Commit ecf9d68e56cbd7fa65df11aa6ff9427f9121a523
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0ecb46ff
Rendering API Stencil Implementation: Demo
Change-Id: I36c8f31b4154d743919019d0059db748b1d05e2d
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com.samsung.dali-demo.xml
| @@ -34,6 +34,9 @@ | @@ -34,6 +34,9 @@ | ||
| 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"> | 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 | <label>Item View</label> | 35 | <label>Item View</label> |
| 36 | </ui-application> | 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 | <ui-application appid="magnifier.example" exec="/usr/apps/com.samsung.dali-demo/bin/magnifier.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> | 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 | <label>Magnifier</label> | 41 | <label>Magnifier</label> |
| 39 | </ui-application> | 42 | </ui-application> |
demo/dali-demo.cpp
| @@ -41,6 +41,7 @@ int DALI_EXPORT_API main(int argc, char **argv) | @@ -41,6 +41,7 @@ int DALI_EXPORT_API main(int argc, char **argv) | ||
| 41 | demo.AddExample(Example("cube-transition-effect.example", DALI_DEMO_STR_TITLE_CUBE_TRANSITION)); | 41 | demo.AddExample(Example("cube-transition-effect.example", DALI_DEMO_STR_TITLE_CUBE_TRANSITION)); |
| 42 | demo.AddExample(Example("dissolve-effect.example", DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION)); | 42 | demo.AddExample(Example("dissolve-effect.example", DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION)); |
| 43 | demo.AddExample(Example("item-view.example", DALI_DEMO_STR_TITLE_ITEM_VIEW)); | 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 | demo.AddExample(Example("magnifier.example", DALI_DEMO_STR_TITLE_MAGNIFIER)); | 45 | demo.AddExample(Example("magnifier.example", DALI_DEMO_STR_TITLE_MAGNIFIER)); |
| 45 | demo.AddExample(Example("motion-blur.example", DALI_DEMO_STR_TITLE_MOTION_BLUR)); | 46 | demo.AddExample(Example("motion-blur.example", DALI_DEMO_STR_TITLE_MOTION_BLUR)); |
| 46 | demo.AddExample(Example("motion-stretch.example", DALI_DEMO_STR_TITLE_MOTION_STRETCH)); | 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
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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 | * Licensed under the Apache License, Version 2.0 (the "License"); | 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | * you may not use this file except in compliance with the License. | 5 | * you may not use this file except in compliance with the License. |
| @@ -37,6 +37,7 @@ extern "C" | @@ -37,6 +37,7 @@ extern "C" | ||
| 37 | #define DALI_DEMO_STR_TITLE_CUBE_TRANSITION dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CUBE_TRANSITION") | 37 | #define DALI_DEMO_STR_TITLE_CUBE_TRANSITION dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CUBE_TRANSITION") |
| 38 | #define DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION") | 38 | #define DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION") |
| 39 | #define DALI_DEMO_STR_TITLE_ITEM_VIEW dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_ITEM_VIEW") | 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 | #define DALI_DEMO_STR_TITLE_MAGNIFIER dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MAGNIFIER") | 41 | #define DALI_DEMO_STR_TITLE_MAGNIFIER dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MAGNIFIER") |
| 41 | #define DALI_DEMO_STR_TITLE_MOTION_BLUR dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MOTION_BLUR") | 42 | #define DALI_DEMO_STR_TITLE_MOTION_BLUR dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MOTION_BLUR") |
| 42 | #define DALI_DEMO_STR_TITLE_MOTION_STRETCH dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_MOTION_STRETCH") | 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" | @@ -71,6 +72,7 @@ extern "C" | ||
| 71 | #define DALI_DEMO_STR_TITLE_CUBE_TRANSITION "Cube Effect" | 72 | #define DALI_DEMO_STR_TITLE_CUBE_TRANSITION "Cube Effect" |
| 72 | #define DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION "Dissolve Effect" | 73 | #define DALI_DEMO_STR_TITLE_DISSOLVE_TRANSITION "Dissolve Effect" |
| 73 | #define DALI_DEMO_STR_TITLE_ITEM_VIEW "Item View" | 74 | #define DALI_DEMO_STR_TITLE_ITEM_VIEW "Item View" |
| 75 | +#define DALI_DEMO_STR_TITLE_RENDERER_STENCIL "Renderer Stencils" | ||
| 74 | #define DALI_DEMO_STR_TITLE_MAGNIFIER "Magnifier" | 76 | #define DALI_DEMO_STR_TITLE_MAGNIFIER "Magnifier" |
| 75 | #define DALI_DEMO_STR_TITLE_MODEL_3D_VIEWER "Model 3D Viewer" | 77 | #define DALI_DEMO_STR_TITLE_MODEL_3D_VIEWER "Model 3D Viewer" |
| 76 | #define DALI_DEMO_STR_TITLE_MOTION_BLUR "Motion Blur" | 78 | #define DALI_DEMO_STR_TITLE_MOTION_BLUR "Motion Blur" |