/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
{
namespace Internal
{
-
-Geometry CreateGridGeometry( Uint16Pair gridSize )
+Geometry CreateGridGeometry(Uint16Pair gridSize)
{
- uint16_t gridWidth = gridSize.GetWidth();
+ uint16_t gridWidth = gridSize.GetWidth();
uint16_t gridHeight = gridSize.GetHeight();
// Create vertices
- Vector< Vector2 > vertices;
- vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
+ Vector<Vector2> vertices;
+ vertices.Reserve((gridWidth + 1) * (gridHeight + 1));
- for( int y = 0; y < gridHeight + 1; ++y )
+ for(int y = 0; y < gridHeight + 1; ++y)
{
- for( int x = 0; x < gridWidth + 1; ++x )
+ for(int x = 0; x < gridWidth + 1; ++x)
{
- vertices.PushBack( Vector2( (float)x/gridWidth - 0.5f, (float)y/gridHeight - 0.5f) );
+ vertices.PushBack(Vector2((float)x / gridWidth - 0.5f, (float)y / gridHeight - 0.5f));
}
}
// Create indices
- Vector< unsigned short > indices;
- indices.Reserve( (gridWidth+2)*gridHeight*2 - 2);
+ Vector<unsigned short> indices;
+ indices.Reserve((gridWidth + 2) * gridHeight * 2 - 2);
- for( unsigned int row = 0u; row < gridHeight; ++row )
+ for(unsigned int row = 0u; row < gridHeight; ++row)
{
- unsigned int rowStartIndex = row*(gridWidth+1u);
- unsigned int nextRowStartIndex = rowStartIndex + gridWidth +1u;
+ unsigned int rowStartIndex = row * (gridWidth + 1u);
+ unsigned int nextRowStartIndex = rowStartIndex + gridWidth + 1u;
- if( row != 0u ) // degenerate index on non-first row
+ if(row != 0u) // degenerate index on non-first row
{
- indices.PushBack( rowStartIndex );
+ indices.PushBack(rowStartIndex);
}
- for( unsigned int column = 0u; column < gridWidth+1u; column++) // main strip
+ for(unsigned int column = 0u; column < gridWidth + 1u; column++) // main strip
{
- indices.PushBack( rowStartIndex + column);
- indices.PushBack( nextRowStartIndex + column);
+ indices.PushBack(rowStartIndex + column);
+ indices.PushBack(nextRowStartIndex + column);
}
- if( row != gridHeight-1u ) // degenerate index on non-last row
+ if(row != gridHeight - 1u) // degenerate index on non-last row
{
- indices.PushBack( nextRowStartIndex + gridWidth );
+ indices.PushBack(nextRowStartIndex + gridWidth);
}
}
Property::Map vertexFormat;
- vertexFormat[ "aPosition" ] = Property::VECTOR2;
- VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
- if( vertices.Size() > 0 )
+ vertexFormat["aPosition"] = Property::VECTOR2;
+ VertexBuffer vertexBuffer = VertexBuffer::New(vertexFormat);
+ if(vertices.Size() > 0)
{
- vertexBuffer.SetData( &vertices[ 0 ], vertices.Size() );
+ vertexBuffer.SetData(&vertices[0], vertices.Size());
}
// Create the geometry object
Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( vertexBuffer );
- if( indices.Size() > 0 )
+ geometry.AddVertexBuffer(vertexBuffer);
+ if(indices.Size() > 0)
{
- geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
+ geometry.SetIndexBuffer(&indices[0], indices.Size());
}
- geometry.SetType( Geometry::TRIANGLE_STRIP );
+ geometry.SetType(Geometry::TRIANGLE_STRIP);
return geometry;
}
-Dali::Renderer CreateRenderer( std::string_view vertexSrc, std::string_view fragmentSrc )
+Dali::Renderer CreateRenderer(std::string_view vertexSrc, std::string_view fragmentSrc)
{
- Dali::Shader shader = Dali::Shader::New( vertexSrc, fragmentSrc );
+ Dali::Shader shader = Dali::Shader::New(vertexSrc, fragmentSrc);
Dali::Geometry texturedQuadGeometry = Dali::Geometry::New();
- struct VertexPosition { Dali::Vector2 position; };
- struct VertexTexture { Dali::Vector2 texture; };
-
- VertexPosition positionArray[] =
+ struct VertexPosition
+ {
+ Dali::Vector2 position;
+ };
+ struct VertexTexture
{
- { Dali::Vector2( -0.5f, -0.5f ) },
- { Dali::Vector2( 0.5f, -0.5f ) },
- { Dali::Vector2( -0.5f, 0.5f ) },
- { Dali::Vector2( 0.5f, 0.5f ) }
+ Dali::Vector2 texture;
};
- uint32_t numberOfVertices = sizeof(positionArray)/sizeof(VertexPosition);
+
+ VertexPosition positionArray[] =
+ {
+ {Dali::Vector2(-0.5f, -0.5f)},
+ {Dali::Vector2(0.5f, -0.5f)},
+ {Dali::Vector2(-0.5f, 0.5f)},
+ {Dali::Vector2(0.5f, 0.5f)}};
+ uint32_t numberOfVertices = sizeof(positionArray) / sizeof(VertexPosition);
Dali::Property::Map positionVertexFormat;
- positionVertexFormat["aPosition"] = Dali::Property::VECTOR2;
- Dali::VertexBuffer positionVertices = Dali::VertexBuffer::New( positionVertexFormat );
- positionVertices.SetData( positionArray, numberOfVertices );
- texturedQuadGeometry.AddVertexBuffer( positionVertices );
+ positionVertexFormat["aPosition"] = Dali::Property::VECTOR2;
+ Dali::VertexBuffer positionVertices = Dali::VertexBuffer::New(positionVertexFormat);
+ positionVertices.SetData(positionArray, numberOfVertices);
+ texturedQuadGeometry.AddVertexBuffer(positionVertices);
- const uint16_t indices[] = { 0, 3, 1, 0, 2, 3 };
- texturedQuadGeometry.SetIndexBuffer ( &indices[0], sizeof( indices )/ sizeof( indices[0] ) );
+ const uint16_t indices[] = {0, 3, 1, 0, 2, 3};
+ texturedQuadGeometry.SetIndexBuffer(&indices[0], sizeof(indices) / sizeof(indices[0]));
- Dali::Renderer renderer = Dali::Renderer::New( texturedQuadGeometry, shader );
+ Dali::Renderer renderer = Dali::Renderer::New(texturedQuadGeometry, shader);
Dali::TextureSet textureSet = Dali::TextureSet::New();
- renderer.SetTextures( textureSet );
+ renderer.SetTextures(textureSet);
return renderer;
}
-Dali::Renderer CreateRenderer( std::string_view vertexSrc, std::string_view fragmentSrc, Dali::Shader::Hint::Value hints, Uint16Pair gridSize )
+Dali::Renderer CreateRenderer(std::string_view vertexSrc, std::string_view fragmentSrc, Dali::Shader::Hint::Value hints, Uint16Pair gridSize)
{
- Dali::Shader shader = Dali::Shader::New( vertexSrc, fragmentSrc, hints );
+ Dali::Shader shader = Dali::Shader::New(vertexSrc, fragmentSrc, hints);
- Dali::Geometry gridGeometry = CreateGridGeometry( gridSize );
+ Dali::Geometry gridGeometry = CreateGridGeometry(gridSize);
- Dali::Renderer renderer = Dali::Renderer::New( gridGeometry, shader );
+ Dali::Renderer renderer = Dali::Renderer::New(gridGeometry, shader);
Dali::TextureSet textureSet = Dali::TextureSet::New();
- renderer.SetTextures( textureSet );
+ renderer.SetTextures(textureSet);
return renderer;
}
-void SetRendererTexture( Dali::Renderer renderer, Dali::Texture texture )
+void SetRendererTexture(Dali::Renderer renderer, Dali::Texture texture)
{
- if( renderer )
+ if(renderer)
{
Dali::TextureSet textureSet = renderer.GetTextures();
- textureSet.SetTexture( 0u, texture );
+ textureSet.SetTexture(0u, texture);
}
}
-void SetRendererTexture( Dali::Renderer renderer, Dali::FrameBuffer frameBuffer )
+void SetRendererTexture(Dali::Renderer renderer, Dali::FrameBuffer frameBuffer)
{
- if( frameBuffer )
+ if(frameBuffer)
{
Dali::Texture texture = frameBuffer.GetColorTexture();
- SetRendererTexture( renderer, texture );
+ SetRendererTexture(renderer, texture);
}
}