTER);
  500 + mMeshActor.SetAffectedByLighting( false );
  501 + mMeshActor.SetShaderEffect( mNoEffect );
  502 + mContent.Add( mMeshActor );
  503 + }
  504 +
  505 + void ReadObjFile( const std::string& objFileName,
  506 + std::vector<float>& boundingBox,
  507 + std::vector<Vector3>& vertexPositions,
  508 + std::vector<int>& faceIndices)
  509 + {
  510 + std::ifstream ifs( objFileName.c_str(), std::ios::in );
  511 +
  512 + boundingBox.resize( 6 );
  513 + boundingBox[0]=boundingBox[2]=boundingBox[4] = std::numeric_limits<float>::max();
  514 + boundingBox[1]=boundingBox[3]=boundingBox[5] = -std::numeric_limits<float>::max();
  515 +
  516 + std::string line;
  517 + while( std::getline( ifs, line ) )
  518 + {
  519 + if( line[0] == 'v' && std::isspace(line[1])) // vertex
  520 + {
  521 + std::istringstream iss(line.substr(2), std::istringstream::in);
  522 + unsigned int i = 0;
  523 + Vector3 vertex;
  524 + while( iss >> vertex[i++] && i < 3);
  525 + if( vertex.x < boundingBox[0] ) boundingBox[0] = vertex.x;
  526 + if( vertex.x > boundingBox[1] ) boundingBox[1] = vertex.x;
  527 + if( vertex.y < boundingBox[2] ) boundingBox[2] = vertex.y;
  528 + if( vertex.y > boundingBox[3] ) boundingBox[3] = vertex.y;
  529 + if( vertex.z < boundingBox[4] ) boundingBox[4] = vertex.z;
  530 + if( vertex.z > boundingBox[5] ) boundingBox[5] = vertex.z;
  531 + vertexPositions.push_back( vertex );
  532 + }
  533 + else if( line[0] == 'f' ) //face
  534 + {
  535 + unsigned int numOfInt = 3;
  536 + while( true )
  537 + {
  538 + std::size_t found = line.find('/');
  539 + if( found == std::string::npos )
  540 + {
  541 + break;
  542 + }
  543 + line[found] = ' ';
  544 + numOfInt++;
  545 + }
  546 +
  547 + std::istringstream iss(line.substr(2), std::istringstream::in);
  548 + int indices[ numOfInt ];
  549 + unsigned int i=0;
  550 + while( iss >> indices[i++] && i < numOfInt);
  551 + unsigned int step = (i+1) / 3;
  552 + faceIndices.push_back( indices[0]-1 );
  553 + faceIndices.push_back( indices[step]-1 );
  554 + faceIndices.push_back( indices[2*step]-1 );
  555 + }
  556 + }
  557 +
  558 + ifs.close();
  559 + }
  560 +
  561 + void ShapeResizeAndTexureCoordinateCalculation( const std::vector<float>& boundingBox,
  562 + std::vector<Vector3>& vertexPositions,
  563 + std::vector<Vector2>& textureCoordinates)
  564 + {
  565 + Vector3 bBoxSize( boundingBox[1] - boundingBox[0], boundingBox[3] - boundingBox[2], boundingBox[5] - boundingBox[4]);
  566 + Vector3 bBoxMinCorner( boundingBox[0], boundingBox[2], boundingBox[4] );
  567 +
  568 + Vector2 stageSize = Stage::GetCurrent().GetSize();
  569 + Vector3 scale( stageSize.x / bBoxSize.x, stageSize.y / bBoxSize.y, 1.f );
  570 + scale.z = (scale.x + scale.y)/2.f;
  571 +
  572 + for( std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++ )
  573 + {
  574 + Vector3 newPosition( (*iter) - bBoxMinCorner ) ;
  575 +
  576 + Vector2 textureCoord( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y );
  577 + textureCoordinates.push_back( textureCoord );
  578 +
  579 + newPosition -= bBoxSize * 0.5f;
  580 + (*iter) = newPosition * scale;
  581 + }
  582 + }
  583 +
  584 + /**
  585 + * Main key event handler
  586 + */
  587 + void OnKeyEvent(const KeyEvent& event)
  588 + {
  589 + if(event.state == KeyEvent::Down)
  590 + {
  591 + if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
  592 + {
  593 + mApplication.Quit();
  594 + }
  595 + }
  596 + }
  597 +
  598 +private:
  599 +
  600 + Application& mApplication;
  601 + Layer mContent;
  602 +
  603 + bool mIsDown;
  604 + Vector2 mDownPosition;
  605 + Vector2 mLightPosition;
  606 + Vector2 mStageHalfSize;
  607 +
  608 + Material mMaterial;
  609 + MeshActor mMeshActor;
  610 +
  611 + RefractionEffect mRefractionEffect;
  612 + NoEffect mNoEffect;
  613 + Animation mLightAnimation;
  614 + Animation mStrenghAnimation;
  615 +
  616 + Toolkit::PushButton mChangeTextureButton;
  617 + Toolkit::PushButton mChangeMeshButton;
  618 + unsigned int mCurrentTextureId;
  619 + unsigned int mCurrentMeshId;
  620 +};
  621 +
  622 +/*****************************************************************************/
  623 +
  624 +static void
  625 +RunTest(Application& app)
  626 +{
  627 + RefractionEffectExample theApp(app);
  628 + app.MainLoop();
  629 +}
  630 +
  631 +/*****************************************************************************/
  632 +
  633 +int
  634 +main(int argc, char **argv)
  635 +{
  636 + Application app = Application::New(&argc, &argv);
  637 +
  638 + RunTest(app);
  639 +
  640 + return 0;
  641 +}
... ...