/* * Copyright (c) 2020 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 #include // INTERNAL INCLUDES #include "shared/utility.h" #include "shared/view.h" using namespace Dali; namespace { const char* MATERIAL_SAMPLE(DEMO_IMAGE_DIR "gallery-small-48.jpg"); const char* MATERIAL_SAMPLE2(DEMO_IMAGE_DIR "gallery-medium-19.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; }); /** * Sinusoidal curve starting at zero with 2 cycles */ float AlphaFunctionSineX2(float progress) { return 0.5f - cosf(progress * 4.0f * Math::PI) * 0.5f; } } // 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) { // The Init signal is received once (only) during the Application lifetime Window window = application.GetWindow(); window.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent); mWindowSize = window.GetSize(); Texture texture1 = DemoHelper::LoadTexture(MATERIAL_SAMPLE); Texture texture2 = DemoHelper::LoadTexture(MATERIAL_SAMPLE2); mShader = Shader::New(VERTEX_SHADER, FRAGMENT_SHADER); mTextureSet1 = TextureSet::New(); mTextureSet1.SetTexture(0u, texture1); mTextureSet2 = TextureSet::New(); mTextureSet2.SetTexture(0u, texture2); mGeometry = DemoHelper::CreateTexturedQuad(); mRenderer = Renderer::New(mGeometry, mShader); mRenderer.SetTextures(mTextureSet1); mMeshActor = Actor::New(); mMeshActor.AddRenderer(mRenderer); mMeshActor.SetProperty(Actor::Property::SIZE, Vector2(400, 400)); Property::Index fadeColorIndex = mRenderer.RegisterProperty("uFadeColor", Color::MAGENTA); mRenderer.SetProperty(Renderer::Property::DEPTH_INDEX, 0); mMeshActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER); mMeshActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER); window.Add(mMeshActor); mRenderer2 = Renderer::New(mGeometry, mShader); mRenderer2.SetTextures(mTextureSet2); mMeshActor2 = Actor::New(); mMeshActor2.AddRenderer(mRenderer2); mMeshActor2.SetProperty(Actor::Property::SIZE, Vector2(400, 400)); mMeshActor2.RegisterProperty("anotherProperty", Color::GREEN); mRenderer2.RegisterProperty("anotherProperty", Vector3::ZERO); mRenderer2.RegisterProperty("aCoefficient", 0.008f); Property::Index fadeColorIndex2 = mRenderer2.RegisterProperty("uFadeColor", Color::BLUE); mRenderer2.SetProperty(Renderer::Property::DEPTH_INDEX, 0); mMeshActor2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER); mMeshActor2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER); window.Add(mMeshActor2); Animation animation = Animation::New(5); KeyFrames keyFrames = KeyFrames::New(); keyFrames.Add(0.0f, Vector4::ZERO); keyFrames.Add(1.0f, Vector4(Color::GREEN)); KeyFrames keyFrames2 = KeyFrames::New(); keyFrames2.Add(0.0f, Vector4::ZERO); keyFrames2.Add(1.0f, Color::MAGENTA); animation.AnimateBetween(Property(mRenderer, fadeColorIndex), keyFrames, AlphaFunction(AlphaFunction::SIN)); animation.AnimateBetween(Property(mRenderer2, fadeColorIndex2), keyFrames2, AlphaFunction(AlphaFunctionSineX2)); animation.SetLooping(true); animation.Play(); window.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.GetState() == KeyEvent::DOWN) { if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK)) { mApplication.Quit(); } } } private: Application& mApplication; ///< Application instance Vector3 mWindowSize; ///< The size of the window Shader mShader; TextureSet mTextureSet1; TextureSet mTextureSet2; Geometry mGeometry; Renderer mRenderer; Actor mMeshActor; Renderer mRenderer2; Actor mMeshActor2; Timer mChangeImageTimer; }; int DALI_EXPORT_API main(int argc, char** argv) { Application application = Application::New(&argc, &argv); ExampleController test(application); application.MainLoop(); return 0; }