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.
19 #include <dali/public-api/rendering/shader.h>
20 #include <dali-toolkit/dali-toolkit.h>
23 #include "shared/utility.h"
24 #include "shared/view.h"
25 #include "generated/render-stencil-vert.h"
26 #include "generated/render-stencil-frag.h"
27 #include "generated/render-stencil-textured-vert.h"
28 #include "generated/render-stencil-textured-frag.h"
36 // Application constants:
37 const char* const APPLICATION_TITLE("Renderer Stencil API Demo");
38 const char* const BACKGROUND_IMAGE(DEMO_IMAGE_DIR "background-gradient.jpg");
41 const char* const CUBE_TEXTURE(DEMO_IMAGE_DIR "people-medium-1.jpg");
42 const char* const FLOOR_TEXTURE(DEMO_IMAGE_DIR "wood.png");
44 // Scale dimensions: These values are relative to the window size. EG. width = 0.32f * windowSize.
45 const float CUBE_WIDTH_SCALE(0.32f); ///< The width (and height + depth) of the main and reflection cubes.
46 const Vector2 FLOOR_DIMENSION_SCALE(0.67f, 0.017f); ///< The width and height of the floor object.
48 // Configurable animation characteristics:
49 const float ANIMATION_ROTATION_DURATION(10.0f); ///< Time in seconds to rotate the scene 360 degrees around Y.
50 const float ANIMATION_BOUNCE_TOTAL_TIME(1.6f); ///< Time in seconds to perform 1 full bounce animation cycle.
51 const float ANIMATION_BOUNCE_DEFORMATION_TIME(0.4f); ///< Time in seconds that the cube deformation animation will occur for (on contact with the floor).
52 const float ANIMATION_BOUNCE_DEFORMATION_PERCENT(20.0f); ///< Percentage (of the cube's size) to deform the cube by (on contact with floor).
53 const float ANIMATION_BOUNCE_HEIGHT_PERCENT(40.0f); ///< Percentage (of the cube's size) to bounce up in to the air by.
55 // Base colors for the objects:
56 const Vector4 TEXT_COLOR(1.0f, 1.0f, 1.0f, 1.0f); ///< White.
57 const Vector4 CUBE_COLOR(1.0f, 1.0f, 1.0f, 1.0f); ///< White.
58 const Vector4 FLOOR_COLOR(1.0f, 1.0f, 1.0f, 1.0f); ///< White.
59 const Vector4 REFLECTION_COLOR(0.6f, 0.6f, 0.6f, 0.6f); ///< Note that alpha is not 1.0f, to make the blend more photo-realistic.
61 // We need to control the draw order as we are controlling both the stencil and depth buffer per renderer.
62 const int DEPTH_INDEX_GRANULARITY(10000); ///< This value is the gap in depth-index in-between each renderer.
65 const char* const COLOR_UNIFORM_NAME("uColor");
66 const char* const OBJECT_DIMENSIONS_UNIFORM_NAME("uObjectDimensions");
67 const char* const LIGHT_POSITION_UNIFORM_NAME = "uLightPosition";
68 const char* const POSITION("aPosition");
69 const char* const NORMAL("aNormal");
70 const char* const TEXTURE("aTexCoord");
72 } // Anonymous namespace
75 * @brief This example shows how to manipulate stencil and depth buffer properties within the Renderer API.
77 class RendererStencilExample : public ConnectionTracker
82 * @param[in] application The DALi application object
84 RendererStencilExample(Application& application)
85 : mApplication(application)
87 // Connect to the Application's Init signal.
88 mApplication.InitSignal().Connect(this, &RendererStencilExample::Create);
92 * @brief Destructor (non-virtual).
94 ~RendererStencilExample()
100 * @brief Enum to facilitate more readable use of the cube array.
104 MAIN_CUBE, ///< The main cube that bounces above the floor object.
105 REFLECTION_CUBE ///< The reflected cube object.
109 * @brief Struct to store the position, normal and texture coordinates of a single vertex.
111 struct TexturedVertex
115 Vector2 textureCoord;
119 * @brief This is the main scene setup method for this demo.
120 * This is called via the Init signal which is received once (only) during the Application lifetime.
121 * @param[in] application The DALi application object
123 void Create(Application& application)
125 Window window = application.GetWindow();
127 // Use a gradient visual to render the background gradient.
128 Toolkit::Control background = Dali::Toolkit::Control::New();
129 background.SetProperty(Actor::Property::ANCHOR_POINT, Dali::AnchorPoint::CENTER);
130 background.SetProperty(Actor::Property::PARENT_ORIGIN, Dali::ParentOrigin::CENTER);
131 background.SetResizePolicy(Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS);
133 // Set up the background gradient.
134 Property::Array stopOffsets;
135 stopOffsets.PushBack(0.0f);
136 stopOffsets.PushBack(1.0f);
137 Property::Array stopColors;
138 stopColors.PushBack(Vector4(0.17f, 0.24f, 0.35f, 1.0f)); // Dark, medium saturated blue ( top of screen)
139 stopColors.PushBack(Vector4(0.45f, 0.70f, 0.80f, 1.0f)); // Medium bright, pastel blue (bottom of screen)
140 const float percentageWindowHeight = window.GetSize().GetHeight() * 0.7f;
142 background.SetProperty(Toolkit::Control::Property::BACKGROUND, Dali::Property::Map().Add(Toolkit::Visual::Property::TYPE, Dali::Toolkit::Visual::GRADIENT).Add(Toolkit::GradientVisual::Property::STOP_OFFSET, stopOffsets).Add(Toolkit::GradientVisual::Property::STOP_COLOR, stopColors).Add(Toolkit::GradientVisual::Property::START_POSITION, Vector2(0.0f, -percentageWindowHeight)).Add(Toolkit::GradientVisual::Property::END_POSITION, Vector2(0.0f, percentageWindowHeight)).Add(Toolkit::GradientVisual::Property::UNITS, Toolkit::GradientVisual::Units::USER_SPACE));
144 window.Add(background);
146 // Create a TextLabel for the application title.
147 Toolkit::TextLabel label = Toolkit::TextLabel::New(APPLICATION_TITLE);
148 label.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
149 // Set the parent origin to a small percentage below the top (so the demo will scale for different resolutions).
150 label.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.5f, 0.03f, 0.5f));
151 label.SetProperty(Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER");
152 label.SetProperty(Toolkit::TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER");
153 label.SetProperty(Toolkit::TextLabel::Property::TEXT_COLOR, TEXT_COLOR);
156 // Layer to hold the 3D scene.
157 Layer layer = Layer::New();
158 layer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
159 // Set the parent origin to a small percentage below the center (so the demo will scale for different resolutions).
160 layer.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.5f, 0.58f, 0.5f));
161 layer.SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_UI);
162 layer.SetProperty(Layer::Property::DEPTH_TEST, true);
166 // Make the demo scalable with different resolutions by basing
167 // the cube size on a percentage of the window size.
168 Vector2 windowSize = window.GetSize();
169 float scaleSize(std::min(windowSize.width, windowSize.height));
170 float cubeWidth(scaleSize * CUBE_WIDTH_SCALE);
171 Vector3 cubeSize(cubeWidth, cubeWidth, cubeWidth);
172 // Create the geometry for the cube, and the texture.
173 Geometry cubeGeometry = CreateCubeVertices(Vector3::ONE, false);
174 TextureSet cubeTextureSet = CreateTextureSet(CUBE_TEXTURE);
175 // Create the cube object and add it.
176 // Note: The cube is anchored around its base for animation purposes, so the position can be zero.
177 mCubes[MAIN_CUBE] = CreateMainCubeObject(cubeGeometry, cubeSize, cubeTextureSet);
178 layer.Add(mCubes[MAIN_CUBE]);
181 float floorWidth(scaleSize * FLOOR_DIMENSION_SCALE.x);
182 Vector3 floorSize(floorWidth, scaleSize * FLOOR_DIMENSION_SCALE.y, floorWidth);
183 // Create the floor object using the cube geometry with a new size, and add it.
184 Actor floorObject(CreateFloorObject(cubeGeometry, floorSize));
185 layer.Add(floorObject);
188 Vector3 planeSize(floorWidth, floorWidth, 0.0f);
189 // Create the stencil plane object, and add it.
190 Actor stencilPlaneObject(CreateStencilPlaneObject(planeSize));
191 layer.Add(stencilPlaneObject);
194 // Create the reflection cube object and add it.
195 // Note: The cube is anchored around its base for animation purposes, so the position can be zero.
196 mCubes[REFLECTION_CUBE] = CreateReflectionCubeObject(cubeSize, cubeTextureSet);
197 layer.Add(mCubes[REFLECTION_CUBE]);
199 // Rotate the layer so we can see some of the top of the cube for a more 3D effect.
200 layer.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(-24.0f), Degree(0.0f), Degree(0.0f)));
202 // Set up the rotation on the Y axis.
203 mRotationAnimation = Animation::New(ANIMATION_ROTATION_DURATION);
204 float fullRotation = 360.0f;
205 mRotationAnimation.AnimateBy(Property(mCubes[MAIN_CUBE], Actor::Property::ORIENTATION),
206 Quaternion(Degree(0.0f), Degree(fullRotation), Degree(0.0f)));
207 mRotationAnimation.AnimateBy(Property(floorObject, Actor::Property::ORIENTATION),
208 Quaternion(Degree(0.0f), Degree(fullRotation), Degree(0.0f)));
209 // Note the stencil is pre-rotated by 90 degrees on X, so we rotate relatively on its Z axis for an equivalent Y rotation.
210 mRotationAnimation.AnimateBy(Property(stencilPlaneObject, Actor::Property::ORIENTATION),
211 Quaternion(Degree(0.0f), Degree(0.0f), Degree(fullRotation)));
212 mRotationAnimation.AnimateBy(Property(mCubes[REFLECTION_CUBE], Actor::Property::ORIENTATION),
213 Quaternion(Degree(0.0f), Degree(fullRotation), Degree(0.0f)));
214 mRotationAnimation.SetLooping(true);
216 // Set up the cube bouncing animation.
217 float totalTime = ANIMATION_BOUNCE_TOTAL_TIME;
218 float deformationTime = ANIMATION_BOUNCE_DEFORMATION_TIME;
219 // Percentage based amounts allows the bounce and deformation to scale for different resolution screens.
220 float deformationAmount = ANIMATION_BOUNCE_DEFORMATION_PERCENT / 100.0f;
221 float heightChange = (cubeSize.y * ANIMATION_BOUNCE_HEIGHT_PERCENT) / 100.0f;
223 // Animation pre-calculations:
224 float halfTime = totalTime / 2.0f;
225 float halfDeformationTime = deformationTime / 2.0f;
227 // First position the cubes at the top of the animation cycle.
228 mCubes[MAIN_CUBE].SetProperty(Actor::Property::POSITION_Y, -heightChange);
229 mCubes[REFLECTION_CUBE].SetProperty(Actor::Property::POSITION_Y, heightChange);
231 mBounceAnimation = Animation::New(totalTime);
233 // The animations for the main and reflected cubes are almost identical, so we combine the code to do both.
234 for(int cube = 0; cube < 2; ++cube)
236 // If iterating on the reflection cube, adjust the heightChange variable so the below code can be reused.
239 heightChange = -heightChange;
242 // 1st TimePeriod: Start moving down with increasing speed, until it is time to distort the cube due to impact.
243 mBounceAnimation.AnimateBy(Property(mCubes[cube], Actor::Property::POSITION_Y), heightChange, AlphaFunction::EASE_IN_SQUARE, TimePeriod(0.0f, halfTime - halfDeformationTime));
245 // 2nd TimePeriod: The cube is touching the floor, start deforming it - then un-deform it again.
246 mBounceAnimation.AnimateBy(Property(mCubes[cube], Actor::Property::SCALE_X), deformationAmount, AlphaFunction::BOUNCE, TimePeriod(halfTime - halfDeformationTime, deformationTime));
247 mBounceAnimation.AnimateBy(Property(mCubes[cube], Actor::Property::SCALE_Z), deformationAmount, AlphaFunction::BOUNCE, TimePeriod(halfTime - halfDeformationTime, deformationTime));
248 mBounceAnimation.AnimateBy(Property(mCubes[cube], Actor::Property::SCALE_Y), -deformationAmount, AlphaFunction::BOUNCE, TimePeriod(halfTime - halfDeformationTime, deformationTime));
250 // 3rd TimePeriod: Start moving up with decreasing speed, until at the apex of the animation.
251 mBounceAnimation.AnimateBy(Property(mCubes[cube], Actor::Property::POSITION_Y), -heightChange, AlphaFunction::EASE_OUT_SQUARE, TimePeriod(halfTime + halfDeformationTime, halfTime - halfDeformationTime));
254 mBounceAnimation.SetLooping(true);
256 // Start the animations.
257 mRotationAnimation.Play();
258 mBounceAnimation.Play();
260 // Respond to a click anywhere on the window
261 window.GetRootLayer().TouchedSignal().Connect(this, &RendererStencilExample::OnTouch);
262 // Connect signals to allow Back and Escape to exit.
263 window.KeyEventSignal().Connect(this, &RendererStencilExample::OnKeyEvent);
267 // Methods to setup each component of the 3D scene:
270 * @brief Creates the Main cube object.
271 * This creates the renderer from existing geometry (as the cubes geometry is shared).
272 * The texture is set and all relevant renderer properties are set-up.
273 * @param[in] geometry Pre-calculated cube geometry
274 * @param[in] size The desired cube size
275 * @param[in] textureSet A pre-existing TextureSet with a texture set up, to be applied to the cube
276 * @return An actor set-up containing the main cube object
278 Actor CreateMainCubeObject(Geometry& geometry, Vector3 size, TextureSet& textureSet)
280 Toolkit::Control container = Toolkit::Control::New();
281 container.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
282 container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER);
283 container.SetProperty(Actor::Property::SIZE, Vector2(size));
284 container.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
286 // Create a renderer from the geometry and add the texture.
287 Renderer renderer = CreateRenderer(geometry, size, true, CUBE_COLOR);
288 renderer.SetTextures(textureSet);
290 // Setup the renderer properties:
291 // We are writing to the color buffer & culling back faces (no stencil is used for the main cube).
292 renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::COLOR);
293 renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
295 // We do need to write to the depth buffer as other objects need to appear underneath this cube.
296 renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON);
297 // We do not need to test the depth buffer as we are culling the back faces.
298 renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::OFF);
300 // This object must be rendered 1st.
301 renderer.SetProperty(Renderer::Property::DEPTH_INDEX, 0 * DEPTH_INDEX_GRANULARITY);
303 container.AddRenderer(renderer);
308 * @brief Creates the Floor object.
309 * This creates the renderer from existing geometry (as the cube geometry can be re-used).
310 * The texture is created and set and all relevant renderer properties are set-up.
311 * @param[in] geometry Pre-calculated cube geometry
312 * @param[in] size The desired floor size
313 * @return An actor set-up containing the floor object
315 Actor CreateFloorObject(Geometry& geometry, Vector3 size)
317 Toolkit::Control container = Toolkit::Control::New();
318 container.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
319 container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
320 container.SetProperty(Actor::Property::SIZE, Vector2(size));
321 container.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
323 // Create a renderer from the geometry and add the texture.
324 TextureSet planeTextureSet = CreateTextureSet(FLOOR_TEXTURE);
325 Renderer renderer = CreateRenderer(geometry, size, true, FLOOR_COLOR);
326 renderer.SetTextures(planeTextureSet);
328 // Setup the renderer properties:
329 // We are writing to the color buffer & culling back faces as we are NOT doing depth write (no stencil is used for the floor).
330 renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::COLOR);
331 renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
333 // We do not write to the depth buffer as its not needed.
334 renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF);
335 // We do need to test the depth buffer as we need the floor to be underneath the cube.
336 renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON);
338 // This object must be rendered 2nd.
339 renderer.SetProperty(Renderer::Property::DEPTH_INDEX, 1 * DEPTH_INDEX_GRANULARITY);
341 container.AddRenderer(renderer);
346 * @brief Creates the Stencil-Plane object.
347 * This is places on the floor object to allow the reflection to be drawn on to the floor.
348 * This creates the geometry and renderer.
349 * All relevant renderer properties are set-up.
350 * @param[in] size The desired plane size
351 * @return An actor set-up containing the stencil-plane object
353 Actor CreateStencilPlaneObject(Vector3 size)
355 Toolkit::Control container = Toolkit::Control::New();
356 container.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
357 container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
358 container.SetProperty(Actor::Property::SIZE, Vector2(size));
359 container.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
361 // We rotate the plane as the geometry is created flat in X & Y. We want it to span X & Z axis.
362 container.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(-90.0f), Degree(0.0f), Degree(0.0f)));
364 // Create geometry for a flat plane.
365 Geometry planeGeometry = CreatePlaneVertices(Vector2::ONE);
366 // Create a renderer from the geometry.
367 Renderer renderer = CreateRenderer(planeGeometry, size, false, Vector4::ONE);
369 // Setup the renderer properties:
370 // The stencil plane is only for stencilling.
371 renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::STENCIL);
373 renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS);
374 renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION_REFERENCE, 1);
375 renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION_MASK, 0xFF);
376 renderer.SetProperty(Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::KEEP);
377 renderer.SetProperty(Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::KEEP);
378 renderer.SetProperty(Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::REPLACE);
379 renderer.SetProperty(Renderer::Property::STENCIL_MASK, 0xFF);
381 // We don't want to write to the depth buffer, as this would block the reflection being drawn.
382 renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF);
383 // We test the depth buffer as we want the stencil to only exist underneath the cube.
384 renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON);
386 // This object must be rendered 3rd.
387 renderer.SetProperty(Renderer::Property::DEPTH_INDEX, 2 * DEPTH_INDEX_GRANULARITY);
389 container.AddRenderer(renderer);
394 * @brief Creates the Reflection cube object.
395 * This creates new geometry (as the texture UVs are different to the main cube).
396 * The renderer is then created.
397 * The texture is set and all relevant renderer properties are set-up.
398 * @param[in] size The desired cube size
399 * @param[in] textureSet A pre-existing TextureSet with a texture set up, to be applied to the cube
400 * @return An actor set-up containing the reflection cube object
402 Actor CreateReflectionCubeObject(Vector3 size, TextureSet& textureSet)
404 Toolkit::Control container = Toolkit::Control::New();
405 container.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
406 container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
407 container.SetProperty(Actor::Property::SIZE, Vector2(size));
408 container.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
410 // Create the cube geometry of unity size.
411 // The "true" specifies we want the texture UVs flipped vertically as this is the reflection cube.
412 Geometry reflectedCubeGeometry = CreateCubeVertices(Vector3::ONE, true);
413 // Create a renderer from the geometry and add the texture.
414 Renderer renderer = CreateRenderer(reflectedCubeGeometry, size, true, REFLECTION_COLOR);
415 renderer.SetTextures(textureSet);
417 // Setup the renderer properties:
418 // Write to color buffer so reflection is visible.
419 // Also enable the stencil buffer, as we will be testing against it to only draw to areas within the stencil.
420 renderer.SetProperty(Renderer::Property::RENDER_MODE, RenderMode::COLOR_STENCIL);
421 // We cull to skip drawing the back faces.
422 renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
424 // We use blending to blend the reflection with the floor texture.
425 renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
426 renderer.SetProperty(Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::ADD);
427 renderer.SetProperty(Renderer::Property::BLEND_EQUATION_ALPHA, BlendEquation::ADD);
428 renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE);
430 // Enable stencil. Here we only draw to areas within the stencil.
431 renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION, StencilFunction::EQUAL);
432 renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION_REFERENCE, 1);
433 renderer.SetProperty(Renderer::Property::STENCIL_FUNCTION_MASK, 0xff);
434 // Don't write to the stencil.
435 renderer.SetProperty(Renderer::Property::STENCIL_MASK, 0x00);
437 // We don't need to write to the depth buffer, as we are culling.
438 renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF);
439 // We need to test the depth buffer as we need the reflection to be underneath the cube.
440 renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON);
442 // This object must be rendered last.
443 renderer.SetProperty(Renderer::Property::DEPTH_INDEX, 3 * DEPTH_INDEX_GRANULARITY);
445 container.AddRenderer(renderer);
452 * @brief Creates a geometry object from vertices and indices.
453 * @param[in] vertices The object vertices
454 * @param[in] indices The object indices
455 * @return A geometry object
457 Geometry CreateTexturedGeometry(Vector<TexturedVertex>& vertices, Vector<unsigned short>& indices)
460 Property::Map vertexFormat;
461 vertexFormat[POSITION] = Property::VECTOR3;
462 vertexFormat[NORMAL] = Property::VECTOR3;
463 vertexFormat[TEXTURE] = Property::VECTOR2;
465 VertexBuffer surfaceVertices = VertexBuffer::New(vertexFormat);
466 surfaceVertices.SetData(&vertices[0u], vertices.Size());
468 Geometry geometry = Geometry::New();
469 geometry.AddVertexBuffer(surfaceVertices);
471 // Indices for triangle formulation
472 geometry.SetIndexBuffer(&indices[0u], indices.Size());
477 * @brief Creates a renderer from a geometry object.
478 * @param[in] geometry The geometry to use
479 * @param[in] dimensions The dimensions (will be passed in to the shader)
480 * @param[in] textured Set to true to use the texture versions of the shaders
481 * @param[in] color The base color for the renderer
482 * @return A renderer object
484 Renderer CreateRenderer(Geometry geometry, Vector3 dimensions, bool textured, Vector4 color)
486 Window window = mApplication.GetWindow();
487 Vector2 windowSize = window.GetSize();
492 shader = Shader::New(SHADER_RENDER_STENCIL_TEXTURED_VERT, SHADER_RENDER_STENCIL_TEXTURED_FRAG);
496 shader = Shader::New(SHADER_RENDER_STENCIL_VERT, SHADER_RENDER_STENCIL_FRAG);
499 // Here we modify the light position based on half the window size as a pre-calculation step.
500 // This avoids the work having to be done in the shader.
501 shader.RegisterProperty(LIGHT_POSITION_UNIFORM_NAME, Vector3(-windowSize.width / 2.0f, -windowSize.width / 2.0f, 1000.0f));
502 shader.RegisterProperty(COLOR_UNIFORM_NAME, color);
503 shader.RegisterProperty(OBJECT_DIMENSIONS_UNIFORM_NAME, dimensions);
505 return Renderer::New(geometry, shader);
509 * @brief Helper method to create a TextureSet from an image URL.
510 * @param[in] url An image URL
511 * @return A TextureSet object
513 TextureSet CreateTextureSet(const char* url)
515 TextureSet textureSet = TextureSet::New();
519 Texture texture = DemoHelper::LoadTexture(url);
522 textureSet.SetTexture(0u, texture);
529 // Geometry Creation:
532 * @brief Creates a geometry object for a flat plane.
533 * The plane is oriented in X & Y axis (Z is 0).
534 * @param[in] dimensions The desired plane dimensions
535 * @return A Geometry object
537 Geometry CreatePlaneVertices(Vector2 dimensions)
539 Vector<TexturedVertex> vertices;
540 Vector<unsigned short> indices;
544 float scaledX = 0.5f * dimensions.x;
545 float scaledY = 0.5f * dimensions.y;
547 vertices[0].position = Vector3(-scaledX, -scaledY, 0.0f);
548 vertices[0].textureCoord = Vector2(0.0, 0.0f);
549 vertices[1].position = Vector3(scaledX, -scaledY, 0.0f);
550 vertices[1].textureCoord = Vector2(1.0, 0.0f);
551 vertices[2].position = Vector3(scaledX, scaledY, 0.0f);
552 vertices[2].textureCoord = Vector2(1.0, 1.0f);
553 vertices[3].position = Vector3(-scaledX, scaledY, 0.0f);
554 vertices[3].textureCoord = Vector2(0.0, 1.0f);
556 // All vertices have the same normal.
557 for(int i = 0; i < 4; ++i)
559 vertices[i].normal = Vector3(0.0f, 0.0f, -1.0f);
569 // Use the helper method to create the geometry object.
570 return CreateTexturedGeometry(vertices, indices);
574 * @brief Creates a geometry object for a cube (or cuboid).
575 * @param[in] dimensions The desired cube dimensions
576 * @param[in] reflectVerticalUVs Set to True to force the UVs to be vertically flipped
577 * @return A Geometry object
579 Geometry CreateCubeVertices(Vector3 dimensions, bool reflectVerticalUVs)
581 Vector<TexturedVertex> vertices;
582 Vector<unsigned short> indices;
583 int vertexIndex = 0u; // Tracks progress through vertices.
584 float scaledX = 0.5f * dimensions.x;
585 float scaledY = 0.5f * dimensions.y;
586 float scaledZ = 0.5f * dimensions.z;
587 float verticalTextureCoord = reflectVerticalUVs ? 0.0f : 1.0f;
589 vertices.Resize(4u * 6u); // 4 vertices x 6 faces
591 Vector<Vector3> positions; // Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
592 positions.Resize(8u);
593 Vector<Vector3> normals; // Stores normals, which are shared between vertexes of the same face.
596 positions[0] = Vector3(-scaledX, scaledY, -scaledZ);
597 positions[1] = Vector3(scaledX, scaledY, -scaledZ);
598 positions[2] = Vector3(scaledX, scaledY, scaledZ);
599 positions[3] = Vector3(-scaledX, scaledY, scaledZ);
600 positions[4] = Vector3(-scaledX, -scaledY, -scaledZ);
601 positions[5] = Vector3(scaledX, -scaledY, -scaledZ);
602 positions[6] = Vector3(scaledX, -scaledY, scaledZ);
603 positions[7] = Vector3(-scaledX, -scaledY, scaledZ);
605 normals[0] = Vector3(0, 1, 0);
606 normals[1] = Vector3(0, 0, -1);
607 normals[2] = Vector3(1, 0, 0);
608 normals[3] = Vector3(0, 0, 1);
609 normals[4] = Vector3(-1, 0, 0);
610 normals[5] = Vector3(0, -1, 0);
612 // Top face, upward normals.
613 for(int i = 0; i < 4; ++i, ++vertexIndex)
615 vertices[vertexIndex].position = positions[i];
616 vertices[vertexIndex].normal = normals[0];
617 // The below logic forms the correct U/V pairs for a quad when "i" goes from 0 to 3.
618 vertices[vertexIndex].textureCoord = Vector2((i == 1 || i == 2) ? 1.0f : 0.0f, (i == 2 || i == 3) ? 1.0f : 0.0f);
621 // Top face, outward normals.
622 for(int i = 0; i < 4; ++i, vertexIndex += 2)
624 vertices[vertexIndex].position = positions[i];
625 vertices[vertexIndex].normal = normals[i + 1];
629 // End, so loop around.
630 vertices[vertexIndex + 1].position = positions[0];
634 vertices[vertexIndex + 1].position = positions[i + 1];
636 vertices[vertexIndex + 1].normal = normals[i + 1];
638 vertices[vertexIndex].textureCoord = Vector2(0.0f, verticalTextureCoord);
639 vertices[vertexIndex + 1].textureCoord = Vector2(1.0f, verticalTextureCoord);
642 // Flip the vertical texture coord for the UV values of the bottom points.
643 verticalTextureCoord = 1.0f - verticalTextureCoord;
645 // Bottom face, outward normals.
646 for(int i = 0; i < 4; ++i, vertexIndex += 2)
648 vertices[vertexIndex].position = positions[i + 4];
649 vertices[vertexIndex].normal = normals[i + 1];
653 // End, so loop around.
654 vertices[vertexIndex + 1].position = positions[4];
658 vertices[vertexIndex + 1].position = positions[i + 5];
660 vertices[vertexIndex + 1].normal = normals[i + 1];
662 vertices[vertexIndex].textureCoord = Vector2(0.0f, verticalTextureCoord);
663 vertices[vertexIndex + 1].textureCoord = Vector2(1.0f, verticalTextureCoord);
666 // Bottom face, downward normals.
667 for(int i = 0; i < 4; ++i, ++vertexIndex)
669 // Reverse positions for bottom face to keep triangles clockwise (for culling).
670 vertices[vertexIndex].position = positions[7 - i];
671 vertices[vertexIndex].normal = normals[5];
672 // The below logic forms the correct U/V pairs for a quad when "i" goes from 0 to 3.
673 vertices[vertexIndex].textureCoord = Vector2((i == 1 || i == 2) ? 1.0f : 0.0f, (i == 2 || i == 3) ? 1.0f : 0.0f);
676 // Create cube indices.
677 int triangleIndex = 0u; //Track progress through indices.
678 indices.Resize(3u * 12u); // 3 points x 12 triangles.
681 indices[triangleIndex] = 0;
682 indices[triangleIndex + 1] = 1;
683 indices[triangleIndex + 2] = 2;
684 indices[triangleIndex + 3] = 2;
685 indices[triangleIndex + 4] = 3;
686 indices[triangleIndex + 5] = 0;
689 int topFaceStart = 4u;
690 int bottomFaceStart = topFaceStart + 8u;
693 for(int i = 0; i < 8; i += 2, triangleIndex += 6)
695 indices[triangleIndex] = i + topFaceStart;
696 indices[triangleIndex + 1] = i + bottomFaceStart + 1;
697 indices[triangleIndex + 2] = i + topFaceStart + 1;
698 indices[triangleIndex + 3] = i + topFaceStart;
699 indices[triangleIndex + 4] = i + bottomFaceStart;
700 indices[triangleIndex + 5] = i + bottomFaceStart + 1;
704 indices[triangleIndex] = 20;
705 indices[triangleIndex + 1] = 21;
706 indices[triangleIndex + 2] = 22;
707 indices[triangleIndex + 3] = 22;
708 indices[triangleIndex + 4] = 23;
709 indices[triangleIndex + 5] = 20;
711 // Use the helper method to create the geometry object.
712 return CreateTexturedGeometry(vertices, indices);
718 * @brief OnTouch signal handler.
719 * @param[in] actor The actor that has been touched
720 * @param[in] touch The touch information
721 * @return True if the event has been handled
723 bool OnTouch(Actor actor, const TouchEvent& touch)
725 // Quit the application.
731 * @brief OnKeyEvent signal handler.
732 * @param[in] event The key event information
734 void OnKeyEvent(const KeyEvent& event)
736 if(event.GetState() == KeyEvent::DOWN)
738 if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
748 Application& mApplication; ///< The DALi application object
749 Toolkit::Control mView; ///< The view used to show the background
751 Animation mRotationAnimation; ///< The animation to spin the cube & floor
752 Animation mBounceAnimation; ///< The animation to bounce the cube
753 Actor mCubes[2]; ///< The cube object containers
756 int DALI_EXPORT_API main(int argc, char** argv)
758 Application application = Application::New(&argc, &argv);
759 RendererStencilExample example(application);
760 application.MainLoop();