/* * Copyright (c) 2017 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 #include // INTERNAL INCLUDES #include "shared/utility.h" using namespace Dali; using Dali::Toolkit::TextLabel; namespace { const char* IMAGE_FILENAME_ETC = DEMO_IMAGE_DIR "tx-etc1.ktx"; const char* IMAGE_FILENAME_ASTC_LINEAR = DEMO_IMAGE_DIR "tx-astc-4x4-linear.ktx"; const char* IMAGE_FILENAME_ASTC_LINEAR_NATIVE = DEMO_IMAGE_DIR "tx-astc-4x4-linear-native.astc"; static const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n attribute mediump vec2 aTexCoord;\n uniform mediump mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n varying mediump vec2 vTexCoord;\n void main()\n {\n vec4 position = vec4(aPosition,0.0,1.0)*vec4(uSize,1.0);\n gl_Position = uMvpMatrix * position;\n vTexCoord = aTexCoord;\n }\n ); static const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n uniform sampler2D sTexture;\n varying mediump vec2 vTexCoord;\n void main()\n {\n gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n }\n ); /** * @brief Create a renderer to render an image and adds it to an actor * @param[in] imagePath The path where the image file is located * @param[in] actor The actor that will be used to render the image * @param[in[ geometry The geometry to use * @param[in] shader The shader to use */ void AddImage( const char*imagePath, Actor& actor, Geometry& geometry, Shader& shader ) { //Load the texture Texture texture = DemoHelper::LoadTexture( imagePath ); TextureSet textureSet = TextureSet::New(); textureSet.SetTexture( 0u, texture ); //Create the renderer Renderer renderer = Renderer::New( geometry, shader ); renderer.SetTextures( textureSet ); //Set actor size and add the renderer actor.SetSize( texture.GetWidth(), texture.GetHeight() ); actor.AddRenderer( renderer ); } } /** * @brief This example shows 3 images, each of a different compressed texture type. * If built and run on a OpenGL ES 3.1 compatable target, then all 3 images will display. * Otherwise, the top image will display and the other 2 will appear as black squares. */ class CompressedTextureFormatsController : public ConnectionTracker { public: CompressedTextureFormatsController( Application& application ) : mApplication( application ) { // Connect to the Application's Init signal mApplication.InitSignal().Connect( this, &CompressedTextureFormatsController::Create ); } ~CompressedTextureFormatsController() { // Nothing to do here; } // The Init signal is received once (only) during the Application lifetime void Create( Application& application ) { // Get a handle to the stage Stage stage = Stage::GetCurrent(); stage.SetBackgroundColor( Color::WHITE ); // Setup a TableView to hold a grid of images and labels. Toolkit::TableView table = Toolkit::TableView::New( 3u, 2u ); table.SetAnchorPoint( AnchorPoint::CENTER ); table.SetParentOrigin( ParentOrigin::CENTER ); table.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); table.SetRelativeWidth( 0u, 0.5f ); table.SetRelativeWidth( 1u, 0.5f ); table.SetRelativeHeight( 0u, 1.0f / 3.0f ); table.SetRelativeHeight( 1u, 1.0f / 3.0f ); table.SetRelativeHeight( 2u, 1.0f / 3.0f ); // Add text labels. TextLabel textLabel = TextLabel::New( "ETC1 (KTX):" ); textLabel.SetAnchorPoint( AnchorPoint::CENTER ); textLabel.SetParentOrigin( ParentOrigin::CENTER ); textLabel.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); textLabel.SetProperty( Toolkit::TextLabel::Property::MULTI_LINE, true ); table.AddChild( textLabel, Toolkit::TableView::CellPosition( 0u, 0u ) ); table.SetCellAlignment( Toolkit::TableView::CellPosition( 0u, 0u ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER ); textLabel = TextLabel::New( "ASTC (KTX) 4x4 linear:" ); textLabel.SetAnchorPoint( AnchorPoint::CENTER ); textLabel.SetParentOrigin( ParentOrigin::CENTER ); textLabel.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); textLabel.SetProperty( Toolkit::TextLabel::Property::MULTI_LINE, true ); table.AddChild( textLabel, Toolkit::TableView::CellPosition( 1u, 0u ) ); table.SetCellAlignment( Toolkit::TableView::CellPosition( 1u, 0u ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER ); textLabel = TextLabel::New( "ASTC (Native) 4x4 linear:" ); textLabel.SetAnchorPoint( AnchorPoint::CENTER ); textLabel.SetParentOrigin( ParentOrigin::CENTER ); textLabel.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); textLabel.SetProperty( Toolkit::TextLabel::Property::MULTI_LINE, true ); table.AddChild( textLabel, Toolkit::TableView::CellPosition( 2u, 0u ) ); table.SetCellAlignment( Toolkit::TableView::CellPosition( 2u, 0u ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER ); //Create the geometry and the shader renderers will use Geometry geometry = DemoHelper::CreateTexturedQuad(); Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); // Add images. Actor actor = Actor::New(); actor.SetAnchorPoint( AnchorPoint::CENTER ); actor.SetParentOrigin( ParentOrigin::CENTER ); AddImage( IMAGE_FILENAME_ETC, actor, geometry, shader ); table.AddChild( actor, Toolkit::TableView::CellPosition( 0u, 1u ) ); table.SetCellAlignment( Toolkit::TableView::CellPosition( 0u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER ); actor = Actor::New(); actor.SetAnchorPoint( AnchorPoint::CENTER ); actor.SetParentOrigin( ParentOrigin::CENTER ); AddImage( IMAGE_FILENAME_ASTC_LINEAR, actor, geometry, shader ); table.AddChild( actor, Toolkit::TableView::CellPosition( 1u, 1u ) ); table.SetCellAlignment( Toolkit::TableView::CellPosition( 1u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER ); actor = Actor::New(); actor.SetAnchorPoint( AnchorPoint::CENTER ); actor.SetParentOrigin( ParentOrigin::CENTER ); AddImage( IMAGE_FILENAME_ASTC_LINEAR_NATIVE, actor, geometry, shader ); table.AddChild( actor, Toolkit::TableView::CellPosition( 2u, 1u ) ); table.SetCellAlignment( Toolkit::TableView::CellPosition( 2u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER ); stage.Add( table ); // Respond to touch and key signals stage.GetRootLayer().TouchSignal().Connect( this, &CompressedTextureFormatsController::OnTouch ); stage.KeyEventSignal().Connect(this, &CompressedTextureFormatsController::OnKeyEvent); } bool OnTouch( Actor actor, const TouchData& touch ) { // 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; }; int DALI_EXPORT_API main( int argc, char **argv ) { Application application = Application::New( &argc, &argv ); CompressedTextureFormatsController test( application ); application.MainLoop(); return 0; }