Commit ecf9d68e56cbd7fa65df11aa6ff9427f9121a523

Authored by Tom Robinson
1 parent 0ecb46ff

Rendering API Stencil Implementation: Demo

Change-Id: I36c8f31b4154d743919019d0059db748b1d05e2d
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 &quot;C&quot;
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 &quot;C&quot;
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"
... ...