2 * Copyright (c) 2020 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.
18 #include <dali-toolkit/dali-toolkit.h>
19 #include <dali-toolkit/devel-api/controls/tool-bar/tool-bar.h>
20 #include <dali/devel-api/adaptor-framework/file-stream.h>
21 #include <dali/integration-api/debug.h>
23 #include "shared/utility.h"
24 #include "shared/view.h"
27 using Dali::Toolkit::Control;
28 using Dali::Toolkit::TextLabel;
29 using Dali::Toolkit::ToolBar;
31 const char* BACKGROUND_IMAGE("");
32 const char* TOOLBAR_IMAGE(DEMO_IMAGE_DIR "top-bar.png");
33 const char* APPLICATION_TITLE("Ray Marching");
34 const char* SHADER_NAME("raymarch_sphere_shaded");
37 * @brief LoadShaderCode
42 bool LoadShaderCode(const char* path, const char* filename, std::vector<char>& output)
44 std::string fullpath(path);
47 Dali::FileStream fileStream(fullpath, Dali::FileStream::READ | Dali::FileStream::BINARY);
48 FILE* file = fileStream.GetFile();
54 bool retValue = false;
55 if(!fseek(file, 0, SEEK_END))
57 long int size = ftell(file);
60 (!fseek(file, 0, SEEK_SET)))
62 output.resize(size + 1);
63 std::fill(output.begin(), output.end(), 0);
64 ssize_t result = fread(output.data(), size, 1, file);
66 retValue = (result >= 0);
78 Shader LoadShaders(const std::string& shaderName)
80 std::vector<char> bufV, bufF;
81 std::string shaderVSH(shaderName);
82 std::string shaderFSH(shaderName);
87 if(LoadShaderCode(DEMO_SHADER_DIR, shaderVSH.c_str(), bufV) &&
88 LoadShaderCode(DEMO_SHADER_DIR, shaderFSH.c_str(), bufF))
90 shader = Shader::New(bufV.data(), bufF.data());
95 // This example shows how to create a Ray Marching using a shader
97 class RayMarchingExample : public ConnectionTracker
100 RayMarchingExample(Application& application)
101 : mApplication(application)
103 // Connect to the Application's Init signal
104 mApplication.InitSignal().Connect(this, &RayMarchingExample::Create);
107 ~RayMarchingExample()
109 // Nothing to do here;
112 // The Init signal is received once (only) during the Application lifetime
113 void Create(Application& application)
115 // Get a handle to the window
116 Window window = application.GetWindow();
118 window.GetRootLayer().TouchedSignal().Connect(this, &RayMarchingExample::OnTouch);
120 window.KeyEventSignal().Connect(this, &RayMarchingExample::OnKeyEvent);
122 window.SetBackgroundColor(Color::YELLOW);
124 // Creates a default view with a default tool bar.
125 // The view is added to the window.
126 mContentLayer = DemoHelper::CreateView(application,
133 // Add an extra space on the right to center the title text.
134 mToolBar.AddControl(Actor::New(), DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_RIGHT);
138 bool OnTouch(Actor actor, const TouchEvent& touch)
140 // quit the application
146 * Main key event handler
148 void OnKeyEvent(const KeyEvent& event)
150 if(event.GetState() == KeyEvent::DOWN)
152 if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
160 * Creates quad renderer
162 Renderer CreateQuadRenderer()
164 // Create shader & geometry needed by Renderer
165 Shader shader = LoadShaders(SHADER_NAME);
167 Property::Map vertexFormat;
168 vertexFormat["aPosition"] = Property::VECTOR2;
169 VertexBuffer vertexBuffer = VertexBuffer::New(vertexFormat);
172 const Vector2 vertices[] = {
178 vertexBuffer.SetData(vertices, 4);
180 // Instantiate quad geometry
181 Geometry geometry = Geometry::New();
182 geometry.AddVertexBuffer(vertexBuffer);
183 geometry.SetType(Geometry::TRIANGLE_STRIP);
186 Renderer renderer = Renderer::New(geometry, shader);
188 renderer.RegisterProperty("uRadius", 0.0f);
189 renderer.RegisterProperty("uAdjuster", -4.0f);
191 // Animate the sphere radius uniform and a generic uAdjust uniform currently used to move the light around
192 Animation animation = Animation::New(8.0f);
193 animation.AnimateTo(Property(renderer, "uRadius"), 1.2f, AlphaFunction::BOUNCE);
194 animation.AnimateTo(Property(renderer, "uAdjuster"), 4.0f, AlphaFunction::BOUNCE);
195 animation.SetLooping(true);
201 void AddContentLayer()
203 Window window = mApplication.GetWindow();
205 //Create all the renderers
206 Renderer renderer = CreateQuadRenderer();
208 Actor actor = Actor::New();
209 actor.AddRenderer(renderer);
211 actor.SetProperty(Actor::Property::ANCHOR_POINT, Dali::AnchorPoint::CENTER);
212 actor.SetProperty(Actor::Property::PARENT_ORIGIN, Dali::ParentOrigin::CENTER);
213 actor.SetResizePolicy(Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS);
215 mContentLayer.Add(actor);
219 Application& mApplication;
225 int DALI_EXPORT_API main(int argc, char** argv)
227 Application application = Application::New(&argc, &argv);
228 RayMarchingExample test(application);
229 application.MainLoop();