/* * 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 #include #include #include #include #include // INTERNAL INCLUDES #include "shared/utility.h" using namespace Dali; using namespace Toolkit; namespace { /** * @brief Creates a shader used to render a native image * @param[in] nativeImageInterface The native image interface * @return A shader to render the native image */ Shader CreateShader( NativeImageInterface& nativeImageInterface ) { static const char* DEFAULT_SAMPLER_TYPENAME = "sampler2D"; static const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n attribute mediump vec2 aTexCoord;\n uniform mediump mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n varying mediump vec2 vTexCoord;\n void main()\n {\n vec4 position = vec4(aPosition,0.0,1.0)*vec4(uSize,1.0);\n gl_Position = uMvpMatrix * position;\n vTexCoord = aTexCoord;\n }\n ); static const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n uniform sampler2D sTexture;\n varying mediump vec2 vTexCoord;\n void main()\n {\n gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n }\n ); NativeImageInterface::Extension* extension( nativeImageInterface.GetExtension() ); if( extension ) { std::string fragmentShader; //Get custom fragment shader prefix const char* fragmentPreFix = extension->GetCustomFragmentPreFix(); if( fragmentPreFix ) { fragmentShader = fragmentPreFix; fragmentShader += FRAGMENT_SHADER_TEXTURE; } else { fragmentShader = FRAGMENT_SHADER_TEXTURE; } //Get custom sampler type name const char* customSamplerTypename = extension->GetCustomSamplerTypename(); if( customSamplerTypename ) { fragmentShader.replace( fragmentShader.find( DEFAULT_SAMPLER_TYPENAME ), strlen(DEFAULT_SAMPLER_TYPENAME), customSamplerTypename ); } return Shader::New( VERTEX_SHADER_TEXTURE, fragmentShader ); } else { return Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); } } /** * @brief Creates an actor to render a native image * @param[in] texture The texture creates from a native image * @param[in] nativeImageInterface The native image interface used to create the texture * @return An actor that renders the texture */ Actor CreateNativeActor( Texture texture, NativeImageInterface& nativeImageInterface ) { Actor actor = Actor::New(); Geometry geometry = DemoHelper::CreateTexturedQuad(); Shader shader = CreateShader(nativeImageInterface); Renderer renderer = Renderer::New( geometry, shader ); TextureSet textureSet = TextureSet::New(); textureSet.SetTexture( 0u, texture ); renderer.SetTextures( textureSet ); actor.AddRenderer( renderer ); actor.SetSize( texture.GetWidth(), texture.GetHeight() ); return actor; } const std::string JPG_FILENAME = DEMO_IMAGE_DIR "gallery-medium-4.jpg"; } // This example shows how to create and use a NativeImageSource as the target of the render task. // class NativeImageSourceController : public ConnectionTracker { public: NativeImageSourceController( Application& application ) : mApplication( application ) { // Connect to the Application's Init signal mApplication.InitSignal().Connect( this, &NativeImageSourceController::Create ); } ~NativeImageSourceController() { // Nothing to do here; } // The Init signal is received once (only) during the Application lifetime void Create( Application& application ) { // Get a handle to the stage Stage stage = Stage::GetCurrent(); stage.SetBackgroundColor( Color::WHITE ); // Hide the indicator bar application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE ); stage.KeyEventSignal().Connect(this, &NativeImageSourceController::OnKeyEvent); mButtonRefreshAlways = PushButton::New(); mButtonRefreshAlways.SetProperty( Button::Property::TOGGLABLE, true ); mButtonRefreshAlways.SetProperty( Button::Property::SELECTED, true ); mButtonRefreshAlways.SetProperty( Toolkit::Button::Property::LABEL, "Refresh ALWAYS" ); mButtonRefreshAlways.SetParentOrigin( ParentOrigin::TOP_LEFT ); mButtonRefreshAlways.SetAnchorPoint( AnchorPoint::TOP_LEFT ); mButtonRefreshAlways.StateChangedSignal().Connect( this, &NativeImageSourceController::OnButtonSelected ); stage.Add( mButtonRefreshAlways ); mButtonRefreshOnce = PushButton::New(); mButtonRefreshOnce.SetProperty( Toolkit::Button::Property::LABEL, "Refresh ONCE" ); mButtonRefreshOnce.SetParentOrigin( ParentOrigin::TOP_RIGHT ); mButtonRefreshOnce.SetAnchorPoint( AnchorPoint::TOP_RIGHT ); mButtonRefreshOnce.ClickedSignal().Connect( this, &NativeImageSourceController::OnButtonSelected ); stage.Add( mButtonRefreshOnce); CreateScene(); } bool CreateScene() { Stage stage = Stage::GetCurrent(); Vector2 stageSize = stage.GetSize(); float buttonHeight = 100.f; mButtonRefreshAlways.SetSize( stageSize.x / 2.f, buttonHeight ); mButtonRefreshOnce.SetSize( stageSize.x / 2.f, buttonHeight ); Vector2 imageSize( stageSize.x, (stageSize.y-buttonHeight)/2.f ); // Create the native image source NativeImageSourcePtr nativeImageSourcePtr = NativeImageSource::New( imageSize.width, imageSize.height, NativeImageSource::COLOR_DEPTH_DEFAULT ); // Create a image view as source actor to be renderer to the native image source Actor sourceActor = ImageView::New(JPG_FILENAME); sourceActor.SetParentOrigin( ParentOrigin::CENTER); sourceActor.SetAnchorPoint( AnchorPoint::CENTER ); sourceActor.SetY( - (imageSize.height-buttonHeight)/2.f ); stage.Add( sourceActor ); Animation animation = Animation::New(2.f); Degree relativeRotationDegrees(90.0f); Radian relativeRotationRadians(relativeRotationDegrees); animation.AnimateTo( Property( sourceActor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ), AlphaFunction::LINEAR, TimePeriod(0.f, 0.5f)); animation.AnimateBy( Property( sourceActor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ), AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f)); animation.AnimateBy( Property( sourceActor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ), AlphaFunction::LINEAR, TimePeriod(1.f, 0.5f)); animation.AnimateBy( Property( sourceActor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ), AlphaFunction::LINEAR, TimePeriod(1.5f, 0.5f)); animation.SetLooping(true); animation.Play(); // create a offscreen renderer task to render content into the native image source Texture nativeTexture = Texture::New( *nativeImageSourcePtr ); // Create a FrameBuffer object with no default attachments. FrameBuffer targetBuffer = FrameBuffer::New( nativeTexture.GetWidth(), nativeTexture.GetHeight(), FrameBuffer::Attachment::NONE ); // Add a color attachment to the FrameBuffer object. targetBuffer.AttachColorTexture( nativeTexture ); CameraActor cameraActor = CameraActor::New(imageSize); cameraActor.SetParentOrigin(ParentOrigin::TOP_CENTER); cameraActor.SetParentOrigin( AnchorPoint::TOP_CENTER ); cameraActor.SetY( buttonHeight + imageSize.height/2.f ); stage.Add(cameraActor); RenderTaskList taskList = stage.GetRenderTaskList(); mOffscreenRenderTask = taskList.CreateTask(); mOffscreenRenderTask.SetSourceActor( sourceActor ); mOffscreenRenderTask.SetClearColor( Color::WHITE ); mOffscreenRenderTask.SetClearEnabled(true); mOffscreenRenderTask.SetCameraActor(cameraActor); mOffscreenRenderTask.GetCameraActor().SetInvertYAxis(true); mOffscreenRenderTask.SetFrameBuffer( targetBuffer ); mOffscreenRenderTask.SetRefreshRate( RenderTask::REFRESH_ALWAYS ); // Display the native image on the screen Actor nativeImageActor = CreateNativeActor( nativeTexture, *nativeImageSourcePtr ); nativeImageActor.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); nativeImageActor.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); stage.Add( nativeImageActor ); TextLabel textLabel1 = TextLabel::New( "Resource Image" ); textLabel1.SetParentOrigin( ParentOrigin::TOP_CENTER ); textLabel1.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); nativeImageActor.Add( textLabel1 ); TextLabel textLabel2 = TextLabel::New( "Native Image" ); textLabel2.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); textLabel2.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); nativeImageActor.Add( textLabel2 ); return false; } bool OnButtonSelected( Toolkit::Button button ) { bool isSelected = mButtonRefreshAlways.GetProperty( Toolkit::Button::Property::SELECTED ).Get(); Toolkit::PushButton pushButton = Toolkit::PushButton::DownCast( button ); if( pushButton == mButtonRefreshAlways ) { if( isSelected ) { mOffscreenRenderTask.SetRefreshRate( RenderTask::REFRESH_ALWAYS ); } else { mOffscreenRenderTask.SetRefreshRate( RenderTask::REFRESH_ONCE ); } } else if( pushButton == mButtonRefreshOnce ) { if( isSelected ) { mButtonRefreshAlways.SetProperty( Button::Property::SELECTED, false ); } mOffscreenRenderTask.SetRefreshRate( RenderTask::REFRESH_ONCE ); } 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; RenderTask mOffscreenRenderTask; PushButton mButtonRefreshAlways; PushButton mButtonRefreshOnce; }; void RunTest( Application& application ) { NativeImageSourceController test( application ); application.MainLoop(); } // Entry point for Linux & Tizen applications // int DALI_EXPORT_API main( int argc, char **argv ) { Application application = Application::New( &argc, &argv ); RunTest( application ); return 0; }