/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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/dali.h>
#include <dali-toolkit/dali-toolkit.h>
-#include "shared/view.h"
+#include <dali-toolkit/devel-api/controls/buttons/button-devel.h>
#include <fstream>
#include <sstream>
+#include <limits>
+
+// INTERNAL INCLUDES
+#include "shared/view.h"
+#include "shared/utility.h"
using namespace Dali;
namespace
{
const char * const APPLICATION_TITLE( "Refraction Effect" );
-const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
-const char * const CHANGE_TEXTURE_ICON( DALI_IMAGE_DIR "icon-change.png" );
-const char * const CHANGE_MESH_ICON( DALI_IMAGE_DIR "icon-replace.png" );
+const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
+const char * const CHANGE_TEXTURE_ICON( DEMO_IMAGE_DIR "icon-change.png" );
+const char * const CHANGE_TEXTURE_ICON_SELECTED( DEMO_IMAGE_DIR "icon-change-selected.png" );
+const char * const CHANGE_MESH_ICON( DEMO_IMAGE_DIR "icon-replace.png" );
+const char * const CHANGE_MESH_ICON_SELECTED( DEMO_IMAGE_DIR "icon-replace-selected.png" );
const char* MESH_FILES[] =
{
- DALI_MODEL_DIR "surface_pattern_v01.obj",
- DALI_MODEL_DIR "surface_pattern_v02.obj"
+ DEMO_MODEL_DIR "surface_pattern_v01.obj",
+ DEMO_MODEL_DIR "surface_pattern_v02.obj"
};
const unsigned int NUM_MESH_FILES( sizeof( MESH_FILES ) / sizeof( MESH_FILES[0] ) );
const char* TEXTURE_IMAGES[]=
{
- DALI_IMAGE_DIR "background-1.jpg",
- DALI_IMAGE_DIR "background-2.jpg",
- DALI_IMAGE_DIR "background-3.jpg",
- DALI_IMAGE_DIR "background-4.jpg"
+ DEMO_IMAGE_DIR "background-1.jpg",
+ DEMO_IMAGE_DIR "background-2.jpg",
+ DEMO_IMAGE_DIR "background-3.jpg",
+ DEMO_IMAGE_DIR "background-4.jpg"
};
const unsigned int NUM_TEXTURE_IMAGES( sizeof( TEXTURE_IMAGES ) / sizeof( TEXTURE_IMAGES[0] ) );
-#define MAKE_SHADER(A)#A
-
struct LightOffsetConstraint
{
LightOffsetConstraint( float radius )
};
/**
- * @brief Load an image, scaled-down to no more than the stage dimensions.
- *
- * Uses image scaling mode ImageAttributes::ScaleToFill to resize the image at
- * load time to cover the entire stage with pixels with no borders,
- * and filter mode ImageAttributes::BoxThenLinear to sample the image with
- * maximum quality.
+ * structure of the vertex in the mesh
*/
-ResourceImage LoadStageFillingImage( const char * const imagePath )
+struct Vertex
{
- Size stageSize = Stage::GetCurrent().GetSize();
- ImageAttributes attributes;
- attributes.SetSize( stageSize.x, stageSize.y );
- attributes.SetFilterMode( ImageAttributes::BoxThenLinear );
- attributes.SetScalingMode( ImageAttributes::ScaleToFill );
- return ResourceImage::New( imagePath, attributes );
-}
-
-} // namespace
-
-/************************************************************************************************
- *** This shader is used when the MeshActor is not touched***
- ************************************************************************************************/
-class NoEffect : public ShaderEffect
-{
-public:
- /**
- * Create an empty handle.
- */
- NoEffect()
- {
- }
+ Vector3 position;
+ Vector3 normal;
+ Vector2 textureCoord;
- /**
- * Virtual destructor
- */
- virtual ~NoEffect()
- {
- }
-
- /**
- * Create a NoEffect object.
- * @return A handle to a newly allocated NoEffect
- */
- static NoEffect New()
- {
- std::string vertexShader = MAKE_SHADER(
- precision mediump float;\n
- uniform mediump vec4 uTextureRect;\n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
- vTexCoord = aTexCoord.xy;\n
- }\n
- );
- std::string fragmentShader = MAKE_SHADER(
- precision mediump float;\n
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
- }\n
- );
- ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
- GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
- ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ) );
- NoEffect handle( shaderEffect );
- return handle;
- }
+ Vertex()
+ {}
-private:
- /**
- * Helper for New()
- */
- NoEffect( ShaderEffect handle )
- : ShaderEffect( handle )
- {
- }
+ Vertex( const Vector3& position, const Vector3& normal, const Vector2& textureCoord )
+ : position( position ), normal( normal ), textureCoord( textureCoord )
+ {}
};
-/************************************************************/
-/* Custom refraction effect shader******************************/
-/************************************************************/
-
-class RefractionEffect : public ShaderEffect
-{
-public:
-
- /**
- * Create an empty RefractionEffect handle.
- */
- RefractionEffect()
- {
- }
-
- /**
- * Virtual destructor
- */
- virtual ~RefractionEffect()
- {
- }
-
- /**
- * Create a RefractionEffect object.
- * @return A handle to a newly allocated RefractionEffect
- */
- static RefractionEffect New()
- {
- std::string vertexShader = MAKE_SHADER(
- precision mediump float;\n
- varying mediump vec2 vTextureOffset;\n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
- vTexCoord = aTexCoord.xy;\n
-
- vNormal = aNormal;\n
- vVertex = vec4( aPosition, 1.0 );\n
- float length = max(0.01, length(aNormal.xy)) * 40.0;\n
- vTextureOffset = aNormal.xy / length;\n
- }\n
- );
-
- std::string fragmentShader = MAKE_SHADER(
- precision mediump float;\n
- uniform mediump float uEffectStrength;\n
- uniform mediump vec3 uLightPosition;\n
- uniform mediump vec2 uLightXYOffset;\n
- uniform mediump vec2 uLightSpinOffset;\n
- uniform mediump float uLightIntensity;\n
- varying mediump vec2 vTextureOffset;\n
-
- vec3 rgb2hsl(vec3 rgb)\n
- {\n
- float epsilon = 1.0e-10;\n
- vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
- vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n
- vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n
- \n
- // RGB -> HCV
- float value = Q.x;\n
- float chroma = Q.x - min(Q.w, Q.y);\n
- float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n
- // HCV -> HSL
- float lightness = value - chroma*0.5;\n
- return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n
- }\n
-
- vec3 hsl2rgb( vec3 hsl )
- {
- // pure hue->RGB
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
- vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n
- vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n
- \n
- float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n
- return ( RGB - 0.5 ) * chroma + hsl.z;
- }
-
- void main()\n
- {\n
- vec3 normal = normalize( vNormal);\n
-
- vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0);\n
- mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n
- mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n
-
- spotEffect = spotEffect * uEffectStrength;\n
- mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity ) * spotEffect;\n
-
- lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n
- vec3 lightedColor = hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n
-
- gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n
- }\n
- );
-
- ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
- GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
- ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
- RefractionEffect handle( shaderEffect );
-
- Vector2 stageSize = Stage::GetCurrent().GetSize();
- handle.SetLightPosition( Vector2(stageSize.x, 0.f) );
- handle.SetUniform( "uLightXYOffset", Vector2::ZERO );
- handle.SetUniform( "uLightSpinOffset", Vector2::ZERO );
- handle.SetUniform( "uEffectStrength", 0.f );
- handle.SetUniform( "uLightIntensity", 2.5f );
-
- Dali::Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
- Constraint constraint = Constraint::New<Vector2>( handle, handle.GetPropertyIndex("uLightSpinOffset"), LightOffsetConstraint(stageSize.x*0.1f) );
- constraint.AddSource( LocalSource(index) );
- constraint.Apply();
-
- return handle;
- }
-
- void SetLightPosition( const Vector2& position )
- {
- Vector2 stageHalfSize = Stage::GetCurrent().GetSize() * 0.5f;
- SetUniform( "uLightPosition", Vector3( position.x - stageHalfSize.x, position.y - stageHalfSize.y, stageHalfSize.x ) );
- }
-
- void SetLightXYOffset( const Vector2& offset )
- {
- SetUniform( "uLightXYOffset", offset );
- }
+/************************************************************************************************
+ *** The shader source is used when the MeshActor is not touched***
+ ************************************************************************************************/
+const char* VERTEX_SHADER_FLAT = DALI_COMPOSE_SHADER(
+attribute mediump vec3 aPosition;\n
+attribute mediump vec3 aNormal;\n
+attribute highp vec2 aTexCoord;\n
+uniform mediump mat4 uMvpMatrix;\n
+varying mediump vec2 vTexCoord;\n
+void main()\n
+{\n
+ gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
+ vTexCoord = aTexCoord.xy;\n
+}\n
+);
+
+const char* FRAGMENT_SHADER_FLAT = DALI_COMPOSE_SHADER(
+uniform lowp vec4 uColor;\n
+uniform sampler2D sTexture;\n
+varying mediump vec2 vTexCoord;\n
+void main()\n
+{\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
+}\n
+);
+
+/************************************************************
+ ** Custom refraction effect shader***************************
+ ************************************************************/
+const char* VERTEX_SHADER_REFRACTION = DALI_COMPOSE_SHADER(
+attribute mediump vec3 aPosition;\n
+attribute mediump vec3 aNormal;\n
+attribute highp vec2 aTexCoord;\n
+uniform mediump mat4 uMvpMatrix;\n
+varying mediump vec4 vVertex;\n
+varying mediump vec3 vNormal;\n
+varying mediump vec2 vTexCoord;\n
+varying mediump vec2 vTextureOffset;\n
+void main()\n
+{\n
+ gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
+ vTexCoord = aTexCoord.xy;\n
+
+ vNormal = aNormal;\n
+ vVertex = vec4( aPosition, 1.0 );\n
+ float length = max(0.01, length(aNormal.xy)) * 40.0;\n
+ vTextureOffset = aNormal.xy / length;\n
+}\n
+);
+
+const char* FRAGMENT_SHADER_REFRACTION = DALI_COMPOSE_SHADER(
+precision mediump float;\n
+uniform mediump float uEffectStrength;\n
+uniform mediump vec3 uLightPosition;\n
+uniform mediump vec2 uLightXYOffset;\n
+uniform mediump vec2 uLightSpinOffset;\n
+uniform mediump float uLightIntensity;\n
+uniform lowp vec4 uColor;\n
+uniform sampler2D sTexture;\n
+varying mediump vec4 vVertex;\n
+varying mediump vec3 vNormal;\n
+varying mediump vec2 vTexCoord;\n
+varying mediump vec2 vTextureOffset;\n
+
+vec3 rgb2hsl(vec3 rgb)\n
+{\n
+ float epsilon = 1.0e-10;\n
+ vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
+ vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n
+ vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n
+ \n
+ // RGB -> HCV
+ float value = Q.x;\n
+ float chroma = Q.x - min(Q.w, Q.y);\n
+ float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n
+ // HCV -> HSL
+ float lightness = value - chroma*0.5;\n
+ return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n
+}\n
+
+vec3 hsl2rgb( vec3 hsl )\n
+{\n
+ // pure hue->RGB
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
+ vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n
+ vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n
+ \n
+ float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n
+ return ( RGB - 0.5 ) * chroma + hsl.z;\n
+}\n
+
+void main()\n
+{\n
+ vec3 normal = normalize( vNormal);\n
+
+ vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0);\n
+ mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n
+ mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n
+
+ spotEffect = spotEffect * uEffectStrength;\n
+ mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity ) * spotEffect;\n
+
+ lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n
+ vec3 lightedColor = hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n
+
+ gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n
+}\n
+);
- void SetEffectStrength( float strength )
- {
- SetUniform( "uEffectStrength", strength );
- }
+} // namespace
- void SetLightIntensity( float intensity )
- {
- SetUniform( "uLightIntensity", intensity );
- }
-
-private:
- /**
- * Helper for New()
- */
- RefractionEffect( ShaderEffect handle )
- : ShaderEffect( handle )
- {
- }
-};
/*************************************************/
/*Demo using RefractionEffect*****************/
public:
RefractionEffectExample( Application &application )
: mApplication( application ),
- mIsDown( false ),
+ mContent(),
+ mTextureSet(),
+ mGeometry(),
+ mRenderer(),
+ mMeshActor(),
+ mShaderFlat(),
+ mShaderRefraction(),
+ mLightAnimation(),
+ mStrenghAnimation(),
+ mLightXYOffsetIndex( Property::INVALID_INDEX ),
+ mSpinAngleIndex( Property::INVALID_INDEX ),
+ mLightIntensityIndex( Property::INVALID_INDEX ),
+ mEffectStrengthIndex( Property::INVALID_INDEX ),
+ mChangeTextureButton(),
+ mChangeMeshButton(),
mCurrentTextureId( 1 ),
mCurrentMeshId( 0 )
{
void Create(Application& application)
{
Stage stage = Stage::GetCurrent();
- mStageHalfSize = stage.GetSize() * 0.5f;
+ Vector2 stageSize = stage.GetSize();
stage.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent);
// Creates a default view with a default tool bar.
// The view is added to the stage.
Toolkit::ToolBar toolBar;
- Toolkit::View view;
+ Toolkit::Control view;
mContent = DemoHelper::CreateView( application,
view,
toolBar,
// Add a button to change background. (right of toolbar)
mChangeTextureButton = Toolkit::PushButton::New();
- mChangeTextureButton.SetBackgroundImage( ResourceImage::New( CHANGE_TEXTURE_ICON ) );
+ mChangeTextureButton.SetProperty( Toolkit::DevelButton::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_TEXTURE_ICON );
+ mChangeTextureButton.SetProperty( Toolkit::DevelButton::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_TEXTURE_ICON_SELECTED );
mChangeTextureButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeTexture );
toolBar.AddControl( mChangeTextureButton,
DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
// Add a button to change mesh pattern. ( left of bar )
mChangeMeshButton = Toolkit::PushButton::New();
- mChangeMeshButton.SetBackgroundImage( ResourceImage::New( CHANGE_MESH_ICON ) );
+ mChangeMeshButton.SetProperty( Toolkit::DevelButton::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_MESH_ICON );
+ mChangeMeshButton.SetProperty( Toolkit::DevelButton::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_MESH_ICON_SELECTED );
mChangeMeshButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeMesh );
toolBar.AddControl( mChangeMeshButton,
DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
Toolkit::Alignment::HorizontalLeft,
DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
- // creates the shader effects applied on the mesh actor
- mRefractionEffect = RefractionEffect::New(); // used when the finger is touching the screen
- mNoEffect = NoEffect::New(); // used in the other situations, basic render shader
- // Create the mesh from the obj file and add to stage
- mMaterial = Material::New( "Material" ) ;
- mMaterial.SetDiffuseTexture( LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] ) );
- CreateSurface( MESH_FILES[mCurrentMeshId] );
+
+
+ // shader used when the screen is not touched, render a flat surface
+ mShaderFlat = Shader::New( VERTEX_SHADER_FLAT, FRAGMENT_SHADER_FLAT );
+ mGeometry = CreateGeometry( MESH_FILES[mCurrentMeshId] );
+
+ Texture texture = DemoHelper::LoadStageFillingTexture( TEXTURE_IMAGES[mCurrentTextureId] );
+ mTextureSet = TextureSet::New();
+ mTextureSet.SetTexture( 0u, texture );
+
+ mRenderer = Renderer::New( mGeometry, mShaderFlat );
+ mRenderer.SetTextures( mTextureSet );
+
+ mMeshActor = Actor::New();
+ mMeshActor.AddRenderer( mRenderer );
+ mMeshActor.SetSize( stageSize );
+ mMeshActor.SetParentOrigin(ParentOrigin::CENTER);
+ mContent.Add( mMeshActor );
// Connect the callback to the touch signal on the mesh actor
- mContent.TouchedSignal().Connect( this, &RefractionEffectExample::OnTouch );
+ mContent.TouchSignal().Connect( this, &RefractionEffectExample::OnTouch );
+
+ // shader used when the finger is touching the screen. render refraction effect
+ mShaderRefraction = Shader::New( VERTEX_SHADER_REFRACTION, FRAGMENT_SHADER_REFRACTION );
+
+ // register uniforms
+ mLightXYOffsetIndex = mMeshActor.RegisterProperty( "uLightXYOffset", Vector2::ZERO );
+
+ mLightIntensityIndex = mMeshActor.RegisterProperty( "uLightIntensity", 2.5f );
+
+ mEffectStrengthIndex = mMeshActor.RegisterProperty( "uEffectStrength", 0.f );
+
+ Vector3 lightPosition( -stageSize.x*0.5f, -stageSize.y*0.5f, stageSize.x*0.5f ); // top_left
+ mMeshActor.RegisterProperty( "uLightPosition", lightPosition );
+
+ Property::Index lightSpinOffsetIndex = mMeshActor.RegisterProperty( "uLightSpinOffset", Vector2::ZERO );
+
+ mSpinAngleIndex = mMeshActor.RegisterProperty("uSpinAngle", 0.f );
+ Constraint constraint = Constraint::New<Vector2>( mMeshActor, lightSpinOffsetIndex, LightOffsetConstraint(stageSize.x*0.1f) );
+ constraint.AddSource( LocalSource(mSpinAngleIndex) );
+ constraint.Apply();
// the animation which spin the light around the finger touch position
- mLightPosition = Vector2( mStageHalfSize.x*2.f, 0.f);
mLightAnimation = Animation::New(2.f);
- mLightAnimation.AnimateTo( Property( mRefractionEffect, "uSpinAngle" ), Math::PI*2.f );
+ mLightAnimation.AnimateTo( Property( mMeshActor, mSpinAngleIndex ), Math::PI*2.f );
mLightAnimation.SetLooping( true );
mLightAnimation.Pause();
}
+ void SetLightXYOffset( const Vector2& offset )
+ {
+ mMeshActor.SetProperty( mLightXYOffsetIndex, offset );
+ }
+
/**
* Create a mesh actor with different geometry to replace the current one
*/
bool OnChangeMesh( Toolkit::Button button )
{
- if( mMeshActor )
- {
- UnparentAndReset( mMeshActor );
- }
-
mCurrentMeshId = ( mCurrentMeshId + 1 ) % NUM_MESH_FILES;
- CreateSurface( MESH_FILES[mCurrentMeshId] );
+ mGeometry = CreateGeometry( MESH_FILES[mCurrentMeshId] );
+ mRenderer.SetGeometry( mGeometry );
return true;
}
bool OnChangeTexture( Toolkit::Button button )
{
mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
- mMaterial.SetDiffuseTexture( LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] ) );
-
+ Texture texture = DemoHelper::LoadStageFillingTexture( TEXTURE_IMAGES[mCurrentTextureId] );
+ mTextureSet.SetTexture( 0u, texture );
return true;
}
- bool OnTouch( Actor actor , const TouchEvent& event )
+ bool OnTouch( Actor actor, const TouchData& event )
{
- const TouchPoint &point = event.GetPoint(0);
-
- switch(point.state)
+ switch( event.GetState( 0 ) )
{
- case TouchPoint::Down:
+ case PointState::DOWN:
{
- mIsDown = true;
- mDownPosition = point.screen;
+ mRenderer.SetShader( mShaderRefraction );
+
+ SetLightXYOffset( event.GetScreenPosition( 0 ) );
mLightAnimation.Play();
mStrenghAnimation.Clear();
}
- mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
- mMeshActor.SetShaderEffect( mRefractionEffect );
mStrenghAnimation= Animation::New(0.5f);
- mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 1.f );
+ mStrenghAnimation.AnimateTo( Property( mMeshActor, mEffectStrengthIndex ), 1.f );
mStrenghAnimation.Play();
break;
}
- case TouchPoint::Motion:
+ case PointState::MOTION:
{
- if(mIsDown)
- {
- // make the light position following the finger movement
- mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
- }
+ // make the light position following the finger movement
+ SetLightXYOffset( event.GetScreenPosition( 0 ) );
break;
}
- case TouchPoint::Up:
- case TouchPoint::Leave:
- case TouchPoint::Interrupted:
+ case PointState::UP:
+ case PointState::LEAVE:
+ case PointState::INTERRUPTED:
{
- if(mIsDown)
- {
- mLightAnimation.Pause();
+ mLightAnimation.Pause();
- if( mStrenghAnimation )
- {
- mStrenghAnimation.Clear();
- }
- mStrenghAnimation = Animation::New(0.5f);
- mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 0.f );
- mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
- mStrenghAnimation.Play();
+ if( mStrenghAnimation )
+ {
+ mStrenghAnimation.Clear();
}
-
- mIsDown = false;
+ mStrenghAnimation = Animation::New(0.5f);
+ mStrenghAnimation.AnimateTo( Property( mMeshActor, mEffectStrengthIndex ), 0.f );
+ mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
+ mStrenghAnimation.Play();
break;
}
- case TouchPoint::Stationary:
- case TouchPoint::Last:
- default:
+ case PointState::STATIONARY:
{
break;
}
}
+
return true;
}
void OnTouchFinished( Animation& source )
{
- mMeshActor.SetShaderEffect( mNoEffect );
- mRefractionEffect.SetLightXYOffset( Vector2::ZERO );
+ mRenderer.SetShader( mShaderFlat );
+ SetLightXYOffset( Vector2::ZERO );
}
- void CreateSurface( const std::string& objFileName )
+ Geometry CreateGeometry(const std::string& objFileName)
{
- MeshData::VertexContainer vertices;
- MeshData::FaceIndices faces;
- MeshData meshData;
-
- std::vector<float> boundingBox;
std::vector<Vector3> vertexPositions;
- std::vector<int> faceIndices;
+ Vector<unsigned int> faceIndices;
+ Vector<float> boundingBox;
// read the vertice and faces from the .obj file, and record the bounding box
ReadObjFile( objFileName, boundingBox, vertexPositions, faceIndices );
// re-organize the mesh, the vertices are duplicated, each vertex only belongs to one triangle.
// Without sharing vertex between triangle, so we can manipulate the texture offset on each triangle conveniently.
- for( std::size_t i=0; i<faceIndices.size(); i=i+3 )
+ std::vector<Vertex> vertices;
+
+ std::size_t size = faceIndices.Size();
+ vertices.reserve( size );
+
+ for( std::size_t i=0; i<size; i=i+3 )
{
Vector3 edge1 = vertexPositions[ faceIndices[i+2] ] - vertexPositions[ faceIndices[i] ];
Vector3 edge2 = vertexPositions[ faceIndices[i+1] ] - vertexPositions[ faceIndices[i] ];
Vector3 normal = edge1.Cross(edge2);
normal.Normalize();
+ // make sure all the faces are front-facing
if( normal.z > 0 )
{
- faces.push_back( i );
- faces.push_back( i+1 );
- faces.push_back( i+2 );
+ vertices.push_back( Vertex( vertexPositions[ faceIndices[i] ], normal, textureCoordinates[ faceIndices[i] ] ) );
+ vertices.push_back( Vertex( vertexPositions[ faceIndices[i+1] ], normal, textureCoordinates[ faceIndices[i+1] ] ) );
+ vertices.push_back( Vertex( vertexPositions[ faceIndices[i+2] ], normal, textureCoordinates[ faceIndices[i+2] ] ) );
}
else
{
normal *= -1.f;
- faces.push_back( i );
- faces.push_back( i+2 );
- faces.push_back( i+1 );
+ vertices.push_back( Vertex( vertexPositions[ faceIndices[i] ], normal, textureCoordinates[ faceIndices[i] ] ) );
+ vertices.push_back( Vertex( vertexPositions[ faceIndices[i+2] ], normal, textureCoordinates[ faceIndices[i+2] ] ) );
+ vertices.push_back( Vertex( vertexPositions[ faceIndices[i+1] ], normal, textureCoordinates[ faceIndices[i+1] ] ) );
}
+ }
- vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i] ], textureCoordinates[ faceIndices[i] ], normal ) );
- vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+1] ], textureCoordinates[ faceIndices[i+1] ], normal ) );
- vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+2] ], textureCoordinates[ faceIndices[i+2] ], normal ) );
+ Property::Map vertexFormat;
+ vertexFormat["aPosition"] = Property::VECTOR3;
+ vertexFormat["aNormal"] = Property::VECTOR3;
+ vertexFormat["aTexCoord"] = Property::VECTOR2;
+ PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
+ surfaceVertices.SetData( &vertices[0], vertices.size() );
- }
+ Geometry surface = Geometry::New();
+ surface.AddVertexBuffer( surfaceVertices );
- // Now ready to construct the mesh actor
- meshData.SetMaterial( mMaterial );
- meshData.SetVertices( vertices );
- meshData.SetFaceIndices( faces );
- meshData.SetHasTextureCoords(true);
- meshData.SetHasNormals(true);
- mMeshActor = MeshActor::New( Mesh::New( meshData ) );
- mMeshActor.SetParentOrigin(ParentOrigin::CENTER);
- mMeshActor.SetShaderEffect( mNoEffect );
- mContent.Add( mMeshActor );
+ return surface;
}
void ReadObjFile( const std::string& objFileName,
- std::vector<float>& boundingBox,
+ Vector<float>& boundingBox,
std::vector<Vector3>& vertexPositions,
- std::vector<int>& faceIndices)
+ Vector<unsigned int>& faceIndices)
{
std::ifstream ifs( objFileName.c_str(), std::ios::in );
- boundingBox.resize( 6 );
+ boundingBox.Resize( 6 );
boundingBox[0]=boundingBox[2]=boundingBox[4] = std::numeric_limits<float>::max();
boundingBox[1]=boundingBox[3]=boundingBox[5] = -std::numeric_limits<float>::max();
}
std::istringstream iss(line.substr(2), std::istringstream::in);
- int indices[ numOfInt ];
+ unsigned int indices[ numOfInt ];
unsigned int i=0;
while( iss >> indices[i++] && i < numOfInt);
unsigned int step = (i+1) / 3;
- faceIndices.push_back( indices[0]-1 );
- faceIndices.push_back( indices[step]-1 );
- faceIndices.push_back( indices[2*step]-1 );
+ faceIndices.PushBack( indices[0]-1 );
+ faceIndices.PushBack( indices[step]-1 );
+ faceIndices.PushBack( indices[2*step]-1 );
}
}
ifs.close();
}
- void ShapeResizeAndTexureCoordinateCalculation( const std::vector<float>& boundingBox,
+ void ShapeResizeAndTexureCoordinateCalculation( const Vector<float>& boundingBox,
std::vector<Vector3>& vertexPositions,
std::vector<Vector2>& textureCoordinates)
{
Vector3 scale( stageSize.x / bBoxSize.x, stageSize.y / bBoxSize.y, 1.f );
scale.z = (scale.x + scale.y)/2.f;
+ textureCoordinates.reserve(vertexPositions.size());
+
for( std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++ )
{
Vector3 newPosition( (*iter) - bBoxMinCorner ) ;
- Vector2 textureCoord( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y );
- textureCoordinates.push_back( textureCoord );
+ textureCoordinates.push_back( Vector2( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y ) );
newPosition -= bBoxSize * 0.5f;
(*iter) = newPosition * scale;
Application& mApplication;
Layer mContent;
+ TextureSet mTextureSet;
+ Geometry mGeometry;
+ Renderer mRenderer;
+ Actor mMeshActor;
- bool mIsDown;
- Vector2 mDownPosition;
- Vector2 mLightPosition;
- Vector2 mStageHalfSize;
+ Shader mShaderFlat;
+ Shader mShaderRefraction;
- Material mMaterial;
- MeshActor mMeshActor;
+ Animation mLightAnimation;
+ Animation mStrenghAnimation;
- RefractionEffect mRefractionEffect;
- NoEffect mNoEffect;
- Animation mLightAnimation;
- Animation mStrenghAnimation;
+ Property::Index mLightXYOffsetIndex;
+ Property::Index mSpinAngleIndex;
+ Property::Index mLightIntensityIndex;
+ Property::Index mEffectStrengthIndex;
Toolkit::PushButton mChangeTextureButton;
Toolkit::PushButton mChangeMeshButton;
/*****************************************************************************/
-static void
-RunTest(Application& app)
+int DALI_EXPORT_API main(int argc, char **argv)
{
+ Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);
RefractionEffectExample theApp(app);
app.MainLoop();
-}
-
-/*****************************************************************************/
-
-int
-main(int argc, char **argv)
-{
- Application app = Application::New(&argc, &argv);
-
- RunTest(app);
-
return 0;
}