2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/dali.h>
20 #include <dali/public-api/rendering/renderer.h>
21 #include <dali-toolkit/dali-toolkit.h>
24 #include "shared/utility.h"
27 using Dali::Toolkit::TextLabel;
32 const char* IMAGE_FILENAME_ETC = DEMO_IMAGE_DIR "tx-etc1.ktx";
33 const char* IMAGE_FILENAME_ASTC_LINEAR = DEMO_IMAGE_DIR "tx-astc-4x4-linear.ktx";
34 const char* IMAGE_FILENAME_ASTC_LINEAR_NATIVE = DEMO_IMAGE_DIR "tx-astc-4x4-linear-native.astc";
37 static const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
38 attribute mediump vec2 aPosition;\n
39 attribute mediump vec2 aTexCoord;\n
40 uniform mediump mat4 uMvpMatrix;\n
41 uniform mediump vec3 uSize;\n
42 varying mediump vec2 vTexCoord;\n
45 vec4 position = vec4(aPosition,0.0,1.0)*vec4(uSize,1.0);\n
46 gl_Position = uMvpMatrix * position;\n
47 vTexCoord = aTexCoord;\n
51 static const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
52 uniform lowp vec4 uColor;\n
53 uniform sampler2D sTexture;\n
54 varying mediump vec2 vTexCoord;\n
58 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
63 * @brief Create a renderer to render an image and adds it to an actor
64 * @param[in] imagePath The path where the image file is located
65 * @param[in] actor The actor that will be used to render the image
66 * @param[in[ geometry The geometry to use
67 * @param[in] shader The shader to use
69 void AddImage( const char*imagePath, Actor& actor, Geometry& geometry, Shader& shader )
72 Texture texture = DemoHelper::LoadTexture( imagePath );
73 TextureSet textureSet = TextureSet::New();
74 textureSet.SetTexture( 0u, texture );
77 Renderer renderer = Renderer::New( geometry, shader );
78 renderer.SetTextures( textureSet );
80 //Set actor size and add the renderer
81 actor.SetSize( texture.GetWidth(), texture.GetHeight() );
82 actor.AddRenderer( renderer );
87 * @brief This example shows 3 images, each of a different compressed texture type.
88 * If built and run on a OpenGL ES 3.1 compatable target, then all 3 images will display.
89 * Otherwise, the top image will display and the other 2 will appear as black squares.
91 class CompressedTextureFormatsController : public ConnectionTracker
95 CompressedTextureFormatsController( Application& application )
96 : mApplication( application )
98 // Connect to the Application's Init signal
99 mApplication.InitSignal().Connect( this, &CompressedTextureFormatsController::Create );
102 ~CompressedTextureFormatsController()
104 // Nothing to do here;
107 // The Init signal is received once (only) during the Application lifetime
108 void Create( Application& application )
110 // Get a handle to the stage
111 Stage stage = Stage::GetCurrent();
112 stage.SetBackgroundColor( Color::WHITE );
114 // Setup a TableView to hold a grid of images and labels.
115 Toolkit::TableView table = Toolkit::TableView::New( 3u, 2u );
116 table.SetAnchorPoint( AnchorPoint::CENTER );
117 table.SetParentOrigin( ParentOrigin::CENTER );
118 table.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
119 table.SetRelativeWidth( 0u, 0.5f );
120 table.SetRelativeWidth( 1u, 0.5f );
121 table.SetRelativeHeight( 0u, 1.0f / 3.0f );
122 table.SetRelativeHeight( 1u, 1.0f / 3.0f );
123 table.SetRelativeHeight( 2u, 1.0f / 3.0f );
127 TextLabel textLabel = TextLabel::New( "ETC1 (KTX):" );
128 textLabel.SetAnchorPoint( AnchorPoint::CENTER );
129 textLabel.SetParentOrigin( ParentOrigin::CENTER );
130 textLabel.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
131 textLabel.SetProperty( Toolkit::TextLabel::Property::MULTI_LINE, true );
132 table.AddChild( textLabel, Toolkit::TableView::CellPosition( 0u, 0u ) );
133 table.SetCellAlignment( Toolkit::TableView::CellPosition( 0u, 0u ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER );
135 textLabel = TextLabel::New( "ASTC (KTX) 4x4 linear:" );
136 textLabel.SetAnchorPoint( AnchorPoint::CENTER );
137 textLabel.SetParentOrigin( ParentOrigin::CENTER );
138 textLabel.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
139 textLabel.SetProperty( Toolkit::TextLabel::Property::MULTI_LINE, true );
140 table.AddChild( textLabel, Toolkit::TableView::CellPosition( 1u, 0u ) );
141 table.SetCellAlignment( Toolkit::TableView::CellPosition( 1u, 0u ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER );
143 textLabel = TextLabel::New( "ASTC (Native) 4x4 linear:" );
144 textLabel.SetAnchorPoint( AnchorPoint::CENTER );
145 textLabel.SetParentOrigin( ParentOrigin::CENTER );
146 textLabel.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
147 textLabel.SetProperty( Toolkit::TextLabel::Property::MULTI_LINE, true );
148 table.AddChild( textLabel, Toolkit::TableView::CellPosition( 2u, 0u ) );
149 table.SetCellAlignment( Toolkit::TableView::CellPosition( 2u, 0u ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER );
151 //Create the geometry and the shader renderers will use
152 Geometry geometry = DemoHelper::CreateTexturedQuad();
153 Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE );
156 Actor actor = Actor::New();
157 actor.SetAnchorPoint( AnchorPoint::CENTER );
158 actor.SetParentOrigin( ParentOrigin::CENTER );
159 AddImage( IMAGE_FILENAME_ETC, actor, geometry, shader );
160 table.AddChild( actor, Toolkit::TableView::CellPosition( 0u, 1u ) );
161 table.SetCellAlignment( Toolkit::TableView::CellPosition( 0u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
163 actor = Actor::New();
164 actor.SetAnchorPoint( AnchorPoint::CENTER );
165 actor.SetParentOrigin( ParentOrigin::CENTER );
166 AddImage( IMAGE_FILENAME_ASTC_LINEAR, actor, geometry, shader );
167 table.AddChild( actor, Toolkit::TableView::CellPosition( 1u, 1u ) );
168 table.SetCellAlignment( Toolkit::TableView::CellPosition( 1u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
170 actor = Actor::New();
171 actor.SetAnchorPoint( AnchorPoint::CENTER );
172 actor.SetParentOrigin( ParentOrigin::CENTER );
173 AddImage( IMAGE_FILENAME_ASTC_LINEAR_NATIVE, actor, geometry, shader );
174 table.AddChild( actor, Toolkit::TableView::CellPosition( 2u, 1u ) );
175 table.SetCellAlignment( Toolkit::TableView::CellPosition( 2u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER );
179 // Respond to touch and key signals
180 stage.GetRootLayer().TouchSignal().Connect( this, &CompressedTextureFormatsController::OnTouch );
181 stage.KeyEventSignal().Connect(this, &CompressedTextureFormatsController::OnKeyEvent);
184 bool OnTouch( Actor actor, const TouchData& touch )
186 // quit the application
191 void OnKeyEvent(const KeyEvent& event)
193 if(event.state == KeyEvent::Down)
195 if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
203 Application& mApplication;
206 void RunTest( Application& application )
208 CompressedTextureFormatsController test( application );
210 application.MainLoop();
213 // Entry point for Linux & Tizen applications
215 int DALI_EXPORT_API main( int argc, char **argv )
217 Application application = Application::New( &argc, &argv );
219 RunTest( application );