/*
- * Copyright (c) 2014 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.
// EXTERNAL INCLUDES
#include <dali/public-api/math/vector3.h>
#include <dali/public-api/object/property-map.h>
-#include <dali/devel-api/object/property-buffer.h>
-#include <dali/devel-api/rendering/geometry.h>
-#include <dali/devel-api/rendering/material.h>
-#include <dali/devel-api/rendering/renderer.h>
-#include <dali/devel-api/rendering/shader.h>
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <dali/public-api/rendering/shader.h>
+#include <dali/public-api/rendering/texture-set.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
// Bouncing effect is presented by stacked three layers with same color and opacity
-const Vector3 LAYER_HEIGHTS( 1.f, 27.f/42.f, 13.f/42.f);
-
-#define MAKE_SHADER(A)#A
-
-// Modify the vertex position according to the bounce coefficient;
-const char* MESH_VERTEX_SHADER = MAKE_SHADER(
-attribute mediump vec3 aPosition1;\n
-attribute mediump vec3 aPosition2;\n
-uniform mediump mat4 uMvpMatrix;\n
-uniform mediump vec3 uSize;
-uniform mediump float uBounceCoefficient;\n
-\n
-void main()\n
-{\n
- gl_Position = uMvpMatrix * vec4(mix( aPosition1, aPosition2, abs(uBounceCoefficient) )*uSize, 1.0);\n
-}
-);
-
-// use the actor color to paint every layer
-const char* MESH_FRAGMENT_SHADER = MAKE_SHADER(
-uniform lowp vec4 uColor;\n
-void main()\n
-{\n
- gl_FragColor = uColor;\n
-}\n
-);
+const float LAYER_HEIGHTS[5] =
+ {
+ 1.f,
+ 26.f * 4.f / 130.f,
+ 26.f * 3.f / 130.f,
+ 26.f * 2.f / 130.f,
+ 26.f / 130.f};
-} // namespace Anon
+} // namespace
-Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex )
+Actor CreateBouncingEffectActor(Property::Index& bouncePropertyIndex)
{
// Create the bouncing mesh geometry
struct VertexPosition
Vector3 position2;
};
// 4 vertices 2 triangles per layer. The depth interval between each layer is 0.01
- VertexPosition vertexData[12] = {
- //bottom layer
- { Vector3( -0.5f, -0.5f, 0.f ), Vector3( -0.5f, -0.5f, 0.f ) },
- { Vector3( 0.5f, -0.5f, 0.f ), Vector3( 0.5f, -0.5f, 0.f ) },
- { Vector3( -0.5f, -0.5f, 0.f ), Vector3( -0.5f, -0.5f + LAYER_HEIGHTS[0], 0.f ) },
- { Vector3( 0.5f, -0.5f, 0.f ), Vector3( 0.5f, -0.5f+ LAYER_HEIGHTS[0], 0.f ) },
+ VertexPosition vertexData[20] = {
+ // bottom layer
+ {Vector3(-0.5f, -0.5f, 0.f), Vector3(-0.5f, -0.5f, 0.f)},
+ {Vector3(0.5f, -0.5f, 0.f), Vector3(0.5f, -0.5f, 0.f)},
+ {Vector3(-0.5f, -0.5f, 0.f), Vector3(-0.5f, -0.5f + LAYER_HEIGHTS[0], 0.f)},
+ {Vector3(0.5f, -0.5f, 0.f), Vector3(0.5f, -0.5f + LAYER_HEIGHTS[0], 0.f)},
+ // mid-bottom layer
+ {Vector3(-0.5f, -0.5f, 0.01f), Vector3(-0.5f, -0.5f, 0.01f)},
+ {Vector3(0.5f, -0.5f, 0.01f), Vector3(0.5f, -0.5f, 0.01f)},
+ {Vector3(-0.5f, -0.5f, 0.01f), Vector3(-0.5f, -0.5f + LAYER_HEIGHTS[1], 0.01f)},
+ {Vector3(0.5f, -0.5f, 0.01f), Vector3(0.5f, -0.5f + LAYER_HEIGHTS[1], 0.01f)},
// middle layer
- { Vector3( -0.5f, -0.5f, 0.01f ), Vector3( -0.5f, -0.5f, 0.01f ) },
- { Vector3( 0.5f, -0.5f, 0.01f ), Vector3( 0.5f, -0.5f, 0.01f ) },
- { Vector3( -0.5f, -0.5f, 0.01f ), Vector3( -0.5f, -0.5f + LAYER_HEIGHTS[1], 0.01f ) },
- { Vector3( 0.5f, -0.5f, 0.01f ), Vector3( 0.5f, -0.5f+ LAYER_HEIGHTS[1], 0.01f ) },
+ {Vector3(-0.5f, -0.5f, 0.02f), Vector3(-0.5f, -0.5f, 0.02f)},
+ {Vector3(0.5f, -0.5f, 0.02f), Vector3(0.5f, -0.5f, 0.02f)},
+ {Vector3(-0.5f, -0.5f, 0.02f), Vector3(-0.5f, -0.5f + LAYER_HEIGHTS[2], 0.02f)},
+ {Vector3(0.5f, -0.5f, 0.02f), Vector3(0.5f, -0.5f + LAYER_HEIGHTS[2], 0.02f)},
+ // mid-top layer
+ {Vector3(-0.5f, -0.5f, 0.03f), Vector3(-0.5f, -0.5f, 0.03f)},
+ {Vector3(0.5f, -0.5f, 0.03f), Vector3(0.5f, -0.5f, 0.03f)},
+ {Vector3(-0.5f, -0.5f, 0.03f), Vector3(-0.5f, -0.5f + LAYER_HEIGHTS[3], 0.03f)},
+ {Vector3(0.5f, -0.5f, 0.03f), Vector3(0.5f, -0.5f + LAYER_HEIGHTS[3], 0.03f)},
// top layer
- { Vector3( -0.5f, -0.5f, 0.02f ), Vector3( -0.5f, -0.5f, 0.02f ) },
- { Vector3( 0.5f, -0.5f, 0.02f ), Vector3( 0.5f, -0.5f, 0.02f ) },
- { Vector3( -0.5f, -0.5f, 0.02f ), Vector3( -0.5f, -0.5f + LAYER_HEIGHTS[2], 0.02f ) },
- { Vector3( 0.5f, -0.5f, 0.02f ), Vector3( 0.5f, -0.5f+ LAYER_HEIGHTS[2], 0.02f ) }
- };
+ {Vector3(-0.5f, -0.5f, 0.04f), Vector3(-0.5f, -0.5f, 0.04f)},
+ {Vector3(0.5f, -0.5f, 0.04f), Vector3(0.5f, -0.5f, 0.04f)},
+ {Vector3(-0.5f, -0.5f, 0.04f), Vector3(-0.5f, -0.5f + LAYER_HEIGHTS[4], 0.04f)},
+ {Vector3(0.5f, -0.5f, 0.04f), Vector3(0.5f, -0.5f + LAYER_HEIGHTS[4], 0.04f)}};
Property::Map vertexFormat;
vertexFormat["aPosition1"] = Property::VECTOR3;
vertexFormat["aPosition2"] = Property::VECTOR3;
- PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 12u );
- vertices.SetData( vertexData );
+ VertexBuffer vertices = VertexBuffer::New(vertexFormat);
+ vertices.SetData(vertexData, 20u);
- unsigned int indexData[18] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11 };
- Property::Map indexFormat;
- indexFormat["indices"] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat, 18u );
- indices.SetData( indexData );
+ unsigned short indexData[30] = {0, 3, 1, 0, 2, 3, 4, 7, 5, 4, 6, 7, 8, 11, 9, 8, 10, 11, 12, 15, 13, 12, 14, 15, 16, 19, 17, 16, 18, 19};
Geometry meshGeometry = Geometry::New();
- meshGeometry.AddVertexBuffer( vertices );
- meshGeometry.SetIndexBuffer( indices );
+ meshGeometry.AddVertexBuffer(vertices);
+ meshGeometry.SetIndexBuffer(indexData, sizeof(indexData) / sizeof(indexData[0]));
- // Create material
- Shader shader = Shader::New( MESH_VERTEX_SHADER, MESH_FRAGMENT_SHADER );
- Material material = Material::New( shader );
+ // Create the shader
+ Shader shader = Shader::New(SHADER_BOUNCING_EFFECT_MESH_SHADER_VERT, SHADER_BOUNCING_EFFECT_MESH_SHADER_FRAG);
// Create renderer
- Renderer renderer = Renderer::New( meshGeometry, material );
+ Renderer renderer = Renderer::New(meshGeometry, shader);
// Create actor
- Actor meshActor= Actor::New();
- meshActor.AddRenderer( renderer );
+ Actor meshActor = Actor::New();
+ meshActor.AddRenderer(renderer);
// Register property
bouncePropertyIndex = meshActor.RegisterProperty("uBounceCoefficient", 0.f);