/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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/rendering/renderer.h>
#include <dali-toolkit/dali-toolkit.h>
-#include <dali/devel-api/rendering/renderer.h>
-#include <dali/public-api/common/dali-common.h>
-#include <dali/integration-api/resource-policies.h>
-#include <dali/integration-api/debug.h>
-#include <iostream>
+
+// INTERNAL INCLUDES
+#include "shared/utility.h"
using namespace Dali;
using namespace Dali::Toolkit;
}\n
);
-
-Geometry& QuadMesh()
-{
- static Geometry mesh;
- if( !mesh )
- {
- PropertyBuffer vertexBuffer;
- Property::Map vertexFormat;
- vertexFormat["aPosition"] = Property::VECTOR2;
- vertexFormat["aTexCoord"] = Property::VECTOR2;
-
- //Create a vertex buffer for vertex positions and texture coordinates
- vertexBuffer = PropertyBuffer::New( vertexFormat );
- vertexBuffer.SetData( gQuadWithTexture, 4u );
-
- //Create the geometry
- mesh = Geometry::New();
- mesh.AddVertexBuffer( vertexBuffer );
- mesh.SetGeometryType(Geometry::TRIANGLE_STRIP );
- }
- return mesh;
-}
-
bool gUseMesh(false);
-bool gUseImageActor(false);
bool gNinePatch(false);
unsigned int gRowsPerPage(25);
unsigned int gColumnsPerPage( 25 );
unsigned int gPageCount(13);
-Renderer CreateRenderer( unsigned int index )
-{
-
- int numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES;
- static Renderer* renderers = new Renderer[numImages];
- if( !renderers[index] )
- {
- //Create the renderer
- Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE );
-
- const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index];
- Image image = ResourceImage::New(imagePath);
- TextureSet textureSet = TextureSet::New();
- textureSet.SetImage( 0u, image );
- renderers[index] = Renderer::New( QuadMesh(), shader );
- renderers[index].SetTextures( textureSet );
- renderers[index].SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
- }
- return renderers[index];
-}
-
-Actor CreateMeshActor( unsigned int index)
+Renderer CreateRenderer( unsigned int index, Geometry geometry, Shader shader )
{
- Renderer renderer = CreateRenderer(index);
- Actor meshActor = Actor::New();
- meshActor.AddRenderer( renderer );
- return meshActor;
+ Renderer renderer = Renderer::New( geometry, shader );
+ const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index];
+ Texture texture = DemoHelper::LoadTexture( imagePath );
+ TextureSet textureSet = TextureSet::New();
+ textureSet.SetTexture( 0u, texture );
+ renderer.SetTextures( textureSet );
+ renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
+ return renderer;
}
}
-// Test application to compare performance between ImageActor and ImageView
+// Test application to compare performance between using a mesh and ImageView
// By default, the application consist of 10 pages of 25x25 Image views, this can be modified using the following command line arguments:
// -r NumberOfRows (Modifies the number of rows per page)
// -c NumberOfColumns (Modifies the number of columns per page)
// -p NumberOfPages (Modifies the nimber of pages )
-// --use-image-actor ( Use ImageActor instead of ImageView )
// --use-mesh ( Use new renderer API (as ImageView) but shares renderers between actors when possible )
// --nine-patch ( Use nine patch images )
mSize = Vector3( stageSize.x / mColumnsPerPage, stageSize.y / mRowsPerPage, 0.0f );
// Respond to a click anywhere on the stage
- stage.GetRootLayer().TouchedSignal().Connect( this, &Benchmark::OnTouch );
+ stage.GetRootLayer().TouchSignal().Connect( this, &Benchmark::OnTouch );
if( gUseMesh )
{
CreateMeshActors();
}
- else if( gUseImageActor )
- {
- CreateImageActors();
- }
else
{
CreateImageViews();
ShowAnimation();
}
- bool OnTouch( Actor actor, const TouchEvent& touch )
+ bool OnTouch( Actor actor, const TouchData& touch )
{
// quit the application
mApplication.Quit();
return !gNinePatch ? IMAGE_PATH[i % NUM_IMAGES] : NINEPATCH_IMAGE_PATH[i % NUM_NINEPATCH_IMAGES];
}
- void CreateImageActors()
- {
- Stage stage = Stage::GetCurrent();
- unsigned int actorCount(mRowsPerPage*mColumnsPerPage * mPageCount);
- mActor.resize(actorCount);
-
- for( size_t i(0); i<actorCount; ++i )
- {
- Image image = ResourceImage::New(ImagePath(i));
- mActor[i] = ImageActor::New(image);
- mActor[i].SetSize(Vector3(0.0f,0.0f,0.0f));
- mActor[i].SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
- stage.Add(mActor[i]);
- }
- }
-
void CreateImageViews()
{
Stage stage = Stage::GetCurrent();
void CreateMeshActors()
{
+ unsigned int numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES;
+
+ //Create all the renderers
+ std::vector<Renderer> renderers( numImages );
+ Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE );
+ Geometry geometry = DemoHelper::CreateTexturedQuad();
+ for( unsigned int i(0); i<numImages; ++i )
+ {
+ renderers[i] = CreateRenderer( i, geometry, shader );
+ }
+
+ //Create the actors
Stage stage = Stage::GetCurrent();
unsigned int actorCount(mRowsPerPage*mColumnsPerPage * mPageCount);
mActor.resize(actorCount);
for( size_t i(0); i<actorCount; ++i )
{
- size_t numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES;
- mActor[i] = CreateMeshActor(i % numImages);
+ mActor[i] = Actor::New();
+ mActor[i].AddRenderer( renderers[i % numImages] );
mActor[i].SetSize(0.0f,0.0f,0.0f);
-
stage.Add(mActor[i]);
}
}
duration = durationPerActor;
delay = delayBetweenActors * count;
}
- if( gUseImageActor || gUseMesh )
+ if( gUseMesh )
{
mActor[count].SetPosition( initialPosition );
mActor[count].SetSize( Vector3(0.0f,0.0f,0.0f) );
size_t actorCount( mRowsPerPage*mColumnsPerPage*mPageCount);
for( size_t i(0); i<actorCount; ++i )
{
- if( gUseImageActor || gUseMesh )
+ if( gUseMesh )
{
mScroll.AnimateBy( Property( mActor[i], Actor::Property::POSITION), Vector3(-4.0f*stageSize.x,0.0f, 0.0f), AlphaFunction::EASE_OUT, TimePeriod(0.0f,3.0f));
mScroll.AnimateBy( Property( mActor[i], Actor::Property::POSITION), Vector3(-4.0f*stageSize.x,0.0f, 0.0f), AlphaFunction::EASE_OUT, TimePeriod(3.0f,3.0f));
delay = delayBetweenActors * count;
}
- if( gUseImageActor || gUseMesh )
+ if( gUseMesh )
{
mHide.AnimateTo( Property( mActor[count], Actor::Property::ORIENTATION), Quaternion( Radian( Degree( 70.0f ) ), Vector3::XAXIS ), AlphaFunction::EASE_OUT, TimePeriod( delay, duration ));
mHide.AnimateBy( Property( mActor[count], Actor::Property::POSITION_Z), finalZ, AlphaFunction::EASE_OUT_BACK, TimePeriod( delay +delayBetweenActors*actorsPerPage + duration, duration ));
{
gUseMesh = true;
}
- else if( arg.compare("--use-image-actor") == 0)
- {
- gUseImageActor = true;
- }
else if( arg.compare("--nine-patch" ) == 0)
{
gNinePatch = true;