#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/controls/tool-bar/tool-bar.h>
-#include "shared/view.h"
-#include "shared/utility.h"
-#include <stdio.h>
-#include <dali/integration-api/debug.h>
#include <dali/devel-api/adaptor-framework/file-stream.h>
+#include <dali/integration-api/debug.h>
+#include <stdio.h>
+#include "shared/utility.h"
+#include "shared/view.h"
using namespace Dali;
-using Dali::Toolkit::TextLabel;
using Dali::Toolkit::Control;
+using Dali::Toolkit::TextLabel;
using Dali::Toolkit::ToolBar;
-const char* BACKGROUND_IMAGE( "" );
-const char* TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
-const char* APPLICATION_TITLE( "Ray Marching" );
+const char* BACKGROUND_IMAGE("");
+const char* TOOLBAR_IMAGE(DEMO_IMAGE_DIR "top-bar.png");
+const char* APPLICATION_TITLE("Ray Marching");
const char* SHADER_NAME("raymarch_sphere_shaded");
/**
* @param output
* @return
*/
-bool LoadShaderCode( const char* path, const char* filename, std::vector<char>& output )
+bool LoadShaderCode(const char* path, const char* filename, std::vector<char>& output)
{
- std::string fullpath( path );
+ std::string fullpath(path);
fullpath += filename;
- Dali::FileStream fileStream( fullpath, Dali::FileStream::READ | Dali::FileStream::BINARY );
- FILE* file = fileStream.GetFile();
- if( !file )
+ Dali::FileStream fileStream(fullpath, Dali::FileStream::READ | Dali::FileStream::BINARY);
+ FILE* file = fileStream.GetFile();
+ if(!file)
{
return false;
}
bool retValue = false;
- if( !fseek( file, 0, SEEK_END ) )
+ if(!fseek(file, 0, SEEK_END))
{
- long int size = ftell( file );
+ long int size = ftell(file);
- if( ( size != -1L ) &&
- ( ! fseek( file, 0, SEEK_SET ) ) )
+ if((size != -1L) &&
+ (!fseek(file, 0, SEEK_SET)))
{
- output.resize( size + 1 );
- std::fill( output.begin(), output.end(), 0 );
- ssize_t result = fread( output.data(), size, 1, file );
+ output.resize(size + 1);
+ std::fill(output.begin(), output.end(), 0);
+ ssize_t result = fread(output.data(), size, 1, file);
- retValue = ( result >= 0 );
+ retValue = (result >= 0);
}
}
* @param shaderName
* @return
*/
-Shader LoadShaders( const std::string& shaderName )
+Shader LoadShaders(const std::string& shaderName)
{
std::vector<char> bufV, bufF;
- std::string shaderVSH( shaderName );
- std::string shaderFSH( shaderName );
+ std::string shaderVSH(shaderName);
+ std::string shaderFSH(shaderName);
shaderVSH += ".vsh";
shaderFSH += ".fsh";
Shader shader;
- if( LoadShaderCode( DEMO_SHADER_DIR, shaderVSH.c_str(), bufV ) &&
- LoadShaderCode( DEMO_SHADER_DIR, shaderFSH.c_str(), bufF ) )
+ if(LoadShaderCode(DEMO_SHADER_DIR, shaderVSH.c_str(), bufV) &&
+ LoadShaderCode(DEMO_SHADER_DIR, shaderFSH.c_str(), bufF))
{
- shader = Shader::New( bufV.data(), bufF.data() );
+ shader = Shader::New(bufV.data(), bufF.data());
}
return shader;
}
class RayMarchingExample : public ConnectionTracker
{
public:
-
- RayMarchingExample( Application& application )
- : mApplication( application )
+ RayMarchingExample(Application& application)
+ : mApplication(application)
{
// Connect to the Application's Init signal
- mApplication.InitSignal().Connect( this, &RayMarchingExample::Create );
+ mApplication.InitSignal().Connect(this, &RayMarchingExample::Create);
}
~RayMarchingExample()
}
// The Init signal is received once (only) during the Application lifetime
- void Create( Application& application )
+ void Create(Application& application)
{
// Get a handle to the window
Window window = application.GetWindow();
- window.GetRootLayer().TouchSignal().Connect( this, &RayMarchingExample::OnTouch );
+ window.GetRootLayer().TouchedSignal().Connect(this, &RayMarchingExample::OnTouch);
window.KeyEventSignal().Connect(this, &RayMarchingExample::OnKeyEvent);
- window.SetBackgroundColor( Color::YELLOW );
+ window.SetBackgroundColor(Color::YELLOW);
// Creates a default view with a default tool bar.
// The view is added to the window.
- mContentLayer = DemoHelper::CreateView( application,
- mView,
- mToolBar,
- BACKGROUND_IMAGE,
- TOOLBAR_IMAGE,
- APPLICATION_TITLE );
+ mContentLayer = DemoHelper::CreateView(application,
+ mView,
+ mToolBar,
+ BACKGROUND_IMAGE,
+ TOOLBAR_IMAGE,
+ APPLICATION_TITLE);
// Add an extra space on the right to center the title text.
- mToolBar.AddControl( Actor::New(), DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight );
+ mToolBar.AddControl(Actor::New(), DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_RIGHT);
AddContentLayer();
-
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch(Actor actor, const TouchEvent& touch)
{
// quit the application
mApplication.Quit();
*/
void OnKeyEvent(const KeyEvent& event)
{
- if(event.state == KeyEvent::Down)
+ if(event.GetState() == KeyEvent::DOWN)
{
- if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
+ if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
Renderer CreateQuadRenderer()
{
// Create shader & geometry needed by Renderer
- Shader shader = LoadShaders( SHADER_NAME );
+ Shader shader = LoadShaders(SHADER_NAME);
Property::Map vertexFormat;
vertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New(vertexFormat);
- const float P( 0.5f );
+ const float P(0.5f);
const Vector2 vertices[] = {
- Vector2( -P, -P ),
- Vector2( +P, -P ),
- Vector2( -P, +P ),
- Vector2( +P, +P )
- };
+ Vector2(-P, -P),
+ Vector2(+P, -P),
+ Vector2(-P, +P),
+ Vector2(+P, +P)};
- vertexBuffer.SetData( vertices, 4 );
+ vertexBuffer.SetData(vertices, 4);
// Instantiate quad geometry
Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( vertexBuffer );
- geometry.SetType( Geometry::TRIANGLE_STRIP );
+ geometry.AddVertexBuffer(vertexBuffer);
+ geometry.SetType(Geometry::TRIANGLE_STRIP);
// Create renderer
- Renderer renderer = Renderer::New( geometry, shader );
+ Renderer renderer = Renderer::New(geometry, shader);
- renderer.RegisterProperty("uRadius", 0.0f );
- renderer.RegisterProperty("uAdjuster", -4.0f );
+ renderer.RegisterProperty("uRadius", 0.0f);
+ renderer.RegisterProperty("uAdjuster", -4.0f);
// Animate the sphere radius uniform and a generic uAdjust uniform currently used to move the light around
Animation animation = Animation::New(8.0f);
- animation.AnimateTo( Property(renderer,"uRadius"), 1.2f, AlphaFunction::BOUNCE);
- animation.AnimateTo( Property(renderer,"uAdjuster"), 4.0f, AlphaFunction::BOUNCE);
- animation.SetLooping( true );
+ animation.AnimateTo(Property(renderer, "uRadius"), 1.2f, AlphaFunction::BOUNCE);
+ animation.AnimateTo(Property(renderer, "uAdjuster"), 4.0f, AlphaFunction::BOUNCE);
+ animation.SetLooping(true);
animation.Play();
return renderer;
{
Window window = mApplication.GetWindow();
- //Create all the renderers
+ //Create all the renderers
Renderer renderer = CreateQuadRenderer();
Actor actor = Actor::New();
- actor.AddRenderer( renderer );
+ actor.AddRenderer(renderer);
- actor.SetProperty( Actor::Property::ANCHOR_POINT, Dali::AnchorPoint::CENTER );
- actor.SetProperty( Actor::Property::PARENT_ORIGIN, Dali::ParentOrigin::CENTER );
- actor.SetResizePolicy( Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, Dali::AnchorPoint::CENTER);
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, Dali::ParentOrigin::CENTER);
+ actor.SetResizePolicy(Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS);
- mContentLayer.Add( actor );
+ mContentLayer.Add(actor);
}
private:
- Application& mApplication;
- Control mView;
- Layer mContentLayer;
- ToolBar mToolBar;
+ Application& mApplication;
+ Control mView;
+ Layer mContentLayer;
+ ToolBar mToolBar;
};
-int DALI_EXPORT_API main( int argc, char **argv )
+int DALI_EXPORT_API main(int argc, char** argv)
{
- Application application = Application::New( &argc, &argv );
- RayMarchingExample test( application );
+ Application application = Application::New(&argc, &argv);
+ RayMarchingExample test(application);
application.MainLoop();
return 0;
}