/* * Copyright (c) 2023 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. */ #include "ball-renderer.h" #include #include "cube-renderer.h" #include "generated/rendering-textured-shape-frag.h" #include "generated/rendering-textured-shape-vert.h" using namespace Dali; namespace { const char* TEXTURE_URL = DEMO_IMAGE_DIR "/background-3.jpg"; } // namespace Dali::Geometry BallRenderer::gBallGeometry; Dali::TextureSet BallRenderer::gBallTextureSet; struct Vertex { Vector3 aPosition; Vector2 aTexCoord; }; void SubDivide(std::vector& vertices, std::vector& indices) { uint16_t triangleCount = indices.size() / 3; for(uint16_t i = 0; i < triangleCount; ++i) { auto v1 = vertices[indices[i * 3]].aPosition; auto v2 = vertices[indices[i * 3 + 1]].aPosition; auto v3 = vertices[indices[i * 3 + 2]].aPosition; // Triangle subdivision adds pts halfway along each edge. auto v4 = v1 + (v2 - v1) * 0.5f; auto v5 = v2 + (v3 - v2) * 0.5f; auto v6 = v3 + (v1 - v3) * 0.5f; uint16_t j = vertices.size(); vertices.emplace_back(Vertex{v4, Vector2::ZERO}); vertices.emplace_back(Vertex{v5, Vector2::ZERO}); vertices.emplace_back(Vertex{v6, Vector2::ZERO}); // Now, original tri breaks into 4, so replace this tri, and add 3 more uint16_t i1 = indices[i * 3 + 1]; uint16_t i2 = indices[i * 3 + 2]; indices[i * 3 + 1] = j; indices[i * 3 + 2] = j + 2; std::vector newTris = {j, i1, uint16_t(j + 1), j, uint16_t(j + 1), uint16_t(j + 2), uint16_t(j + 1), i2, uint16_t(j + 2)}; indices.insert(indices.end(), newTris.begin(), newTris.end()); } for(auto& vertex : vertices) { vertex.aPosition.Normalize(); } } void MapUVsToSphere(std::vector& vertices) { // Convert world coords to long-lat // Assume radius=1; // V=(cos(long)cos(lat), sin(long)cos(lat), sin(lat)) // => lat=arcsin(z), range (-PI/2, PI/2); => 0.5+(asin(z)/PI) range(0,1) // => y/x = sin(long)/cos(long) => long = atan2(y/x), range(-pi, pi) // But, rotate 90 deg for portrait texture! for(auto& vertex : vertices) { vertex.aTexCoord.y = 1.0f + (atan2f(vertex.aPosition.y, vertex.aPosition.x) / (2.0f * Math::PI)); vertex.aTexCoord.x = 1.0f - (0.5f + (asinf(vertex.aPosition.z) / Math::PI)); } } /** * @brief CreateBallGeometry * This function creates a ball geometry including texture coordinates. */ Geometry BallRenderer::CreateBallGeometry() { if(!gBallGeometry) { float phi = (1.0f + sqrt(5.0f)) * 0.5f; // golden ratio float a = 1.0f; float b = 1.0f / phi; // add vertices std::vector vertices; vertices.emplace_back(Vertex{Vector3{0, b, -a}, Vector2::ZERO}); vertices.emplace_back(Vertex{Vector3{b, a, 0}, Vector2::ZERO}); vertices.emplace_back(Vertex{Vector3{-b, a, -a}, Vector2::ZERO}); vertices.emplace_back(Vertex{Vector3{0, b, a}, Vector2::ZERO}); vertices.emplace_back(Vertex{Vector3{0, -b, a}, Vector2::ZERO}); vertices.emplace_back(Vertex{Vector3{-a, 0, b}, Vector2::ZERO}); vertices.emplace_back(Vertex{Vector3{0, -b, -a}, Vector2::ZERO}); vertices.emplace_back(Vertex{Vector3{a, 0, -b}, Vector2::ZERO}); vertices.emplace_back(Vertex{Vector3{a, 0, b}, Vector2::ZERO}); vertices.emplace_back(Vertex{Vector3{-a, 0, -b}, Vector2::ZERO}); vertices.emplace_back(Vertex{Vector3{b, -a, 0}, Vector2::ZERO}); vertices.emplace_back(Vertex{Vector3{-b, -a, 0}, Vector2::ZERO}); for(auto& vertex : vertices) { vertex.aPosition.Normalize(); } // this dodgy code is not zero indexed but starts at 1. std::vector indices = { 3, 2, 1, 2, 3, 4, 6, 5, 4, 5, 9, 4, 8, 7, 1, 7, 10, 1, 12, 11, 5, 11, 12, 7, 10, 6, 3, 6, 10, 12, 9, 8, 2, 8, 9, 11, 3, 6, 4, 9, 2, 4, 10, 3, 1, 2, 8, 1, 12, 10, 7, 8, 11, 7, 6, 12, 5, 11, 9, 5}; // fix offset indices for(auto& index : indices) { --index; } // 2 subdivisions gives a reasonably nice sphere SubDivide(vertices, indices); SubDivide(vertices, indices); MapUVsToSphere(vertices); VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map() .Add("aPosition", Property::VECTOR3) .Add("aTexCoord", Property::VECTOR2)); vertexBuffer.SetData(&vertices[0], vertices.size()); gBallGeometry = Geometry::New(); gBallGeometry.AddVertexBuffer(vertexBuffer); gBallGeometry.SetIndexBuffer(&indices[0], indices.size()); gBallGeometry.SetType(Geometry::TRIANGLES); } return gBallGeometry; } TextureSet BallRenderer::CreateTexture(std::string url) { // Load image from file PixelData pixels = Dali::Toolkit::SyncImageLoader::Load(url); Texture texture = Texture::New(TextureType::TEXTURE_2D, pixels.GetPixelFormat(), pixels.GetWidth(), pixels.GetHeight()); texture.Upload(pixels, 0, 0, 0, 0, pixels.GetWidth(), pixels.GetHeight()); // create TextureSet auto textureSet = TextureSet::New(); textureSet.SetTexture(0, texture); return textureSet; } /** * Function creates renderer. It turns on depth test and depth write. */ Dali::Renderer BallRenderer::CreateRenderer(TextureSet textures) { CreateBallGeometry(); Dali::Shader shader = CreateShader(); Renderer renderer = Renderer::New(gBallGeometry, shader); renderer.SetTextures(textures); // Face culling is enabled to hide the backwards facing sides of the ball // This is sufficient to render a single object; for more complex scenes depth-testing might be required renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK); return renderer; } /** * Creates new actor and renderer. */ Actor BallRenderer::CreateActor(Vector3 size, Vector4 color) { Actor actor = Actor::New(); actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER); actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); actor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f)); actor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.y, size.z) * 0.5f); actor.SetProperty(Actor::Property::COLOR, color); if(!gBallTextureSet) { gBallTextureSet = CreateTexture(TEXTURE_URL); } Renderer renderer = CreateRenderer(gBallTextureSet); actor.AddRenderer(renderer); return actor; } Actor BallRenderer::CreateActor(Vector3 size, std::string url) { Actor actor = Actor::New(); actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER); actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); actor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f)); // Sphere is radius 1; so has natural diameter 2, so halve the size actor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.y, size.z) * 0.5f); TextureSet textures = CreateTexture(url); Renderer renderer = CreateRenderer(textures); actor.AddRenderer(renderer); return actor; }