Commit ecf9d68e56cbd7fa65df11aa6ff9427f9121a523
1 parent
0ecb46ff
Rendering API Stencil Implementation: Demo
Change-Id: I36c8f31b4154d743919019d0059db748b1d05e2d
Showing
6 changed files
with
887 additions
and
1 deletions
com.samsung.dali-demo.xml
| ... | ... | @@ -34,6 +34,9 @@ |
| 34 | 34 | <ui-application appid="item-view.example" exec="/usr/apps/com.samsung.dali-demo/bin/item-view.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 35 | 35 | <label>Item View</label> |
| 36 | 36 | </ui-application> |
| 37 | + <ui-application appid="renderer-stencil.example" exec="/usr/apps/com.samsung.dali-demo/bin/renderer-stencil.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> | |
| 38 | + <label>Renderer Stencils</label> | |
| 39 | + </ui-application> | |
| 37 | 40 | <ui-application appid="magnifier.example" exec="/usr/apps/com.samsung.dali-demo/bin/magnifier.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 38 | 41 | <label>Magnifier</label> |
| 39 | 42 | </ui-application> | ... | ... |
demo/dali-demo.cpp
| ... | ... | @@ -41,6 +41,7 @@ int DALI_EXPORT_API main(int argc, char **argv) |
| 41 | 41 | demo.AddExample(Example("cube-transition-effect.example", DALI_DEMO_STR_TITLE_CUBE_TRANSITION)); |
| 42 | 42 | demo.AddExample(Example("dissolve-effect.example", DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION)); |
| 43 | 43 | demo.AddExample(Example("item-view.example", DALI_DEMO_STR_TITLE_ITEM_VIEW)); |
| 44 | + demo.AddExample(Example("renderer-stencil.example", DALI_DEMO_STR_TITLE_RENDERER_STENCIL)); | |
| 44 | 45 | demo.AddExample(Example("magnifier.example", DALI_DEMO_STR_TITLE_MAGNIFIER)); |
| 45 | 46 | demo.AddExample(Example("motion-blur.example", DALI_DEMO_STR_TITLE_MOTION_BLUR)); |
| 46 | 47 | demo.AddExample(Example("motion-stretch.example", DALI_DEMO_STR_TITLE_MOTION_STRETCH)); | ... | ... |
examples/renderer-stencil/renderer-stencil-example.cpp
0 → 100644
| 1 | +/* | |
| 2 | + * Copyright (c) 2016 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 | +#include <dali-toolkit/dali-toolkit.h> | |
| 20 | +#include <dali/devel-api/adaptor-framework/bitmap-loader.h> | |
| 21 | + | |
| 22 | +// INTERNAL INCLUDES | |
| 23 | +#include "renderer-stencil-shaders.h" | |
| 24 | +#include "shared/view.h" | |
| 25 | +#include "shared/utility.h" | |
| 26 | + | |
| 27 | +using namespace Dali; | |
| 28 | + | |
| 29 | +namespace | |
| 30 | +{ | |
| 31 | + | |
| 32 | +// Constants: | |
| 33 | + | |
| 34 | +// Application constants: | |
| 35 | +const char * const APPLICATION_TITLE( "Renderer Stencil API Demo" ); | |
| 36 | +const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" ); | |
| 37 | +const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-gradient.jpg" ); | |
| 38 | + | |
| 39 | +// Texture filenames: | |
| 40 | +const char * const CUBE_TEXTURE( DEMO_IMAGE_DIR "people-medium-1.jpg" ); | |
| 41 | +const char * const FLOOR_TEXTURE( DEMO_IMAGE_DIR "wood.png" ); | |
| 42 | + | |
| 43 | +// Scale dimensions: These values are relative to the stage size. EG. width = 0.32f * stageSize. | |
| 44 | +const float CUBE_WIDTH_SCALE( 0.32f ); ///< The width (and height + depth) of the main and reflection cubes. | |
| 45 | +const Vector2 FLOOR_DIMENSION_SCALE( 0.67f, 0.017f ); ///< The width and height of the floor object. | |
| 46 | + | |
| 47 | +// Configurable animation characteristics: | |
| 48 | +const float ANIMATION_ROTATION_DURATION( 10.0f ); ///< Time in seconds to rotate the scene 360 degrees around Y. | |
| 49 | +const float ANIMATION_BOUNCE_TOTAL_TIME( 1.6f ); ///< Time in seconds to perform 1 full bounce animation cycle. | |
| 50 | +const float ANIMATION_BOUNCE_DEFORMATION_TIME( 0.4f ); ///< Time in seconds that the cube deformation animation will occur for (on contact with the floor). | |
| 51 | +const float ANIMATION_BOUNCE_DEFORMATION_PERCENT( 20.0f ); ///< Percentage (of the cube's size) to deform the cube by (on contact with floor). | |
| 52 | +const float ANIMATION_BOUNCE_HEIGHT_PERCENT( 40.0f ); ///< Percentage (of the cube's size) to bounce up in to the air by. | |
| 53 | + | |
| 54 | +// Base colors for the objects: | |
| 55 | +const Vector4 CUBE_COLOR( 1.0f, 1.0f, 1.0f, 1.0f ); ///< White. | |
| 56 | +const Vector4 FLOOR_COLOR( 1.0f, 1.0f, 1.0f, 1.0f ); ///< White. | |
| 57 | +const Vector4 REFLECTION_COLOR( 0.6f, 0.6f, 0.6f, 0.6f ); ///< Note that alpha is not 1.0f, to make the blend more photo-realistic. | |
| 58 | + | |
| 59 | +// We need to control the draw order as we are controlling both the stencil and depth buffer per renderer. | |
| 60 | +const int DEPTH_INDEX_GRANULARITY( 10000 ); ///< This value is the gap in depth-index in-between each renderer. | |
| 61 | + | |
| 62 | +} // Anonymous namespace | |
| 63 | + | |
| 64 | +/** | |
| 65 | + * @brief This example shows how to manipulate stencil and depth buffer properties within the Renderer API. | |
| 66 | + */ | |
| 67 | +class RendererStencilExample : public ConnectionTracker | |
| 68 | +{ | |
| 69 | +public: | |
| 70 | + | |
| 71 | + /** | |
| 72 | + * @brief Constructor. | |
| 73 | + * @param[in] application The DALi application object | |
| 74 | + */ | |
| 75 | + RendererStencilExample( Application& application ) | |
| 76 | + : mApplication( application ) | |
| 77 | + { | |
| 78 | + // Connect to the Application's Init signal. | |
| 79 | + mApplication.InitSignal().Connect( this, &RendererStencilExample::Create ); | |
| 80 | + } | |
| 81 | + | |
| 82 | + /** | |
| 83 | + * @brief Destructor (non-virtual). | |
| 84 | + */ | |
| 85 | + ~RendererStencilExample() | |
| 86 | + { | |
| 87 | + } | |
| 88 | + | |
| 89 | +private: | |
| 90 | + | |
| 91 | + /** | |
| 92 | + * @brief Enum to facilitate more readable use of the cube array. | |
| 93 | + */ | |
| 94 | + enum CubeType | |
| 95 | + { | |
| 96 | + MAIN_CUBE, ///< The main cube that bounces above the floor object. | |
| 97 | + REFLECTION_CUBE ///< The reflected cube object. | |
| 98 | + }; | |
| 99 | + | |
| 100 | + /** | |
| 101 | + * @brief Struct to store the position, normal and texture coordinates of a single vertex. | |
| 102 | + */ | |
| 103 | + struct TexturedVertex | |
| 104 | + { | |
| 105 | + Vector3 position; | |
| 106 | + Vector3 normal; | |
| 107 | + Vector2 textureCoord; | |
| 108 | + }; | |
| 109 | + | |
| 110 | + /** | |
| 111 | + * @brief This is the main scene setup method for this demo. | |
| 112 | + * This is called via the Init signal which is received once (only) during the Application lifetime. | |
| 113 | + * @param[in] application The DALi application object | |
| 114 | + */ | |
| 115 | + void Create( Application& application ) | |
| 116 | + { | |
| 117 | + Stage stage = Stage::GetCurrent(); | |
| 118 | + | |
| 119 | + // Creates a default view with a default tool-bar. | |
| 120 | + // The view is added to the stage. | |
| 121 | + Toolkit::ToolBar toolBar; | |
| 122 | + Layer toolBarLayer = DemoHelper::CreateView( application, mView, toolBar, BACKGROUND_IMAGE, TOOLBAR_IMAGE, APPLICATION_TITLE ); | |
| 123 | + stage.Add( toolBarLayer ); | |
| 124 | + | |
| 125 | + // Layer to hold the 3D scene. | |
| 126 | + Layer layer = Layer::New(); | |
| 127 | + layer.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 128 | + // Set the parent origin to a small percentage below the center (so the demo will scale for different resolutions). | |
| 129 | + layer.SetParentOrigin( Vector3( 0.5f, 0.58f, 0.5f ) ); | |
| 130 | + layer.SetBehavior( Layer::LAYER_2D ); | |
| 131 | + layer.SetDepthTestDisabled( false ); | |
| 132 | + stage.Add( layer ); | |
| 133 | + | |
| 134 | + // Main cube: | |
| 135 | + // Make the demo scalable with different resolutions by basing | |
| 136 | + // the cube size on a percentage of the stage size. | |
| 137 | + float scaleSize( std::min( stage.GetSize().width, stage.GetSize().height ) ); | |
| 138 | + float cubeWidth( scaleSize * CUBE_WIDTH_SCALE ); | |
| 139 | + Vector3 cubeSize( cubeWidth, cubeWidth, cubeWidth ); | |
| 140 | + // Create the geometry for the cube, and the texture. | |
| 141 | + Geometry cubeGeometry = CreateCubeVertices( Vector3::ONE, false ); | |
| 142 | + TextureSet cubeTextureSet = CreateTextureSet( CUBE_TEXTURE ); | |
| 143 | + // Create the cube object and add it. | |
| 144 | + // Note: The cube is anchored around its base for animation purposes, so the position can be zero. | |
| 145 | + mCubes[ MAIN_CUBE ] = CreateMainCubeObject( cubeGeometry, cubeSize, cubeTextureSet ); | |
| 146 | + layer.Add( mCubes[ MAIN_CUBE ] ); | |
| 147 | + | |
| 148 | + // Floor: | |
| 149 | + float floorWidth( scaleSize * FLOOR_DIMENSION_SCALE.x ); | |
| 150 | + Vector3 floorSize( floorWidth, scaleSize * FLOOR_DIMENSION_SCALE.y, floorWidth ); | |
| 151 | + // Create the floor object using the cube geometry with a new size, and add it. | |
| 152 | + Actor floorObject( CreateFloorObject( cubeGeometry, floorSize ) ); | |
| 153 | + layer.Add( floorObject ); | |
| 154 | + | |
| 155 | + // Stencil: | |
| 156 | + Vector3 planeSize( floorWidth, floorWidth, 0.0f ); | |
| 157 | + // Create the stencil plane object, and add it. | |
| 158 | + Actor stencilPlaneObject( CreateStencilPlaneObject( planeSize ) ); | |
| 159 | + layer.Add( stencilPlaneObject ); | |
| 160 | + | |
| 161 | + // Reflection cube: | |
| 162 | + // Create the reflection cube object and add it. | |
| 163 | + // Note: The cube is anchored around its base for animation purposes, so the position can be zero. | |
| 164 | + mCubes[ REFLECTION_CUBE ] = CreateReflectionCubeObject( cubeSize, cubeTextureSet ); | |
| 165 | + layer.Add( mCubes[ REFLECTION_CUBE ] ); | |
| 166 | + | |
| 167 | + // Rotate the layer so we can see some of the top of the cube for a more 3D effect. | |
| 168 | + layer.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -24.0f ), Degree( 0.0f ), Degree( 0.0f ) ) ); | |
| 169 | + | |
| 170 | + // Set up the rotation on the Y axis. | |
| 171 | + mRotationAnimation = Animation::New( ANIMATION_ROTATION_DURATION ); | |
| 172 | + float fullRotation = 360.0f; | |
| 173 | + mRotationAnimation.AnimateBy( Property( mCubes[ MAIN_CUBE ], Actor::Property::ORIENTATION ), | |
| 174 | + Quaternion( Degree( 0.0f ), Degree( fullRotation ), Degree( 0.0f ) ) ); | |
| 175 | + mRotationAnimation.AnimateBy( Property( floorObject, Actor::Property::ORIENTATION ), | |
| 176 | + Quaternion( Degree( 0.0f ), Degree( fullRotation ), Degree( 0.0f ) ) ); | |
| 177 | + // Note the stencil is pre-rotated by 90 degrees on X, so we rotate relatively on its Z axis for an equivalent Y rotation. | |
| 178 | + mRotationAnimation.AnimateBy( Property( stencilPlaneObject, Actor::Property::ORIENTATION ), | |
| 179 | + Quaternion( Degree( 0.0f ), Degree( 0.0f ), Degree( fullRotation ) ) ); | |
| 180 | + mRotationAnimation.AnimateBy( Property( mCubes[ REFLECTION_CUBE ], Actor::Property::ORIENTATION ), | |
| 181 | + Quaternion( Degree( 0.0f ), Degree( fullRotation ), Degree( 0.0f ) ) ); | |
| 182 | + mRotationAnimation.SetLooping( true ); | |
| 183 | + | |
| 184 | + // Set up the cube bouncing animation. | |
| 185 | + float totalTime = ANIMATION_BOUNCE_TOTAL_TIME; | |
| 186 | + float deformationTime = ANIMATION_BOUNCE_DEFORMATION_TIME; | |
| 187 | + // Percentage based amounts allows the bounce and deformation to scale for different resolution screens. | |
| 188 | + float deformationAmount = ANIMATION_BOUNCE_DEFORMATION_PERCENT / 100.0f; | |
| 189 | + float heightChange = ( cubeSize.y * ANIMATION_BOUNCE_HEIGHT_PERCENT ) / 100.0f; | |
| 190 | + | |
| 191 | + // Animation pre-calculations: | |
| 192 | + float halfTime = totalTime / 2.0f; | |
| 193 | + float halfDeformationTime = deformationTime / 2.0f; | |
| 194 | + | |
| 195 | + // First position the cubes at the top of the animation cycle. | |
| 196 | + mCubes[ MAIN_CUBE ].SetProperty( Actor::Property::POSITION_Y, -heightChange ); | |
| 197 | + mCubes[ REFLECTION_CUBE ].SetProperty( Actor::Property::POSITION_Y, heightChange ); | |
| 198 | + | |
| 199 | + mBounceAnimation = Animation::New( totalTime ); | |
| 200 | + | |
| 201 | + // The animations for the main and reflected cubes are almost identical, so we combine the code to do both. | |
| 202 | + for( int cube = 0; cube < 2; ++cube ) | |
| 203 | + { | |
| 204 | + // If iterating on the reflection cube, adjust the heightChange variable so the below code can be reused. | |
| 205 | + if( cube == 1 ) | |
| 206 | + { | |
| 207 | + heightChange = -heightChange; | |
| 208 | + } | |
| 209 | + | |
| 210 | + // 1st TimePeriod: Start moving down with increasing speed, until it is time to distort the cube due to impact. | |
| 211 | + mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::POSITION_Y ), heightChange, AlphaFunction::EASE_IN_SQUARE, TimePeriod( 0.0f, halfTime - halfDeformationTime ) ); | |
| 212 | + | |
| 213 | + // 2nd TimePeriod: The cube is touching the floor, start deforming it - then un-deform it again. | |
| 214 | + mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::SCALE_X ), deformationAmount, AlphaFunction::BOUNCE, TimePeriod( halfTime - halfDeformationTime, deformationTime ) ); | |
| 215 | + mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::SCALE_Z ), deformationAmount, AlphaFunction::BOUNCE, TimePeriod( halfTime - halfDeformationTime, deformationTime ) ); | |
| 216 | + mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::SCALE_Y ), -deformationAmount, AlphaFunction::BOUNCE, TimePeriod( halfTime - halfDeformationTime, deformationTime ) ); | |
| 217 | + | |
| 218 | + // 3rd TimePeriod: Start moving up with decreasing speed, until at the apex of the animation. | |
| 219 | + mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::POSITION_Y ), -heightChange, AlphaFunction::EASE_OUT_SQUARE, TimePeriod( halfTime + halfDeformationTime, halfTime - halfDeformationTime ) ); | |
| 220 | + } | |
| 221 | + | |
| 222 | + mBounceAnimation.SetLooping( true ); | |
| 223 | + | |
| 224 | + // Start the animations. | |
| 225 | + mRotationAnimation.Play(); | |
| 226 | + mBounceAnimation.Play(); | |
| 227 | + | |
| 228 | + // Respond to a click anywhere on the stage | |
| 229 | + stage.GetRootLayer().TouchSignal().Connect( this, &RendererStencilExample::OnTouch ); | |
| 230 | + // Connect signals to allow Back and Escape to exit. | |
| 231 | + stage.KeyEventSignal().Connect( this, &RendererStencilExample::OnKeyEvent ); | |
| 232 | + } | |
| 233 | + | |
| 234 | +private: | |
| 235 | + | |
| 236 | + // Methods to setup each component of the 3D scene: | |
| 237 | + | |
| 238 | + /** | |
| 239 | + * @brief Creates the Main cube object. | |
| 240 | + * This creates the renderer from existing geometry (as the cubes geometry is shared). | |
| 241 | + * The texture is set and all relevant renderer properties are set-up. | |
| 242 | + * @param[in] geometry Pre-calculated cube geometry | |
| 243 | + * @param[in] size The desired cube size | |
| 244 | + * @param[in] textureSet A pre-existing TextureSet with a texture set up, to be applied to the cube | |
| 245 | + * @return An actor set-up containing the main cube object | |
| 246 | + */ | |
| 247 | + Actor CreateMainCubeObject( Geometry& geometry, Vector3 size, TextureSet& textureSet ) | |
| 248 | + { | |
| 249 | + Toolkit::Control container = Toolkit::Control::New(); | |
| 250 | + container.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); | |
| 251 | + container.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); | |
| 252 | + container.SetSize( size ); | |
| 253 | + container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); | |
| 254 | + | |
| 255 | + // Create a renderer from the geometry and add the texture. | |
| 256 | + Renderer renderer = CreateRenderer( geometry, size, true, CUBE_COLOR ); | |
| 257 | + renderer.SetTextures( textureSet ); | |
| 258 | + | |
| 259 | + // Setup the renderer properties: | |
| 260 | + // We are writing to the color buffer & culling back faces. | |
| 261 | + renderer.SetProperty( Renderer::Property::WRITE_TO_COLOR_BUFFER, true ); | |
| 262 | + renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK ); | |
| 263 | + | |
| 264 | + // No stencil is used for the main cube. | |
| 265 | + renderer.SetProperty( Renderer::Property::STENCIL_MODE, StencilMode::OFF ); | |
| 266 | + | |
| 267 | + // We do need to write to the depth buffer as other objects need to appear underneath this cube. | |
| 268 | + renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON ); | |
| 269 | + // We do not need to test the depth buffer as we are culling the back faces. | |
| 270 | + renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::OFF ); | |
| 271 | + | |
| 272 | + // This object must be rendered 1st. | |
| 273 | + renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 * DEPTH_INDEX_GRANULARITY ); | |
| 274 | + | |
| 275 | + container.AddRenderer( renderer ); | |
| 276 | + return container; | |
| 277 | + } | |
| 278 | + | |
| 279 | + /** | |
| 280 | + * @brief Creates the Floor object. | |
| 281 | + * This creates the renderer from existing geometry (as the cube geometry can be re-used). | |
| 282 | + * The texture is created and set and all relevant renderer properties are set-up. | |
| 283 | + * @param[in] geometry Pre-calculated cube geometry | |
| 284 | + * @param[in] size The desired floor size | |
| 285 | + * @return An actor set-up containing the floor object | |
| 286 | + */ | |
| 287 | + Actor CreateFloorObject( Geometry& geometry, Vector3 size ) | |
| 288 | + { | |
| 289 | + Toolkit::Control container = Toolkit::Control::New(); | |
| 290 | + container.SetAnchorPoint( AnchorPoint::TOP_CENTER ); | |
| 291 | + container.SetParentOrigin( ParentOrigin::TOP_CENTER ); | |
| 292 | + container.SetSize( size ); | |
| 293 | + container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); | |
| 294 | + | |
| 295 | + // Create a renderer from the geometry and add the texture. | |
| 296 | + TextureSet planeTextureSet = CreateTextureSet( FLOOR_TEXTURE ); | |
| 297 | + Renderer renderer = CreateRenderer( geometry, size, true, FLOOR_COLOR ); | |
| 298 | + renderer.SetTextures( planeTextureSet ); | |
| 299 | + | |
| 300 | + // Setup the renderer properties: | |
| 301 | + // We are writing to the color buffer & culling back faces (as we are NOT doing depth write). | |
| 302 | + renderer.SetProperty( Renderer::Property::WRITE_TO_COLOR_BUFFER, true ); | |
| 303 | + renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK ); | |
| 304 | + | |
| 305 | + // No stencil is used for the floor. | |
| 306 | + renderer.SetProperty( Renderer::Property::STENCIL_MODE, StencilMode::OFF ); | |
| 307 | + | |
| 308 | + // We do not write to the depth buffer as its not needed. | |
| 309 | + renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF ); | |
| 310 | + // We do need to test the depth buffer as we need the floor to be underneath the cube. | |
| 311 | + renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON ); | |
| 312 | + | |
| 313 | + // This object must be rendered 2nd. | |
| 314 | + renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 1 * DEPTH_INDEX_GRANULARITY ); | |
| 315 | + | |
| 316 | + container.AddRenderer( renderer ); | |
| 317 | + return container; | |
| 318 | + } | |
| 319 | + | |
| 320 | + /** | |
| 321 | + * @brief Creates the Stencil-Plane object. | |
| 322 | + * This is places on the floor object to allow the reflection to be drawn on to the floor. | |
| 323 | + * This creates the geometry and renderer. | |
| 324 | + * All relevant renderer properties are set-up. | |
| 325 | + * @param[in] size The desired plane size | |
| 326 | + * @return An actor set-up containing the stencil-plane object | |
| 327 | + */ | |
| 328 | + Actor CreateStencilPlaneObject( Vector3 size ) | |
| 329 | + { | |
| 330 | + Toolkit::Control container = Toolkit::Control::New(); | |
| 331 | + container.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 332 | + container.SetParentOrigin( ParentOrigin::CENTER ); | |
| 333 | + container.SetSize( size ); | |
| 334 | + container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); | |
| 335 | + | |
| 336 | + // We rotate the plane as the geometry is created flat in X & Y. We want it to span X & Z axis. | |
| 337 | + container.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -90.0f ), Degree( 0.0f ), Degree( 0.0f ) ) ); | |
| 338 | + | |
| 339 | + // Create geometry for a flat plane. | |
| 340 | + Geometry planeGeometry = CreatePlaneVertices( Vector2::ONE ); | |
| 341 | + // Create a renderer from the geometry. | |
| 342 | + Renderer renderer = CreateRenderer( planeGeometry, size, false, Vector4::ONE ); | |
| 343 | + | |
| 344 | + // Setup the renderer properties: | |
| 345 | + // The stencil plane is only for stencilling, so disable writing to color buffer. | |
| 346 | + renderer.SetProperty( Renderer::Property::WRITE_TO_COLOR_BUFFER, false ); | |
| 347 | + | |
| 348 | + // Enable stencil. Draw to the stencil buffer (only). | |
| 349 | + renderer.SetProperty( Renderer::Property::STENCIL_MODE, StencilMode::ON ); | |
| 350 | + renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS ); | |
| 351 | + renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE, 1 ); | |
| 352 | + renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_MASK, 0xFF ); | |
| 353 | + renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::KEEP ); | |
| 354 | + renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::KEEP ); | |
| 355 | + renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::REPLACE ); | |
| 356 | + renderer.SetProperty( Renderer::Property::STENCIL_MASK, 0xFF ); | |
| 357 | + | |
| 358 | + // We don't want to write to the depth buffer, as this would block the reflection being drawn. | |
| 359 | + renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF ); | |
| 360 | + // We test the depth buffer as we want the stencil to only exist underneath the cube. | |
| 361 | + renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON ); | |
| 362 | + | |
| 363 | + // This object must be rendered 3rd. | |
| 364 | + renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 2 * DEPTH_INDEX_GRANULARITY ); | |
| 365 | + | |
| 366 | + container.AddRenderer( renderer ); | |
| 367 | + return container; | |
| 368 | + } | |
| 369 | + | |
| 370 | + /** | |
| 371 | + * @brief Creates the Reflection cube object. | |
| 372 | + * This creates new geometry (as the texture UVs are different to the main cube). | |
| 373 | + * The renderer is then created. | |
| 374 | + * The texture is set and all relevant renderer properties are set-up. | |
| 375 | + * @param[in] size The desired cube size | |
| 376 | + * @param[in] textureSet A pre-existing TextureSet with a texture set up, to be applied to the cube | |
| 377 | + * @return An actor set-up containing the reflection cube object | |
| 378 | + */ | |
| 379 | + Actor CreateReflectionCubeObject( Vector3 size, TextureSet& textureSet ) | |
| 380 | + { | |
| 381 | + Toolkit::Control container = Toolkit::Control::New(); | |
| 382 | + container.SetAnchorPoint( AnchorPoint::TOP_CENTER ); | |
| 383 | + container.SetParentOrigin( ParentOrigin::TOP_CENTER ); | |
| 384 | + container.SetSize( size ); | |
| 385 | + container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); | |
| 386 | + | |
| 387 | + // Create the cube geometry of unity size. | |
| 388 | + // The "true" specifies we want the texture UVs flipped vertically as this is the reflection cube. | |
| 389 | + Geometry reflectedCubeGeometry = CreateCubeVertices( Vector3::ONE, true ); | |
| 390 | + // Create a renderer from the geometry and add the texture. | |
| 391 | + Renderer renderer = CreateRenderer( reflectedCubeGeometry, size, true, REFLECTION_COLOR ); | |
| 392 | + renderer.SetTextures( textureSet ); | |
| 393 | + | |
| 394 | + // Setup the renderer properties: | |
| 395 | + // Write to color buffer so reflection is visible | |
| 396 | + renderer.SetProperty( Renderer::Property::WRITE_TO_COLOR_BUFFER, true ); | |
| 397 | + // We cull to skip drawing the back faces. | |
| 398 | + renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK ); | |
| 399 | + | |
| 400 | + // We use blending to blend the reflection with the floor texture. | |
| 401 | + renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); | |
| 402 | + renderer.SetProperty( Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::ADD ); | |
| 403 | + renderer.SetProperty( Renderer::Property::BLEND_EQUATION_ALPHA, BlendEquation::ADD ); | |
| 404 | + renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE ); | |
| 405 | + | |
| 406 | + // Enable stencil. Here we only draw to areas within the stencil. | |
| 407 | + renderer.SetProperty( Renderer::Property::STENCIL_MODE, StencilMode::ON ); | |
| 408 | + renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, StencilFunction::EQUAL ); | |
| 409 | + renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE, 1 ); | |
| 410 | + renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_MASK, 0xff ); | |
| 411 | + // Don't write to the stencil. | |
| 412 | + renderer.SetProperty( Renderer::Property::STENCIL_MASK, 0x00 ); | |
| 413 | + | |
| 414 | + // We don't need to write to the depth buffer, as we are culling. | |
| 415 | + renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF ); | |
| 416 | + // We need to test the depth buffer as we need the reflection to be underneath the cube. | |
| 417 | + renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON ); | |
| 418 | + | |
| 419 | + // This object must be rendered last. | |
| 420 | + renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 3 * DEPTH_INDEX_GRANULARITY ); | |
| 421 | + | |
| 422 | + container.AddRenderer( renderer ); | |
| 423 | + return container; | |
| 424 | + } | |
| 425 | + | |
| 426 | + // Methods: | |
| 427 | + | |
| 428 | + /** | |
| 429 | + * @brief Creates a geometry object from vertices and indices. | |
| 430 | + * @param[in] vertices The object vertices | |
| 431 | + * @param[in] indices The object indices | |
| 432 | + * @return A geometry object | |
| 433 | + */ | |
| 434 | + Geometry CreateTexturedGeometry( Vector<TexturedVertex>& vertices, Vector<unsigned short>& indices ) | |
| 435 | + { | |
| 436 | + // Vertices | |
| 437 | + Property::Map vertexFormat; | |
| 438 | + vertexFormat[POSITION] = Property::VECTOR3; | |
| 439 | + vertexFormat[NORMAL] = Property::VECTOR3; | |
| 440 | + vertexFormat[TEXTURE] = Property::VECTOR2; | |
| 441 | + | |
| 442 | + PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat ); | |
| 443 | + surfaceVertices.SetData( &vertices[0u], vertices.Size() ); | |
| 444 | + | |
| 445 | + Geometry geometry = Geometry::New(); | |
| 446 | + geometry.AddVertexBuffer( surfaceVertices ); | |
| 447 | + | |
| 448 | + // Indices for triangle formulation | |
| 449 | + geometry.SetIndexBuffer( &indices[0u], indices.Size() ); | |
| 450 | + return geometry; | |
| 451 | + } | |
| 452 | + | |
| 453 | + /** | |
| 454 | + * @brief Creates a renderer from a geometry object. | |
| 455 | + * @param[in] geometry The geometry to use | |
| 456 | + * @param[in] dimensions The dimensions (will be passed in to the shader) | |
| 457 | + * @param[in] textured Set to true to use the texture versions of the shaders | |
| 458 | + * @param[in] color The base color for the renderer | |
| 459 | + * @return A renderer object | |
| 460 | + */ | |
| 461 | + Renderer CreateRenderer( Geometry geometry, Vector3 dimensions, bool textured, Vector4 color ) | |
| 462 | + { | |
| 463 | + Stage stage = Stage::GetCurrent(); | |
| 464 | + Shader shader; | |
| 465 | + | |
| 466 | + if( textured ) | |
| 467 | + { | |
| 468 | + shader = Shader::New( VERTEX_SHADER_TEXTURED, FRAGMENT_SHADER_TEXTURED ); | |
| 469 | + } | |
| 470 | + else | |
| 471 | + { | |
| 472 | + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); | |
| 473 | + } | |
| 474 | + | |
| 475 | + // Here we modify the light position based on half the stage size as a pre-calculation step. | |
| 476 | + // This avoids the work having to be done in the shader. | |
| 477 | + shader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, Vector3( -stage.GetSize().width / 2.0f, -stage.GetSize().width / 2.0f, 1000.0f ) ); | |
| 478 | + shader.RegisterProperty( COLOR_UNIFORM_NAME, color ); | |
| 479 | + shader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, dimensions ); | |
| 480 | + | |
| 481 | + return Renderer::New( geometry, shader ); | |
| 482 | + } | |
| 483 | + | |
| 484 | + /** | |
| 485 | + * @brief Helper method to create a TextureSet from an image URL. | |
| 486 | + * @param[in] url An image URL | |
| 487 | + * @return A TextureSet object | |
| 488 | + */ | |
| 489 | + TextureSet CreateTextureSet( const char* url ) | |
| 490 | + { | |
| 491 | + TextureSet textureSet = TextureSet::New(); | |
| 492 | + | |
| 493 | + if( textureSet ) | |
| 494 | + { | |
| 495 | + Texture texture = DemoHelper::LoadTexture( url ); | |
| 496 | + if( texture ) | |
| 497 | + { | |
| 498 | + textureSet.SetTexture( 0u, texture ); | |
| 499 | + } | |
| 500 | + } | |
| 501 | + | |
| 502 | + return textureSet; | |
| 503 | + } | |
| 504 | + | |
| 505 | + // Geometry Creation: | |
| 506 | + | |
| 507 | + /** | |
| 508 | + * @brief Creates a geometry object for a flat plane. | |
| 509 | + * The plane is oriented in X & Y axis (Z is 0). | |
| 510 | + * @param[in] dimensions The desired plane dimensions | |
| 511 | + * @return A Geometry object | |
| 512 | + */ | |
| 513 | + Geometry CreatePlaneVertices( Vector2 dimensions ) | |
| 514 | + { | |
| 515 | + Vector<TexturedVertex> vertices; | |
| 516 | + Vector<unsigned short> indices; | |
| 517 | + vertices.Resize( 4u ); | |
| 518 | + indices.Resize( 6u ); | |
| 519 | + | |
| 520 | + float scaledX = 0.5f * dimensions.x; | |
| 521 | + float scaledY = 0.5f * dimensions.y; | |
| 522 | + | |
| 523 | + vertices[0].position = Vector3( -scaledX, -scaledY, 0.0f ); | |
| 524 | + vertices[0].textureCoord = Vector2( 0.0, 0.0f ); | |
| 525 | + vertices[1].position = Vector3( scaledX, -scaledY, 0.0f ); | |
| 526 | + vertices[1].textureCoord = Vector2( 1.0, 0.0f ); | |
| 527 | + vertices[2].position = Vector3( scaledX, scaledY, 0.0f ); | |
| 528 | + vertices[2].textureCoord = Vector2( 1.0, 1.0f ); | |
| 529 | + vertices[3].position = Vector3( -scaledX, scaledY, 0.0f ); | |
| 530 | + vertices[3].textureCoord = Vector2( 0.0, 1.0f ); | |
| 531 | + | |
| 532 | + // All vertices have the same normal. | |
| 533 | + for( int i = 0; i < 4; ++i ) | |
| 534 | + { | |
| 535 | + vertices[i].normal = Vector3( 0.0f, 0.0f, -1.0f ); | |
| 536 | + } | |
| 537 | + | |
| 538 | + indices[0] = 0; | |
| 539 | + indices[1] = 1; | |
| 540 | + indices[2] = 2; | |
| 541 | + indices[3] = 2; | |
| 542 | + indices[4] = 3; | |
| 543 | + indices[5] = 0; | |
| 544 | + | |
| 545 | + // Use the helper method to create the geometry object. | |
| 546 | + return CreateTexturedGeometry( vertices, indices ); | |
| 547 | + } | |
| 548 | + | |
| 549 | + /** | |
| 550 | + * @brief Creates a geometry object for a cube (or cuboid). | |
| 551 | + * @param[in] dimensions The desired cube dimensions | |
| 552 | + * @param[in] reflectVerticalUVs Set to True to force the UVs to be vertically flipped | |
| 553 | + * @return A Geometry object | |
| 554 | + */ | |
| 555 | + Geometry CreateCubeVertices( Vector3 dimensions, bool reflectVerticalUVs ) | |
| 556 | + { | |
| 557 | + Vector<TexturedVertex> vertices; | |
| 558 | + Vector<unsigned short> indices; | |
| 559 | + int vertexIndex = 0u; // Tracks progress through vertices. | |
| 560 | + float scaledX = 0.5f * dimensions.x; | |
| 561 | + float scaledY = 0.5f * dimensions.y; | |
| 562 | + float scaledZ = 0.5f * dimensions.z; | |
| 563 | + float verticalTextureCoord = reflectVerticalUVs ? 0.0f : 1.0f; | |
| 564 | + | |
| 565 | + vertices.Resize( 4u * 6u ); // 4 vertices x 6 faces | |
| 566 | + | |
| 567 | + Vector<Vector3> positions; // Stores vertex positions, which are shared between vertexes at the same position but with a different normal. | |
| 568 | + positions.Resize( 8u ); | |
| 569 | + Vector<Vector3> normals; // Stores normals, which are shared between vertexes of the same face. | |
| 570 | + normals.Resize( 6u ); | |
| 571 | + | |
| 572 | + positions[0] = Vector3( -scaledX, scaledY, -scaledZ ); | |
| 573 | + positions[1] = Vector3( scaledX, scaledY, -scaledZ ); | |
| 574 | + positions[2] = Vector3( scaledX, scaledY, scaledZ ); | |
| 575 | + positions[3] = Vector3( -scaledX, scaledY, scaledZ ); | |
| 576 | + positions[4] = Vector3( -scaledX, -scaledY, -scaledZ ); | |
| 577 | + positions[5] = Vector3( scaledX, -scaledY, -scaledZ ); | |
| 578 | + positions[6] = Vector3( scaledX, -scaledY, scaledZ ); | |
| 579 | + positions[7] = Vector3( -scaledX, -scaledY, scaledZ ); | |
| 580 | + | |
| 581 | + normals[0] = Vector3( 0, 1, 0 ); | |
| 582 | + normals[1] = Vector3( 0, 0, -1 ); | |
| 583 | + normals[2] = Vector3( 1, 0, 0 ); | |
| 584 | + normals[3] = Vector3( 0, 0, 1 ); | |
| 585 | + normals[4] = Vector3( -1, 0, 0 ); | |
| 586 | + normals[5] = Vector3( 0, -1, 0 ); | |
| 587 | + | |
| 588 | + // Top face, upward normals. | |
| 589 | + for( int i = 0; i < 4; ++i, ++vertexIndex ) | |
| 590 | + { | |
| 591 | + vertices[vertexIndex].position = positions[i]; | |
| 592 | + vertices[vertexIndex].normal = normals[0]; | |
| 593 | + // The below logic forms the correct U/V pairs for a quad when "i" goes from 0 to 3. | |
| 594 | + vertices[vertexIndex].textureCoord = Vector2( ( i == 1 || i == 2 ) ? 1.0f : 0.0f, ( i == 2 || i == 3 ) ? 1.0f : 0.0f ); | |
| 595 | + } | |
| 596 | + | |
| 597 | + // Top face, outward normals. | |
| 598 | + for( int i = 0; i < 4; ++i, vertexIndex += 2 ) | |
| 599 | + { | |
| 600 | + vertices[vertexIndex].position = positions[i]; | |
| 601 | + vertices[vertexIndex].normal = normals[i + 1]; | |
| 602 | + | |
| 603 | + if( i == 3 ) | |
| 604 | + { | |
| 605 | + // End, so loop around. | |
| 606 | + vertices[vertexIndex + 1].position = positions[0]; | |
| 607 | + } | |
| 608 | + else | |
| 609 | + { | |
| 610 | + vertices[vertexIndex + 1].position = positions[i + 1]; | |
| 611 | + } | |
| 612 | + vertices[vertexIndex + 1].normal = normals[i + 1]; | |
| 613 | + | |
| 614 | + vertices[vertexIndex].textureCoord = Vector2( 0.0f, verticalTextureCoord ); | |
| 615 | + vertices[vertexIndex+1].textureCoord = Vector2( 1.0f, verticalTextureCoord ); | |
| 616 | + } | |
| 617 | + | |
| 618 | + // Flip the vertical texture coord for the UV values of the bottom points. | |
| 619 | + verticalTextureCoord = 1.0f - verticalTextureCoord; | |
| 620 | + | |
| 621 | + // Bottom face, outward normals. | |
| 622 | + for( int i = 0; i < 4; ++i, vertexIndex += 2 ) | |
| 623 | + { | |
| 624 | + vertices[vertexIndex].position = positions[i + 4]; | |
| 625 | + vertices[vertexIndex].normal = normals[i + 1]; | |
| 626 | + | |
| 627 | + if( i == 3 ) | |
| 628 | + { | |
| 629 | + // End, so loop around. | |
| 630 | + vertices[vertexIndex + 1].position = positions[4]; | |
| 631 | + } | |
| 632 | + else | |
| 633 | + { | |
| 634 | + vertices[vertexIndex + 1].position = positions[i + 5]; | |
| 635 | + } | |
| 636 | + vertices[vertexIndex + 1].normal = normals[i + 1]; | |
| 637 | + | |
| 638 | + vertices[vertexIndex].textureCoord = Vector2( 0.0f, verticalTextureCoord ); | |
| 639 | + vertices[vertexIndex+1].textureCoord = Vector2( 1.0f, verticalTextureCoord ); | |
| 640 | + } | |
| 641 | + | |
| 642 | + // Bottom face, downward normals. | |
| 643 | + for( int i = 0; i < 4; ++i, ++vertexIndex ) | |
| 644 | + { | |
| 645 | + // Reverse positions for bottom face to keep triangles clockwise (for culling). | |
| 646 | + vertices[vertexIndex].position = positions[ 7 - i ]; | |
| 647 | + vertices[vertexIndex].normal = normals[5]; | |
| 648 | + // The below logic forms the correct U/V pairs for a quad when "i" goes from 0 to 3. | |
| 649 | + vertices[vertexIndex].textureCoord = Vector2( ( i == 1 || i == 2 ) ? 1.0f : 0.0f, ( i == 2 || i == 3 ) ? 1.0f : 0.0f ); | |
| 650 | + } | |
| 651 | + | |
| 652 | + // Create cube indices. | |
| 653 | + int triangleIndex = 0u; //Track progress through indices. | |
| 654 | + indices.Resize( 3u * 12u ); // 3 points x 12 triangles. | |
| 655 | + | |
| 656 | + // Top face. | |
| 657 | + indices[triangleIndex] = 0; | |
| 658 | + indices[triangleIndex + 1] = 1; | |
| 659 | + indices[triangleIndex + 2] = 2; | |
| 660 | + indices[triangleIndex + 3] = 2; | |
| 661 | + indices[triangleIndex + 4] = 3; | |
| 662 | + indices[triangleIndex + 5] = 0; | |
| 663 | + triangleIndex += 6; | |
| 664 | + | |
| 665 | + int topFaceStart = 4u; | |
| 666 | + int bottomFaceStart = topFaceStart + 8u; | |
| 667 | + | |
| 668 | + // Side faces. | |
| 669 | + for( int i = 0; i < 8; i += 2, triangleIndex += 6 ) | |
| 670 | + { | |
| 671 | + indices[triangleIndex ] = i + topFaceStart; | |
| 672 | + indices[triangleIndex + 1] = i + bottomFaceStart + 1; | |
| 673 | + indices[triangleIndex + 2] = i + topFaceStart + 1; | |
| 674 | + indices[triangleIndex + 3] = i + topFaceStart; | |
| 675 | + indices[triangleIndex + 4] = i + bottomFaceStart; | |
| 676 | + indices[triangleIndex + 5] = i + bottomFaceStart + 1; | |
| 677 | + } | |
| 678 | + | |
| 679 | + // Bottom face. | |
| 680 | + indices[triangleIndex] = 20; | |
| 681 | + indices[triangleIndex + 1] = 21; | |
| 682 | + indices[triangleIndex + 2] = 22; | |
| 683 | + indices[triangleIndex + 3] = 22; | |
| 684 | + indices[triangleIndex + 4] = 23; | |
| 685 | + indices[triangleIndex + 5] = 20; | |
| 686 | + | |
| 687 | + // Use the helper method to create the geometry object. | |
| 688 | + return CreateTexturedGeometry( vertices, indices ); | |
| 689 | + } | |
| 690 | + | |
| 691 | + // Signal handlers: | |
| 692 | + | |
| 693 | + /** | |
| 694 | + * @brief OnTouch signal handler. | |
| 695 | + * @param[in] actor The actor that has been touched | |
| 696 | + * @param[in] touch The touch information | |
| 697 | + * @return True if the event has been handled | |
| 698 | + */ | |
| 699 | + bool OnTouch( Actor actor, const TouchData& touch ) | |
| 700 | + { | |
| 701 | + // Quit the application. | |
| 702 | + mApplication.Quit(); | |
| 703 | + return true; | |
| 704 | + } | |
| 705 | + | |
| 706 | + /** | |
| 707 | + * @brief OnKeyEvent signal handler. | |
| 708 | + * @param[in] event The key event information | |
| 709 | + */ | |
| 710 | + void OnKeyEvent( const KeyEvent& event ) | |
| 711 | + { | |
| 712 | + if( event.state == KeyEvent::Down ) | |
| 713 | + { | |
| 714 | + if ( IsKey( event, Dali::DALI_KEY_ESCAPE ) || IsKey( event, Dali::DALI_KEY_BACK ) ) | |
| 715 | + { | |
| 716 | + mApplication.Quit(); | |
| 717 | + } | |
| 718 | + } | |
| 719 | + } | |
| 720 | + | |
| 721 | +private: | |
| 722 | + | |
| 723 | + // Member variables: | |
| 724 | + | |
| 725 | + Application& mApplication; ///< The DALi application object | |
| 726 | + Toolkit::Control mView; ///< The view used to show the background | |
| 727 | + | |
| 728 | + Animation mRotationAnimation; ///< The animation to spin the cube & floor | |
| 729 | + Animation mBounceAnimation; ///< The animation to bounce the cube | |
| 730 | + Actor mCubes[2]; ///< The cube object containers | |
| 731 | +}; | |
| 732 | + | |
| 733 | + | |
| 734 | +/** | |
| 735 | + * @brief Creates an instance of the example object and runs it. | |
| 736 | + * @param[in] application The DALi application object | |
| 737 | + */ | |
| 738 | +void RunExample( Application& application ) | |
| 739 | +{ | |
| 740 | + RendererStencilExample example( application ); | |
| 741 | + | |
| 742 | + application.MainLoop(); | |
| 743 | +} | |
| 744 | + | |
| 745 | +/** | |
| 746 | + * @brief Entry point for Linux & Tizen applications | |
| 747 | + * @param[in] argc The executables argument count | |
| 748 | + * @param[in] argv The executables argument vector | |
| 749 | + * @return The executables exit code (0) | |
| 750 | + */ | |
| 751 | +int DALI_EXPORT_API main( int argc, char **argv ) | |
| 752 | +{ | |
| 753 | + Application application = Application::New( &argc, &argv ); | |
| 754 | + | |
| 755 | + RunExample( application ); | |
| 756 | + | |
| 757 | + return 0; | |
| 758 | +} | ... | ... |
examples/renderer-stencil/renderer-stencil-shaders.h
0 → 100644
| 1 | +#ifndef DALI_DEMO_RENDERER_STENCIL_SHADERS_H | |
| 2 | +#define DALI_DEMO_RENDERER_STENCIL_SHADERS_H | |
| 3 | + | |
| 4 | +/* | |
| 5 | + * Copyright (c) 2016 Samsung Electronics Co., Ltd. | |
| 6 | + * | |
| 7 | + * Licensed under the Apache License, Version 2.0 (the "License"); | |
| 8 | + * you may not use this file except in compliance with the License. | |
| 9 | + * You may obtain a copy of the License at | |
| 10 | + * | |
| 11 | + * http://www.apache.org/licenses/LICENSE-2.0 | |
| 12 | + * | |
| 13 | + * Unless required by applicable law or agreed to in writing, software | |
| 14 | + * distributed under the License is distributed on an "AS IS" BASIS, | |
| 15 | + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| 16 | + * See the License for the specific language governing permissions and | |
| 17 | + * limitations under the License. | |
| 18 | + */ | |
| 19 | + | |
| 20 | +// EXTERNAL INCLUDES | |
| 21 | +#include <dali/public-api/rendering/shader.h> | |
| 22 | + | |
| 23 | +// Shader uniforms: | |
| 24 | +const char * const COLOR_UNIFORM_NAME( "uColor" ); | |
| 25 | +const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" ); | |
| 26 | +const char * const STAGE_SIZE_UNIFORM_NAME( "uStageSize" ); | |
| 27 | +const char * const LIGHT_POSITION_UNIFORM_NAME = "uLightPosition"; | |
| 28 | +const char * const POSITION( "aPosition"); | |
| 29 | +const char * const NORMAL( "aNormal" ); | |
| 30 | +const char * const TEXTURE( "aTexCoord" ); | |
| 31 | + | |
| 32 | +// Shader for todor (vertex): | |
| 33 | +const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( | |
| 34 | + attribute mediump vec3 aPosition; | |
| 35 | + attribute highp vec3 aNormal; | |
| 36 | + attribute highp vec2 aTexCoord; | |
| 37 | + | |
| 38 | + varying mediump vec2 vTexCoord; | |
| 39 | + uniform mediump mat4 uMvpMatrix; | |
| 40 | + uniform mediump vec3 uSize; | |
| 41 | + uniform mediump vec3 uObjectDimensions; | |
| 42 | + varying mediump vec3 vIllumination; | |
| 43 | + uniform mediump mat4 uModelView; | |
| 44 | + uniform mediump mat4 uViewMatrix; | |
| 45 | + uniform mediump mat3 uNormalMatrix; | |
| 46 | + uniform mediump vec3 uLightPosition; | |
| 47 | + | |
| 48 | + void main() | |
| 49 | + { | |
| 50 | + mediump vec4 vertexPosition = vec4( aPosition * uObjectDimensions, 1.0 ); | |
| 51 | + vertexPosition = uMvpMatrix * vertexPosition; | |
| 52 | + | |
| 53 | + vec4 mvVertexPosition = uModelView * vertexPosition; | |
| 54 | + | |
| 55 | + vec3 vectorToLight = normalize( mat3( uViewMatrix ) * uLightPosition - mvVertexPosition.xyz ); | |
| 56 | + | |
| 57 | + vec3 normal = uNormalMatrix * aNormal; | |
| 58 | + float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 ); | |
| 59 | + vIllumination = vec3( lightDiffuse * 0.5 + 0.5 ); | |
| 60 | + | |
| 61 | + gl_Position = vertexPosition; | |
| 62 | + } | |
| 63 | +); | |
| 64 | + | |
| 65 | +const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( | |
| 66 | + varying mediump vec2 vTexCoord; | |
| 67 | + varying mediump vec3 vIllumination; | |
| 68 | + uniform lowp vec4 uColor; | |
| 69 | + uniform sampler2D sTexture; | |
| 70 | + | |
| 71 | + void main() | |
| 72 | + { | |
| 73 | + gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ); | |
| 74 | + } | |
| 75 | +); | |
| 76 | + | |
| 77 | +const char* VERTEX_SHADER_TEXTURED = DALI_COMPOSE_SHADER( | |
| 78 | + attribute mediump vec3 aPosition; | |
| 79 | + attribute highp vec3 aNormal; | |
| 80 | + attribute highp vec2 aTexCoord; | |
| 81 | + | |
| 82 | + varying mediump vec2 vTexCoord; | |
| 83 | + uniform mediump mat4 uMvpMatrix; | |
| 84 | + uniform mediump vec3 uSize; | |
| 85 | + uniform mediump vec3 uObjectDimensions; | |
| 86 | + varying mediump vec3 vIllumination; | |
| 87 | + uniform mediump mat4 uModelView; | |
| 88 | + uniform mediump mat4 uViewMatrix; | |
| 89 | + uniform mediump mat3 uNormalMatrix; | |
| 90 | + uniform mediump vec3 uLightPosition; | |
| 91 | + | |
| 92 | + void main() | |
| 93 | + { | |
| 94 | + mediump vec4 vertexPosition = vec4( aPosition * uObjectDimensions, 1.0 ); | |
| 95 | + vertexPosition = uMvpMatrix * vertexPosition; | |
| 96 | + | |
| 97 | + vec4 mvVertexPosition = uModelView * vertexPosition; | |
| 98 | + | |
| 99 | + vec3 vectorToLight = normalize( mat3( uViewMatrix ) * uLightPosition - mvVertexPosition.xyz ); | |
| 100 | + | |
| 101 | + vec3 normal = uNormalMatrix * aNormal; | |
| 102 | + float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 ); | |
| 103 | + vIllumination = vec3( lightDiffuse * 0.5 + 0.5 ); | |
| 104 | + | |
| 105 | + vTexCoord = aTexCoord; | |
| 106 | + gl_Position = vertexPosition; | |
| 107 | + } | |
| 108 | +); | |
| 109 | + | |
| 110 | +const char* FRAGMENT_SHADER_TEXTURED = DALI_COMPOSE_SHADER( | |
| 111 | + varying mediump vec2 vTexCoord; | |
| 112 | + varying mediump vec3 vIllumination; | |
| 113 | + uniform lowp vec4 uColor; | |
| 114 | + uniform sampler2D sTexture; | |
| 115 | + | |
| 116 | + void main() | |
| 117 | + { | |
| 118 | + gl_FragColor = vec4( texture2D( sTexture, vTexCoord ).rgb * vIllumination.rgb * uColor.rgb, uColor.a ); | |
| 119 | + } | |
| 120 | +); | |
| 121 | + | |
| 122 | +#endif // DALI_DEMO_RENDERER_STENCIL_SHADERS_H | ... | ... |
resources/images/wood.png
0 → 100644
358 KB
shared/dali-demo-strings.h
| 1 | 1 | /* |
| 2 | - * Copyright (c) 2015 Samsung Electronics Co., Ltd. | |
| 2 | + * Copyright (c) 2016 Samsung Electronics Co., Ltd. | |
| 3 | 3 | * |
| 4 | 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | 5 | * you may not use this file except in compliance with the License. |
| ... | ... | @@ -37,6 +37,7 @@ extern "C" |
| 37 | 37 | #define DALI_DEMO_STR_TITLE_CUBE_TRANSITION dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CUBE_TRANSITION") |
| 38 | 38 | #define DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION") |
| 39 | 39 | #define DALI_DEMO_STR_TITLE_ITEM_VIEW dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_ITEM_VIEW") |
| 40 | +#define DALI_DEMO_STR_TITLE_RENDERER_STENCIL dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_RENDERER_STENCIL") | |
| 40 | 41 | #define DALI_DEMO_STR_TITLE_MAGNIFIER dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MAGNIFIER") |
| 41 | 42 | #define DALI_DEMO_STR_TITLE_MOTION_BLUR dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MOTION_BLUR") |
| 42 | 43 | #define DALI_DEMO_STR_TITLE_MOTION_STRETCH dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MOTION_STRETCH") |
| ... | ... | @@ -71,6 +72,7 @@ extern "C" |
| 71 | 72 | #define DALI_DEMO_STR_TITLE_CUBE_TRANSITION "Cube Effect" |
| 72 | 73 | #define DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION "Dissolve Effect" |
| 73 | 74 | #define DALI_DEMO_STR_TITLE_ITEM_VIEW "Item View" |
| 75 | +#define DALI_DEMO_STR_TITLE_RENDERER_STENCIL "Renderer Stencils" | |
| 74 | 76 | #define DALI_DEMO_STR_TITLE_MAGNIFIER "Magnifier" |
| 75 | 77 | #define DALI_DEMO_STR_TITLE_MODEL_3D_VIEWER "Model 3D Viewer" |
| 76 | 78 | #define DALI_DEMO_STR_TITLE_MOTION_BLUR "Motion Blur" | ... | ... |