#ifndef WAVES_UTILS_H_ #define WAVES_UTILS_H_ /* * Copyright (c) 2021 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 #include "dali/public-api/actors/actor.h" #include "dali/public-api/math/vector3.h" #include "dali/public-api/rendering/geometry.h" #include "dali/public-api/rendering/renderer.h" #include "dali/public-api/rendering/shader.h" #include "dali/public-api/rendering/texture.h" // // Maths // inline float FastFloor(float x) { return static_cast(x) - static_cast(x < 0); } inline float Sign(float x) { return float(x > 0.f) - float(x < .0f); } template inline typename std::decay::type Lerp( const T& min, const T& max, float alpha) { return min + (max - min) * alpha; } template T Normalized(T v) { v.Normalize(); return v; } // // Files // ///@brief Converts RGB values (in the 0..1 range) to HSL, where hue is in degrees, /// in the 0..360 range, and saturation and lightness are in the 0..1 range. Dali::Vector3 ToHueSaturationLightness(Dali::Vector3 rgb); ///@brief Converts HSL values, where hue is in degrees, in the 0..360 range, and /// saturation and lightness are in 0..1 to RGB (in the 0..1 range) Dali::Vector3 FromHueSaturationLightness(Dali::Vector3 hsl); // // Dali entities // using VertexFn = Dali::Vector2 (*)(const Dali::Vector2&); ///@brief Creates a tesselated quad with @a xVerts vertices horizontally and @a yVerts /// vertices vertically. Allows the use of an optional @a shaderFn, which can be used to /// modify the vertex positions - these will be in the [{ 0.f, 0.f}, { 1.f, 1.f}] range. /// After returning from the shader, they're transformed Dali::Geometry CreateTesselatedQuad(unsigned int xVerts, unsigned int yVerts, Dali::Vector2 scale, VertexFn positionFn = nullptr, VertexFn texCoordFn = nullptr); Dali::Texture LoadTexture(const std::string& path); enum RendererOptions { OPTION_NONE = 0x0, OPTION_BLEND = 0x01, OPTION_DEPTH_TEST = 0x02, OPTION_DEPTH_WRITE = 0x04 }; ///@brief Creates a renderer with the given @a textures set, @a geometry, @a shader /// and @a options from above. ///@note Back face culling is on. ///@note If textures is not a valid handle, an empty texture set will be created. Dali::Renderer CreateRenderer(Dali::TextureSet textures, Dali::Geometry geometry, Dali::Shader shader, uint32_t options = OPTION_NONE); ///@brief Sets @a actor's anchor point and parent origin to center. void CenterActor(Dali::Actor actor); ///@brief Creates an empty and centered actor. Dali::Actor CreateActor(); ///@brief Creates a copy of @a original, sharing the same geometry and shader and /// copying each properties. ///@note Breaks if @a original has any custom properties. TODO: fix. Dali::Renderer CloneRenderer(Dali::Renderer original); ///@brief Creates a copy of @a original, cloning each renderer, and a select set /// of properties: parent origin, anchor point, size, position, orientation, scale, /// visible, color and name. ///@note Does not copy resize policy related properties, as setting those, even if /// default, will break the ability to specify a size for the actor in Z. Dali::Actor CloneActor(Dali::Actor original); #endif /* EXAMPLES_PARTICLES_UTILS_H_ */