/* * Copyright (c) 2014 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/view.h" using namespace Dali; namespace { const char* MATERIAL_SAMPLE( DALI_IMAGE_DIR "gallery-small-48.jpg" ); const char* MATERIAL_SAMPLE2( DALI_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; } ); Geometry CreateGeometry() { // Create vertices const float halfQuadSize = .5f; struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; }; TexturedQuadVertex texturedQuadVertexData[4] = { { Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) }, { Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) }, { Vector2(-halfQuadSize, halfQuadSize), Vector2(0.f, 1.f) }, { Vector2( halfQuadSize, halfQuadSize), Vector2(1.f, 1.f) } }; Property::Map texturedQuadVertexFormat; texturedQuadVertexFormat["aPosition"] = Property::VECTOR2; texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2; PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat, 4 ); texturedQuadVertices.SetData(texturedQuadVertexData); // Create indices unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 }; Property::Map indexFormat; indexFormat["indices"] = Property::INTEGER; PropertyBuffer indices = PropertyBuffer::New( indexFormat, sizeof(indexData)/sizeof(indexData[0]) ); indices.SetData(indexData); // Create the geometry object Geometry texturedQuadGeometry = Geometry::New(); texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices ); texturedQuadGeometry.SetIndexBuffer( indices ); return texturedQuadGeometry; } /** * 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 ); mImage = ResourceImage::New( MATERIAL_SAMPLE, ResourceImage::ON_DEMAND, Image::NEVER ); mSampler1 = Sampler::New(mImage, "sTexture"); Image image = ResourceImage::New( MATERIAL_SAMPLE2 ); mSampler2 = Sampler::New(image, "sTexture"); mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); mMaterial1 = Material::New( mShader ); mMaterial1.AddSampler( mSampler1 ); mMaterial2 = Material::New( mShader ); mMaterial2.AddSampler( mSampler2 ); mGeometry = CreateGeometry(); mRenderer = Renderer::New( mGeometry, mMaterial1 ); mMeshActor = Actor::New(); mMeshActor.AddRenderer( mRenderer ); mMeshActor.SetSize(400, 400); Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "uFadeColor", Color::GREEN ); fadeColorIndex = mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA ); mRenderer.SetDepthIndex(0); mMeshActor.SetParentOrigin( ParentOrigin::TOP_CENTER ); mMeshActor.SetAnchorPoint( AnchorPoint::TOP_CENTER ); stage.Add( mMeshActor ); mRenderer2 = Renderer::New( mGeometry, mMaterial2 ); mMeshActor2 = Actor::New(); mMeshActor2.AddRenderer( mRenderer2 ); mMeshActor2.SetSize(400, 400); mMeshActor2.RegisterProperty( "a-n-other-property", Color::GREEN ); Property::Index fadeColorIndex2 = mMeshActor2.RegisterProperty( "uFadeColor", Color::GREEN ); mRenderer2.RegisterProperty( "a-n-other-property", Vector3::ZERO ); mRenderer2.RegisterProperty( "a-coefficient", 0.008f ); fadeColorIndex2 = mRenderer2.RegisterProperty( "uFadeColor", Color::BLUE ); mRenderer2.SetDepthIndex(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));; } BufferImage CreateBufferImage() { BufferImage image = BufferImage::New( 200, 200, Pixel::RGB888 ); PixelBuffer* pixelBuffer = image.GetBuffer(); unsigned int stride = image.GetBufferStride(); for( unsigned int x=0; x<200; x++ ) { for( unsigned int y=0; y<200; y++ ) { PixelBuffer* pixel = pixelBuffer + y*stride + x*3; if( ((int)(x/20.0f))%2 + ((int)(y/20.0f)%2) == 1 ) { pixel[0]=255; pixel[1]=0; pixel[2]=0; pixel[3]=255; } else { pixel[0]=0; pixel[1]=0; pixel[2]=255; pixel[3]=255; } } } image.Update(); return image; } /** * 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 Image mImage; Sampler mSampler1; Sampler mSampler2; Shader mShader; Material mMaterial1; Material mMaterial2; Geometry mGeometry; Renderer mRenderer; Actor mMeshActor; Renderer mRenderer2; Actor mMeshActor2; Timer mChangeImageTimer; }; void RunTest( Application& application ) { ExampleController test( application ); application.MainLoop(); } // Entry point for Linux & SLP applications // int main( int argc, char **argv ) { Application application = Application::New( &argc, &argv ); RunTest( application ); return 0; }