/* * 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 "cube-renderer.h" #include #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 "/wood.png"; } // namespace Dali::Geometry CubeRenderer::gCubeGeometry; Dali::TextureSet CubeRenderer::gCubeTextureSet; Dali::Shader CreateShader() { static Dali::Shader gShapeShader; if(!gShapeShader) { gShapeShader = Shader::New(SHADER_RENDERING_TEXTURED_SHAPE_VERT, SHADER_RENDERING_TEXTURED_SHAPE_FRAG); } return gShapeShader; } /** * @brief CreateCubeGeometry * This function creates a cube geometry including texture coordinates. */ Geometry CubeRenderer::CreateCubeGeometry() { if(!gCubeGeometry) { struct Vertex { Vector3 aPosition; Vector2 aTexCoord; }; Vertex vertices[] = { {Vector3(1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)}, {Vector3(-1.0f, 1.0f, -1.0f), Vector2(0.0, 0.0)}, {Vector3(1.0f, 1.0f, -1.0f), Vector2(0.0, 1.0)}, {Vector3(-1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)}, {Vector3(1.0f, -1.0f, 1.0f), Vector2(0.0, 0.0)}, {Vector3(1.0f, 1.0f, 1.0f), Vector2(0.0, 1.0)}, {Vector3(1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)}, {Vector3(1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)}, {Vector3(1.0f, 1.0f, -1.0f), Vector2(0.0, 1.0)}, {Vector3(1.0f, -1.0f, 1.0f), Vector2(1.0, 1.0)}, {Vector3(-1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)}, {Vector3(1.0f, -1.0f, -1.0f), Vector2(0.0, 1.0)}, {Vector3(-1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)}, {Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)}, {Vector3(-1.0f, 1.0f, -1.0f), Vector2(0.0, 1.0)}, {Vector3(1.0f, 1.0f, -1.0f), Vector2(1.0, 1.0)}, {Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)}, {Vector3(1.0f, 1.0f, 1.0f), Vector2(0.0, 1.0)}, {Vector3(1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)}, {Vector3(-1.0f, -1.0f, -1.0f), Vector2(1.0, 0.0)}, {Vector3(-1.0f, 1.0f, -1.0f), Vector2(0.0, 0.0)}, {Vector3(-1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)}, {Vector3(-1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)}, {Vector3(1.0f, -1.0f, 1.0f), Vector2(0.0, 0.0)}, {Vector3(1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)}, {Vector3(1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)}, {Vector3(1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)}, {Vector3(1.0f, -1.0f, 1.0f), Vector2(1.0, 1.0)}, {Vector3(-1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)}, {Vector3(-1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)}, {Vector3(-1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)}, {Vector3(-1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)}, {Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)}, {Vector3(1.0f, 1.0f, -1.0f), Vector2(1.0, 1.0)}, {Vector3(-1.0f, 1.0f, -1.0f), Vector2(1.0, 0.0)}, {Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)}, }; VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map() .Add("aPosition", Property::VECTOR3) .Add("aTexCoord", Property::VECTOR2)); vertexBuffer.SetData(vertices, sizeof(vertices) / sizeof(Vertex)); // create indices const unsigned short INDEX_CUBE[] = { 2, 1, 0, 5, 4, 3, 8, 7, 6, 11, 10, 9, 14, 13, 12, 17, 16, 15, 20, 19, 18, 23, 22, 21, 26, 25, 24, 29, 28, 27, 32, 31, 30, 35, 34, 33}; gCubeGeometry = Geometry::New(); gCubeGeometry.AddVertexBuffer(vertexBuffer); gCubeGeometry.SetIndexBuffer(INDEX_CUBE, sizeof(INDEX_CUBE) / sizeof(INDEX_CUBE[0])); gCubeGeometry.SetType(Geometry::TRIANGLES); } return gCubeGeometry; } /** * This function loads a pixel data from a file. In order to load it we use SyncImageLoader utility. * If loading succeeds returned PixelData object can be used to create a texture. * Texture must be uploaded. In the end the texture must be set on the TextureSet object. */ TextureSet CubeRenderer::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 CubeRenderer::CreateRenderer(TextureSet textures) { CreateCubeGeometry(); Dali::Shader shader = CreateShader(); Renderer renderer = Renderer::New(gCubeGeometry, shader); renderer.SetTextures(textures); // Face culling is enabled to hide the backwards facing sides of the cube // 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 CubeRenderer::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)); // Mesh is 2x2x2, so halve the size actor.SetProperty(Actor::Property::SIZE, Vector3(size.x, size.y, size.z) * 0.5f); actor.SetProperty(Actor::Property::COLOR, color); if(!gCubeTextureSet) { gCubeTextureSet = CreateTexture(TEXTURE_URL); } Renderer renderer = CreateRenderer(gCubeTextureSet); actor.AddRenderer(renderer); return actor; } Actor CubeRenderer::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)); 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; }