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-toolkit/dali-toolkit.h>
20 #include <dali/devel-api/adaptor-framework/bitmap-loader.h>
23 #include "renderer-stencil-shaders.h"
24 #include "shared/view.h"
25 #include "shared/utility.h"
34 // Application constants:
35 const char * const APPLICATION_TITLE( "Renderer Stencil API Demo" );
36 const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-gradient.jpg" );
39 const char * const CUBE_TEXTURE( DEMO_IMAGE_DIR "people-medium-1.jpg" );
40 const char * const FLOOR_TEXTURE( DEMO_IMAGE_DIR "wood.png" );
42 // Scale dimensions: These values are relative to the stage size. EG. width = 0.32f * stageSize.
43 const float CUBE_WIDTH_SCALE( 0.32f ); ///< The width (and height + depth) of the main and reflection cubes.
44 const Vector2 FLOOR_DIMENSION_SCALE( 0.67f, 0.017f ); ///< The width and height of the floor object.
46 // Configurable animation characteristics:
47 const float ANIMATION_ROTATION_DURATION( 10.0f ); ///< Time in seconds to rotate the scene 360 degrees around Y.
48 const float ANIMATION_BOUNCE_TOTAL_TIME( 1.6f ); ///< Time in seconds to perform 1 full bounce animation cycle.
49 const float ANIMATION_BOUNCE_DEFORMATION_TIME( 0.4f ); ///< Time in seconds that the cube deformation animation will occur for (on contact with the floor).
50 const float ANIMATION_BOUNCE_DEFORMATION_PERCENT( 20.0f ); ///< Percentage (of the cube's size) to deform the cube by (on contact with floor).
51 const float ANIMATION_BOUNCE_HEIGHT_PERCENT( 40.0f ); ///< Percentage (of the cube's size) to bounce up in to the air by.
53 // Base colors for the objects:
54 const Vector4 TEXT_COLOR( 1.0f, 1.0f, 1.0f, 1.0f ); ///< White.
55 const Vector4 CUBE_COLOR( 1.0f, 1.0f, 1.0f, 1.0f ); ///< White.
56 const Vector4 FLOOR_COLOR( 1.0f, 1.0f, 1.0f, 1.0f ); ///< White.
57 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.
59 // We need to control the draw order as we are controlling both the stencil and depth buffer per renderer.
60 const int DEPTH_INDEX_GRANULARITY( 10000 ); ///< This value is the gap in depth-index in-between each renderer.
62 } // Anonymous namespace
65 * @brief This example shows how to manipulate stencil and depth buffer properties within the Renderer API.
67 class RendererStencilExample : public ConnectionTracker
73 * @param[in] application The DALi application object
75 RendererStencilExample( Application& application )
76 : mApplication( application )
78 // Connect to the Application's Init signal.
79 mApplication.InitSignal().Connect( this, &RendererStencilExample::Create );
83 * @brief Destructor (non-virtual).
85 ~RendererStencilExample()
92 * @brief Enum to facilitate more readable use of the cube array.
96 MAIN_CUBE, ///< The main cube that bounces above the floor object.
97 REFLECTION_CUBE ///< The reflected cube object.
101 * @brief Struct to store the position, normal and texture coordinates of a single vertex.
103 struct TexturedVertex
107 Vector2 textureCoord;
111 * @brief This is the main scene setup method for this demo.
112 * This is called via the Init signal which is received once (only) during the Application lifetime.
113 * @param[in] application The DALi application object
115 void Create( Application& application )
117 Stage stage = Stage::GetCurrent();
119 // Hide the indicator bar
120 application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
122 // Use a gradient visual to render the background gradient.
123 Toolkit::Control background = Dali::Toolkit::Control::New();
124 background.SetAnchorPoint( Dali::AnchorPoint::CENTER );
125 background.SetParentOrigin( Dali::ParentOrigin::CENTER );
126 background.SetResizePolicy( Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS );
128 // Set up the background gradient.
129 Property::Array stopOffsets;
130 stopOffsets.PushBack( 0.0f );
131 stopOffsets.PushBack( 1.0f );
132 Property::Array stopColors;
133 stopColors.PushBack( Vector4( 0.17f, 0.24f, 0.35f, 1.0f ) ); // Dark, medium saturated blue ( top of screen)
134 stopColors.PushBack( Vector4( 0.45f, 0.70f, 0.80f, 1.0f ) ); // Medium bright, pastel blue (bottom of screen)
135 const float percentageStageHeight = stage.GetSize().height * 0.7f;
137 background.SetProperty( Toolkit::Control::Property::BACKGROUND, Dali::Property::Map()
138 .Add( Toolkit::Visual::Property::TYPE, Dali::Toolkit::Visual::GRADIENT )
139 .Add( Toolkit::GradientVisual::Property::STOP_OFFSET, stopOffsets )
140 .Add( Toolkit::GradientVisual::Property::STOP_COLOR, stopColors )
141 .Add( Toolkit::GradientVisual::Property::START_POSITION, Vector2( 0.0f, -percentageStageHeight ) )
142 .Add( Toolkit::GradientVisual::Property::END_POSITION, Vector2( 0.0f, percentageStageHeight ) )
143 .Add( Toolkit::GradientVisual::Property::UNITS, Toolkit::GradientVisual::Units::USER_SPACE ) );
145 stage.Add( background );
147 // Create a TextLabel for the application title.
148 Toolkit::TextLabel label = Toolkit::TextLabel::New( APPLICATION_TITLE );
149 label.SetAnchorPoint( AnchorPoint::TOP_CENTER );
150 // Set the parent origin to a small percentage below the top (so the demo will scale for different resolutions).
151 label.SetParentOrigin( Vector3( 0.5f, 0.03f, 0.5f ) );
152 label.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
153 label.SetProperty( Toolkit::TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
154 label.SetProperty( Toolkit::TextLabel::Property::TEXT_COLOR, TEXT_COLOR );
157 // Layer to hold the 3D scene.
158 Layer layer = Layer::New();
159 layer.SetAnchorPoint( AnchorPoint::CENTER );
160 // Set the parent origin to a small percentage below the center (so the demo will scale for different resolutions).
161 layer.SetParentOrigin( Vector3( 0.5f, 0.58f, 0.5f ) );
162 layer.SetBehavior( Layer::LAYER_2D );
163 layer.SetDepthTestDisabled( false );
167 // Make the demo scalable with different resolutions by basing
168 // the cube size on a percentage of the stage size.
169 float scaleSize( std::min( stage.GetSize().width, stage.GetSize().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 stage
261 stage.GetRootLayer().TouchSignal().Connect( this, &RendererStencilExample::OnTouch );
262 // Connect signals to allow Back and Escape to exit.
263 stage.KeyEventSignal().Connect( this, &RendererStencilExample::OnKeyEvent );
268 // Methods to setup each component of the 3D scene:
271 * @brief Creates the Main cube object.
272 * This creates the renderer from existing geometry (as the cubes geometry is shared).
273 * The texture is set and all relevant renderer properties are set-up.
274 * @param[in] geometry Pre-calculated cube geometry
275 * @param[in] size The desired cube size
276 * @param[in] textureSet A pre-existing TextureSet with a texture set up, to be applied to the cube
277 * @return An actor set-up containing the main cube object
279 Actor CreateMainCubeObject( Geometry& geometry, Vector3 size, TextureSet& textureSet )
281 Toolkit::Control container = Toolkit::Control::New();
282 container.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
283 container.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
284 container.SetSize( size );
285 container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
287 // Create a renderer from the geometry and add the texture.
288 Renderer renderer = CreateRenderer( geometry, size, true, CUBE_COLOR );
289 renderer.SetTextures( textureSet );
291 // Setup the renderer properties:
292 // We are writing to the color buffer & culling back faces (no stencil is used for the main cube).
293 renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
294 renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
296 // We do need to write to the depth buffer as other objects need to appear underneath this cube.
297 renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
298 // We do not need to test the depth buffer as we are culling the back faces.
299 renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::OFF );
301 // This object must be rendered 1st.
302 renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 * DEPTH_INDEX_GRANULARITY );
304 container.AddRenderer( renderer );
309 * @brief Creates the Floor object.
310 * This creates the renderer from existing geometry (as the cube geometry can be re-used).
311 * The texture is created and set and all relevant renderer properties are set-up.
312 * @param[in] geometry Pre-calculated cube geometry
313 * @param[in] size The desired floor size
314 * @return An actor set-up containing the floor object
316 Actor CreateFloorObject( Geometry& geometry, Vector3 size )
318 Toolkit::Control container = Toolkit::Control::New();
319 container.SetAnchorPoint( AnchorPoint::TOP_CENTER );
320 container.SetParentOrigin( ParentOrigin::TOP_CENTER );
321 container.SetSize( size );
322 container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
324 // Create a renderer from the geometry and add the texture.
325 TextureSet planeTextureSet = CreateTextureSet( FLOOR_TEXTURE );
326 Renderer renderer = CreateRenderer( geometry, size, true, FLOOR_COLOR );
327 renderer.SetTextures( planeTextureSet );
329 // Setup the renderer properties:
330 // We are writing to the color buffer & culling back faces as we are NOT doing depth write (no stencil is used for the floor).
331 renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
332 renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
334 // We do not write to the depth buffer as its not needed.
335 renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF );
336 // We do need to test the depth buffer as we need the floor to be underneath the cube.
337 renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
339 // This object must be rendered 2nd.
340 renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 1 * DEPTH_INDEX_GRANULARITY );
342 container.AddRenderer( renderer );
347 * @brief Creates the Stencil-Plane object.
348 * This is places on the floor object to allow the reflection to be drawn on to the floor.
349 * This creates the geometry and renderer.
350 * All relevant renderer properties are set-up.
351 * @param[in] size The desired plane size
352 * @return An actor set-up containing the stencil-plane object
354 Actor CreateStencilPlaneObject( Vector3 size )
356 Toolkit::Control container = Toolkit::Control::New();
357 container.SetAnchorPoint( AnchorPoint::CENTER );
358 container.SetParentOrigin( ParentOrigin::CENTER );
359 container.SetSize( size );
360 container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
362 // We rotate the plane as the geometry is created flat in X & Y. We want it to span X & Z axis.
363 container.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -90.0f ), Degree( 0.0f ), Degree( 0.0f ) ) );
365 // Create geometry for a flat plane.
366 Geometry planeGeometry = CreatePlaneVertices( Vector2::ONE );
367 // Create a renderer from the geometry.
368 Renderer renderer = CreateRenderer( planeGeometry, size, false, Vector4::ONE );
370 // Setup the renderer properties:
371 // The stencil plane is only for stencilling.
372 renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::STENCIL );
374 renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS );
375 renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE, 1 );
376 renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_MASK, 0xFF );
377 renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::KEEP );
378 renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::KEEP );
379 renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::REPLACE );
380 renderer.SetProperty( Renderer::Property::STENCIL_MASK, 0xFF );
382 // We don't want to write to the depth buffer, as this would block the reflection being drawn.
383 renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF );
384 // We test the depth buffer as we want the stencil to only exist underneath the cube.
385 renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
387 // This object must be rendered 3rd.
388 renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 2 * DEPTH_INDEX_GRANULARITY );
390 container.AddRenderer( renderer );
395 * @brief Creates the Reflection cube object.
396 * This creates new geometry (as the texture UVs are different to the main cube).
397 * The renderer is then created.
398 * The texture is set and all relevant renderer properties are set-up.
399 * @param[in] size The desired cube size
400 * @param[in] textureSet A pre-existing TextureSet with a texture set up, to be applied to the cube
401 * @return An actor set-up containing the reflection cube object
403 Actor CreateReflectionCubeObject( Vector3 size, TextureSet& textureSet )
405 Toolkit::Control container = Toolkit::Control::New();
406 container.SetAnchorPoint( AnchorPoint::TOP_CENTER );
407 container.SetParentOrigin( ParentOrigin::TOP_CENTER );
408 container.SetSize( size );
409 container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
411 // Create the cube geometry of unity size.
412 // The "true" specifies we want the texture UVs flipped vertically as this is the reflection cube.
413 Geometry reflectedCubeGeometry = CreateCubeVertices( Vector3::ONE, true );
414 // Create a renderer from the geometry and add the texture.
415 Renderer renderer = CreateRenderer( reflectedCubeGeometry, size, true, REFLECTION_COLOR );
416 renderer.SetTextures( textureSet );
418 // Setup the renderer properties:
419 // Write to color buffer so reflection is visible.
420 // Also enable the stencil buffer, as we will be testing against it to only draw to areas within the stencil.
421 renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR_STENCIL );
422 // We cull to skip drawing the back faces.
423 renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
425 // We use blending to blend the reflection with the floor texture.
426 renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
427 renderer.SetProperty( Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::ADD );
428 renderer.SetProperty( Renderer::Property::BLEND_EQUATION_ALPHA, BlendEquation::ADD );
429 renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE );
431 // Enable stencil. Here we only draw to areas within the stencil.
432 renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, StencilFunction::EQUAL );
433 renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE, 1 );
434 renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_MASK, 0xff );
435 // Don't write to the stencil.
436 renderer.SetProperty( Renderer::Property::STENCIL_MASK, 0x00 );
438 // We don't need to write to the depth buffer, as we are culling.
439 renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF );
440 // We need to test the depth buffer as we need the reflection to be underneath the cube.
441 renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
443 // This object must be rendered last.
444 renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 3 * DEPTH_INDEX_GRANULARITY );
446 container.AddRenderer( renderer );
453 * @brief Creates a geometry object from vertices and indices.
454 * @param[in] vertices The object vertices
455 * @param[in] indices The object indices
456 * @return A geometry object
458 Geometry CreateTexturedGeometry( Vector<TexturedVertex>& vertices, Vector<unsigned short>& indices )
461 Property::Map vertexFormat;
462 vertexFormat[POSITION] = Property::VECTOR3;
463 vertexFormat[NORMAL] = Property::VECTOR3;
464 vertexFormat[TEXTURE] = Property::VECTOR2;
466 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
467 surfaceVertices.SetData( &vertices[0u], vertices.Size() );
469 Geometry geometry = Geometry::New();
470 geometry.AddVertexBuffer( surfaceVertices );
472 // Indices for triangle formulation
473 geometry.SetIndexBuffer( &indices[0u], indices.Size() );
478 * @brief Creates a renderer from a geometry object.
479 * @param[in] geometry The geometry to use
480 * @param[in] dimensions The dimensions (will be passed in to the shader)
481 * @param[in] textured Set to true to use the texture versions of the shaders
482 * @param[in] color The base color for the renderer
483 * @return A renderer object
485 Renderer CreateRenderer( Geometry geometry, Vector3 dimensions, bool textured, Vector4 color )
487 Stage stage = Stage::GetCurrent();
492 shader = Shader::New( VERTEX_SHADER_TEXTURED, FRAGMENT_SHADER_TEXTURED );
496 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
499 // Here we modify the light position based on half the stage 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( -stage.GetSize().width / 2.0f, -stage.GetSize().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;
541 vertices.Resize( 4u );
542 indices.Resize( 6u );
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.
594 normals.Resize( 6u );
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 TouchData& 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.state == KeyEvent::Down )
738 if ( IsKey( event, Dali::DALI_KEY_ESCAPE ) || IsKey( event, Dali::DALI_KEY_BACK ) )
749 Application& mApplication; ///< The DALi application object
750 Toolkit::Control mView; ///< The view used to show the background
752 Animation mRotationAnimation; ///< The animation to spin the cube & floor
753 Animation mBounceAnimation; ///< The animation to bounce the cube
754 Actor mCubes[2]; ///< The cube object containers
759 * @brief Creates an instance of the example object and runs it.
760 * @param[in] application The DALi application object
762 void RunExample( Application& application )
764 RendererStencilExample example( application );
766 application.MainLoop();
770 * @brief Entry point for Linux & Tizen applications
771 * @param[in] argc The executables argument count
772 * @param[in] argv The executables argument vector
773 * @return The executables exit code (0)
775 int DALI_EXPORT_API main( int argc, char **argv )
777 Application application = Application::New( &argc, &argv );
779 RunExample( application );