4 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
6 * Licensed under the Apache License, Version 2.0 (the "License");
7 * you may not use this file except in compliance with the License.
8 * You may obtain a copy of the License at
10 * http://www.apache.org/licenses/LICENSE-2.0
12 * Unless required by applicable law or agreed to in writing, software
13 * distributed under the License is distributed on an "AS IS" BASIS,
14 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15 * See the License for the specific language governing permissions and
16 * limitations under the License.
19 #include "dali/public-api/actors/actor.h"
20 #include "dali/public-api/rendering/geometry.h"
21 #include "dali/public-api/rendering/renderer.h"
22 #include "dali/public-api/rendering/shader.h"
23 #include "dali/public-api/rendering/texture.h"
24 #include "dali/public-api/math/vector3.h"
31 float FastFloor(float x)
33 return static_cast<int>(x) - static_cast<int>(x < 0);
39 return float(x > 0.f) - float(x < .0f);
44 typename std::decay<T>::type Lerp(
45 const T& min, const T& max, float alpha)
47 return min + (max - min) * alpha;
60 ///@brief Converts RGB values (in the 0..1 range) to HSL, where hue is in degrees,
61 /// in the 0..360 range, and saturation and lightness are in the 0..1 range.
62 Dali::Vector3 ToHueSaturationLightness(Dali::Vector3 rgb);
64 ///@brief Converts HSL values, where hue is in degrees, in the 0..360 range, and
65 /// saturation and lightness are in 0..1 to RGB (in the 0..1 range)
66 Dali::Vector3 FromHueSaturationLightness(Dali::Vector3 hsl);
71 using VertexFn = Dali::Vector2(*)(const Dali::Vector2&);
73 ///@brief Creates a tesselated quad with @a xVerts vertices horizontally and @a yVerts
74 /// vertices vertically. Allows the use of an optional @a shaderFn, which can be used to
75 /// modify the vertex positions - these will be in the [{ 0.f, 0.f}, { 1.f, 1.f}] range.
76 /// After returning from the shader, they're transformed
77 Dali::Geometry CreateTesselatedQuad(unsigned int xVerts, unsigned int yVerts,
78 Dali::Vector2 scale, VertexFn positionFn = nullptr, VertexFn texCoordFn = nullptr);
80 Dali::Texture LoadTexture(const std::string& path);
86 OPTION_DEPTH_TEST = 0x02,
87 OPTION_DEPTH_WRITE = 0x04
90 ///@brief Creates a renderer with the given @a textures set, @a geometry, @a shader
91 /// and @a options from above.
92 ///@note Back face culling is on.
93 ///@note If textures is not a valid handle, an empty texture set will be created.
94 Dali::Renderer CreateRenderer(Dali::TextureSet textures, Dali::Geometry geometry,
95 Dali::Shader shader, uint32_t options = OPTION_NONE);
97 ///@brief Sets @a actor's anchor point and parent origin to center.
98 void CenterActor(Dali::Actor actor);
100 ///@brief Creates an empty and centered actor.
101 Dali::Actor CreateActor();
103 ///@brief Creates a copy of @a original, sharing the same geometry and shader and
104 /// copying each properties.
105 ///@note Breaks if @a original has any custom properties. TODO: fix.
106 Dali::Renderer CloneRenderer(Dali::Renderer original);
108 ///@brief Creates a copy of @a original, cloning each renderer, and a select set
109 /// of properties: parent origin, anchor point, size, position, orientation, scale,
110 /// visible, color and name.
111 ///@note Does not copy resize policy related properties, as setting those, even if
112 /// default, will break the ability to specify a size for the actor in Z.
113 Dali::Actor CloneActor(Dali::Actor original);
115 #endif /* EXAMPLES_PARTICLES_UTILS_H_ */