/* * Copyright (c) 2022 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 #include "generated/rendering-textured-cube-frag.h" #include "generated/rendering-textured-cube-vert.h" using namespace Dali; using namespace Toolkit; namespace { const char* TEXTURE_URL = DEMO_IMAGE_DIR "wood.png"; } // namespace // This example shows how to create textured cube // class TexturedCubeController : public ConnectionTracker { public: TexturedCubeController(Application& application) : mApplication(application) { // Connect to the Application's Init signal mApplication.InitSignal().Connect(this, &TexturedCubeController::Create); } ~TexturedCubeController() { // Nothing to do here; } // The Init signal is received once (only) during the Application lifetime void Create(Application& application) { // Get a handle to the window Window window = application.GetWindow(); window.SetBackgroundColor(Color::WHITE); // Step 1. Create shader CreateCubeShader(); // Step 2. Load a texture CreateTexture(); // Step 3. Prepare geometry CreateCubeGeometry(); // Step 4. Create a renderer CreateRenderer(); // Step 5. Create an Actor CreateActor(); // Step 6. Play animation to rotate the cube PlayAnimation(); // Respond to a click anywhere on the window window.GetRootLayer().TouchedSignal().Connect(this, &TexturedCubeController::OnTouch); // Respond to key events window.KeyEventSignal().Connect(this, &TexturedCubeController::OnKeyEvent); } bool OnTouch(Actor actor, const TouchEvent& touch) { // quit the application mApplication.Quit(); return true; } /** * @brief Called when any key event is received * * Will use this to quit the application if Back or the Escape key is received * @param[in] event The key event information */ void OnKeyEvent(const KeyEvent& event) { if(event.GetState() == KeyEvent::DOWN) { if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK)) { mApplication.Quit(); } } } /** * @brief CreateCubeGeometry * This function creates a cube geometry including texture coordinates. * Also it demonstrates using the indexed draw feature by setting an index array. */ void CreateCubeGeometry() { 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}; mGeometry = Geometry::New(); mGeometry.AddVertexBuffer(vertexBuffer); mGeometry.SetIndexBuffer(INDEX_CUBE, sizeof(INDEX_CUBE) / sizeof(INDEX_CUBE[0])); mGeometry.SetType(Geometry::TRIANGLES); } /** * Creates a shader using SHADER_RENDERING_TEXTURED_CUBE_VERT and SHADER_RENDERING_TEXTURED_CUBE_FRAG * * Shaders are very basic and all they do is transforming vertices and sampling * a texture. */ void CreateCubeShader() { mShader = Shader::New(SHADER_RENDERING_TEXTURED_CUBE_VERT, SHADER_RENDERING_TEXTURED_CUBE_FRAG); } /** * 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. */ void CreateTexture() { // Load image from file PixelData pixels = SyncImageLoader::Load(TEXTURE_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 mTextureSet = TextureSet::New(); mTextureSet.SetTexture(0, texture); } /** * Function creates renderer. It turns on depth test and depth write. */ void CreateRenderer() { mRenderer = Renderer::New(mGeometry, mShader); mRenderer.SetTextures(mTextureSet); // 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 mRenderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK); } /** * Creates new actor and attaches renderer. */ void CreateActor() { Window window = mApplication.GetWindow(); const auto windowSize = window.GetSize(); float quarterWindowSize = std::min(windowSize.GetWidth(), windowSize.GetHeight()) * 0.25f; mActor = Actor::New(); mActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER); mActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); mActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f)); mActor.SetProperty(Actor::Property::SIZE, Vector3(quarterWindowSize, quarterWindowSize, quarterWindowSize)); mActor.AddRenderer(mRenderer); window.Add(mActor); } /** * Plays animation */ void PlayAnimation() { mAnimation = Animation::New(5.0f); mAnimation.SetLooping(true); mAnimation.AnimateBy(Property(mActor, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360)), Vector3::ZAXIS)); mAnimation.AnimateBy(Property(mActor, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360)), Vector3::YAXIS)); mAnimation.AnimateBy(Property(mActor, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360)), Vector3::XAXIS)); mAnimation.Play(); } private: Application& mApplication; Renderer mRenderer; Shader mShader; Geometry mGeometry; TextureSet mTextureSet; Actor mActor; Animation mAnimation; }; int DALI_EXPORT_API main(int argc, char** argv) { Application application = Application::New(&argc, &argv); TexturedCubeController test(application); application.MainLoop(); return 0; }