/* * 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 // INTERNAL INCLUDES #include "shared/view.h" #include "shared/utility.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 Stage stage = Stage::GetCurrent(); stage.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent); mStageSize = stage.GetSize(); // Hide the indicator bar application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE ); 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.SetSize(400, 400); Property::Index fadeColorIndex = mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA ); mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 ); mMeshActor.SetParentOrigin( ParentOrigin::TOP_CENTER ); mMeshActor.SetAnchorPoint( AnchorPoint::TOP_CENTER ); stage.Add( mMeshActor ); mRenderer2 = Renderer::New( mGeometry, mShader ); mRenderer2.SetTextures( mTextureSet2 ); mMeshActor2 = Actor::New(); mMeshActor2.AddRenderer( mRenderer2 ); mMeshActor2.SetSize(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.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( 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(); 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 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; }