/* * Copyright (c) 2014 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ // EXTERNAL INCLUDES // INTERNAL INCLUDES #include "shared/view.h" #include using namespace Dali; namespace { const char* MATERIAL_SAMPLE( DALI_IMAGE_DIR "gallery-small-48.jpg" ); #define MAKE_SHADER(A)#A const char* VERTEX_SHADER = MAKE_SHADER( attribute mediump vec2 aPosition; attribute highp vec2 aTexCoord; varying mediump vec2 vTexCoord; uniform mediump mat4 uMvpMatrix; uniform mediump vec3 uSize; uniform lowp vec4 uFadeColor; void main() { mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0); vertexPosition.xyz *= uSize; vertexPosition = uMvpMatrix * vertexPosition; vTexCoord = aTexCoord; gl_Position = vertexPosition; } ); const char* FRAGMENT_SHADER = MAKE_SHADER( varying mediump vec2 vTexCoord; uniform lowp vec4 uColor; uniform sampler2D sTexture; uniform lowp vec4 uFadeColor; void main() { gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * uFadeColor; } ); } // anonymous namespace // This example shows how to use a simple mesh // class ExampleController : public ConnectionTracker { public: /** * The example controller constructor. * @param[in] application The application instance */ ExampleController( Application& application ) : mApplication( application ) { // Connect to the Application's Init signal mApplication.InitSignal().Connect( this, &ExampleController::Create ); } /** * The example controller destructor */ ~ExampleController() { // Nothing to do here; } /** * Invoked upon creation of application * @param[in] application The application instance */ void Create( Application& application ) { Stage stage = Stage::GetCurrent(); stage.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent); mStageSize = stage.GetSize(); // The Init signal is received once (only) during the Application lifetime // Hide the indicator bar application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE ); mImage = ResourceImage::New( MATERIAL_SAMPLE ); mSampler = Sampler::New( mImage, "sTexture"); mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); mMaterial = Material::New( mShader ); mMaterial.AddSampler( mSampler ); mGeometry = Geometry::New(); // Don't need to set a vertex buffer - it's a quad by default. mRenderer = Renderer::New( mGeometry, mMaterial ); mMeshActor = Actor::New(); mMeshActor.AddRenderer( mRenderer ); mMeshActor.SetSize(400, 400); Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "fade-color", Color::GREEN ); mMeshActor.AddUniformMapping( fadeColorIndex, std::string("uFadeColor") ); fadeColorIndex = mRenderer.RegisterProperty( "fade-color", Color::MAGENTA ); mRenderer.AddUniformMapping( fadeColorIndex, std::string("uFadeColor" ) ); mRenderer.SetDepthIndex(0); mMeshActor.SetParentOrigin( ParentOrigin::TOP_CENTER ); mMeshActor.SetAnchorPoint( AnchorPoint::TOP_CENTER ); stage.Add( mMeshActor ); mRenderer2 = Renderer::New( mGeometry, mMaterial ); mMeshActor2 = Actor::New(); mMeshActor2.AddRenderer( mRenderer2 ); mMeshActor2.SetSize(400, 400); mMeshActor2.RegisterProperty( "a-n-other-property", Color::GREEN ); Property::Index fadeColorIndex2 = mMeshActor2.RegisterProperty( "another-fade-color", Color::GREEN ); mMeshActor2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor") ); mRenderer2.RegisterProperty( "a-n-other-property", Vector3::ZERO ); mRenderer2.RegisterProperty( "winning-formula", 8008.135f ); fadeColorIndex2 = mRenderer2.RegisterProperty( "another-fade-color", Color::GREEN ); mRenderer2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor" ) ); mRenderer2.SetDepthIndex(0); mMeshActor2.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); mMeshActor2.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); stage.Add( mMeshActor2 ); Animation animation = Animation::New(5); KeyFrames keyFrames = KeyFrames::New(); keyFrames.Add(0.0f, Vector4::ZERO); keyFrames.Add(1.0f, Vector4( 1.0f, 0.0f, 1.0f, 1.0f )); KeyFrames keyFrames2 = KeyFrames::New(); keyFrames2.Add(0.0f, Vector4::ZERO); keyFrames2.Add(1.0f, Color::GREEN); animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunctions::Sin ); animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunctions::Sin2x ); animation.SetLooping(true); animation.Play(); stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));; } /** * Invoked whenever the quit button is clicked * @param[in] button the quit button */ bool OnQuitButtonClicked( Toolkit::Button button ) { // quit the application mApplication.Quit(); return true; } void OnKeyEvent(const KeyEvent& event) { if(event.state == KeyEvent::Down) { if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) ) { mApplication.Quit(); } } } private: Application& mApplication; ///< Application instance Vector3 mStageSize; ///< The size of the stage Image mImage; Sampler mSampler; Shader mShader; Material mMaterial; Geometry mGeometry; Renderer mRenderer; Actor mMeshActor; Renderer mRenderer2; Actor mMeshActor2; }; void RunTest( Application& application ) { ExampleController test( application ); application.MainLoop(); } // Entry point for Linux & SLP applications // int main( int argc, char **argv ) { Application application = Application::New( &argc, &argv ); RunTest( application ); return 0; }