Updated all files to new format
[platform/core/uifw/dali-demo.git] / examples / refraction-effect / refraction-effect-example.cpp
index 5c64bcc..37e83dd 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 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/dali.h>
 #include <dali-toolkit/dali-toolkit.h>
-#include <dali/integration-api/debug.h>
+#include <dali/dali.h>
 #include <dali/devel-api/adaptor-framework/file-loader.h>
+#include <dali/integration-api/debug.h>
 
-#include <sstream>
-#include <limits>
 #include <cctype>
+#include <limits>
+#include <sstream>
 
 // INTERNAL INCLUDES
-#include "shared/view.h"
+#include "generated/refraction-effect-flat-frag.h"
+#include "generated/refraction-effect-flat-vert.h"
+#include "generated/refraction-effect-refraction-frag.h"
+#include "generated/refraction-effect-refraction-vert.h"
 #include "shared/utility.h"
+#include "shared/view.h"
 
 using namespace Dali;
 
 namespace
 {
-const char * const APPLICATION_TITLE( "Refraction Effect" );
-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* const APPLICATION_TITLE("Refraction Effect");
+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[] =
-{
- 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] ) );
+  {
+    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[]=
-{
-  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] ) );
+const char* TEXTURE_IMAGES[] =
+  {
+    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]));
 
 struct LightOffsetConstraint
 {
-  LightOffsetConstraint( float radius )
-  : mRadius( radius )
+  LightOffsetConstraint(float radius)
+  : mRadius(radius)
   {
   }
 
-  void operator()( Vector2& current, const PropertyInputContainer& inputs )
+  void operator()(Vector2& current, const PropertyInputContainer& inputs)
   {
     float spinAngle = inputs[0]->GetFloat();
-    current.x = cos( spinAngle );
-    current.y = sin( spinAngle );
+    current.x       = cos(spinAngle);
+    current.y       = sin(spinAngle);
 
     current *= mRadius;
   }
@@ -85,133 +87,27 @@ struct Vertex
   Vector2 textureCoord;
 
   Vertex()
-  {}
+  {
+  }
 
-  Vertex( const Vector3& position, const Vector3& normal, const Vector2& textureCoord )
-  : position( position ), normal( normal ), textureCoord( textureCoord )
-  {}
+  Vertex(const Vector3& position, const Vector3& normal, const Vector2& textureCoord)
+  : position(position),
+    normal(normal),
+    textureCoord(textureCoord)
+  {
+  }
 };
 
-/************************************************************************************************
- *** 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
-);
-
 } // namespace
 
-
 /*************************************************/
 /*Demo using RefractionEffect*****************/
 /*************************************************/
 class RefractionEffectExample : public ConnectionTracker
 {
 public:
-  RefractionEffectExample( Application &application )
-  : mApplication( application ),
+  RefractionEffectExample(Application& application)
+  : mApplication(application),
     mContent(),
     mTextureSet(),
     mGeometry(),
@@ -221,14 +117,14 @@ public:
     mShaderRefraction(),
     mLightAnimation(),
     mStrenghAnimation(),
-    mLightXYOffsetIndex( Property::INVALID_INDEX ),
-    mSpinAngleIndex( Property::INVALID_INDEX ),
-    mLightIntensityIndex( Property::INVALID_INDEX ),
-    mEffectStrengthIndex( Property::INVALID_INDEX ),
+    mLightXYOffsetIndex(Property::INVALID_INDEX),
+    mSpinAngleIndex(Property::INVALID_INDEX),
+    mLightIntensityIndex(Property::INVALID_INDEX),
+    mEffectStrengthIndex(Property::INVALID_INDEX),
     mChangeTextureButton(),
     mChangeMeshButton(),
-    mCurrentTextureId( 1 ),
-    mCurrentMeshId( 0 )
+    mCurrentTextureId(1),
+    mCurrentMeshId(0)
   {
     // Connect to the Application's Init signal
     application.InitSignal().Connect(this, &RefractionEffectExample::Create);
@@ -239,11 +135,10 @@ public:
   }
 
 private:
-
   // The Init signal is received once (only) during the Application lifetime
   void Create(Application& application)
   {
-    Window window = application.GetWindow();
+    Window  window     = application.GetWindow();
     Vector2 windowSize = window.GetSize();
 
     window.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent);
@@ -251,126 +146,124 @@ private:
     // Creates a default view with a default tool bar.
     // The view is added to the window.
     Toolkit::ToolBar toolBar;
-    Toolkit::Control    view;
-    mContent = DemoHelper::CreateView( application,
-        view,
-        toolBar,
-        "",
-        TOOLBAR_IMAGE,
-        APPLICATION_TITLE );
+    Toolkit::Control view;
+    mContent = DemoHelper::CreateView(application,
+                                      view,
+                                      toolBar,
+                                      "",
+                                      TOOLBAR_IMAGE,
+                                      APPLICATION_TITLE);
 
     // Add a button to change background. (right of toolbar)
     mChangeTextureButton = Toolkit::PushButton::New();
-    mChangeTextureButton.SetProperty( Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_TEXTURE_ICON );
-    mChangeTextureButton.SetProperty( Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_TEXTURE_ICON_SELECTED );
-    mChangeTextureButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeTexture );
-    toolBar.AddControl( mChangeTextureButton,
-                        DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
-                        Toolkit::Alignment::HorizontalRight,
-                        DemoHelper::DEFAULT_MODE_SWITCH_PADDING  );
+    mChangeTextureButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_TEXTURE_ICON);
+    mChangeTextureButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_TEXTURE_ICON_SELECTED);
+    mChangeTextureButton.ClickedSignal().Connect(this, &RefractionEffectExample::OnChangeTexture);
+    toolBar.AddControl(mChangeTextureButton,
+                       DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
+                       Toolkit::Alignment::HORIZONTAL_RIGHT,
+                       DemoHelper::DEFAULT_MODE_SWITCH_PADDING);
     // Add a button to change mesh pattern. ( left of bar )
     mChangeMeshButton = Toolkit::PushButton::New();
-    mChangeMeshButton.SetProperty( Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_MESH_ICON );
-    mChangeMeshButton.SetProperty( Toolkit::Button::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  );
-
-
+    mChangeMeshButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_MESH_ICON);
+    mChangeMeshButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_MESH_ICON_SELECTED);
+    mChangeMeshButton.ClickedSignal().Connect(this, &RefractionEffectExample::OnChangeMesh);
+    toolBar.AddControl(mChangeMeshButton,
+                       DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
+                       Toolkit::Alignment::HORIZONTAL_LEFT,
+                       DemoHelper::DEFAULT_MODE_SWITCH_PADDING);
 
     // 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] );
+    mShaderFlat = Shader::New(SHADER_REFRACTION_EFFECT_FLAT_VERT, SHADER_REFRACTION_EFFECT_FLAT_FRAG);
+    mGeometry   = CreateGeometry(MESH_FILES[mCurrentMeshId]);
 
-    Texture texture = DemoHelper::LoadWindowFillingTexture( window.GetSize(), TEXTURE_IMAGES[mCurrentTextureId] );
-    mTextureSet = TextureSet::New();
-    mTextureSet.SetTexture( 0u, texture );
+    Texture texture = DemoHelper::LoadWindowFillingTexture(window.GetSize(), TEXTURE_IMAGES[mCurrentTextureId]);
+    mTextureSet     = TextureSet::New();
+    mTextureSet.SetTexture(0u, texture);
 
-    mRenderer = Renderer::New( mGeometry, mShaderFlat );
-    mRenderer.SetTextures( mTextureSet );
+    mRenderer = Renderer::New(mGeometry, mShaderFlat);
+    mRenderer.SetTextures(mTextureSet);
 
     mMeshActor = Actor::New();
-    mMeshActor.AddRenderer( mRenderer );
-    mMeshActor.SetProperty( Actor::Property::SIZE, windowSize );
-    mMeshActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
-    mContent.Add( mMeshActor );
+    mMeshActor.AddRenderer(mRenderer);
+    mMeshActor.SetProperty(Actor::Property::SIZE, windowSize);
+    mMeshActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+    mContent.Add(mMeshActor);
 
     // Connect the callback to the touch signal on the mesh actor
-    mContent.TouchSignal().Connect( this, &RefractionEffectExample::OnTouch );
+    mContent.TouchedSignal().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 );
+    mShaderRefraction = Shader::New(SHADER_REFRACTION_EFFECT_REFRACTION_VERT, SHADER_REFRACTION_EFFECT_REFRACTION_FRAG);
 
     // register uniforms
-    mLightXYOffsetIndex = mMeshActor.RegisterProperty( "uLightXYOffset", Vector2::ZERO );
+    mLightXYOffsetIndex = mMeshActor.RegisterProperty("uLightXYOffset", Vector2::ZERO);
 
-    mLightIntensityIndex = mMeshActor.RegisterProperty( "uLightIntensity", 2.5f );
+    mLightIntensityIndex = mMeshActor.RegisterProperty("uLightIntensity", 2.5f);
 
-    mEffectStrengthIndex = mMeshActor.RegisterProperty( "uEffectStrength",  0.f );
+    mEffectStrengthIndex = mMeshActor.RegisterProperty("uEffectStrength", 0.f);
 
-    Vector3 lightPosition( -windowSize.x*0.5f, -windowSize.y*0.5f, windowSize.x*0.5f ); // top_left
-    mMeshActor.RegisterProperty( "uLightPosition", lightPosition );
+    Vector3 lightPosition(-windowSize.x * 0.5f, -windowSize.y * 0.5f, windowSize.x * 0.5f); // top_left
+    mMeshActor.RegisterProperty("uLightPosition", lightPosition);
 
-    Property::Index lightSpinOffsetIndex = mMeshActor.RegisterProperty( "uLightSpinOffset", Vector2::ZERO );
+    Property::Index lightSpinOffsetIndex = mMeshActor.RegisterProperty("uLightSpinOffset", Vector2::ZERO);
 
-    mSpinAngleIndex = mMeshActor.RegisterProperty("uSpinAngle", 0.f );
-    Constraint constraint = Constraint::New<Vector2>( mMeshActor, lightSpinOffsetIndex, LightOffsetConstraint(windowSize.x*0.1f) );
-    constraint.AddSource( LocalSource(mSpinAngleIndex) );
+    mSpinAngleIndex       = mMeshActor.RegisterProperty("uSpinAngle", 0.f);
+    Constraint constraint = Constraint::New<Vector2>(mMeshActor, lightSpinOffsetIndex, LightOffsetConstraint(windowSize.x * 0.1f));
+    constraint.AddSource(LocalSource(mSpinAngleIndex));
     constraint.Apply();
 
     // the animation which spin the light around the finger touch position
     mLightAnimation = Animation::New(2.f);
-    mLightAnimation.AnimateTo( Property( mMeshActor, mSpinAngleIndex ), Math::PI*2.f );
-    mLightAnimation.SetLooping( true );
+    mLightAnimation.AnimateTo(Property(mMeshActor, mSpinAngleIndex), Math::PI * 2.f);
+    mLightAnimation.SetLooping(true);
     mLightAnimation.Pause();
   }
 
-  void SetLightXYOffset( const Vector2& offset )
+  void SetLightXYOffset(const Vector2& offset)
   {
-    mMeshActor.SetProperty( mLightXYOffsetIndex,  offset );
+    mMeshActor.SetProperty(mLightXYOffsetIndex, offset);
   }
 
   /**
    * Create a mesh actor with different geometry to replace the current one
    */
-  bool OnChangeMesh( Toolkit::Button button  )
+  bool OnChangeMesh(Toolkit::Button button)
   {
-    mCurrentMeshId = ( mCurrentMeshId + 1 ) % NUM_MESH_FILES;
-    mGeometry = CreateGeometry( MESH_FILES[mCurrentMeshId] );
-    mRenderer.SetGeometry( mGeometry );
+    mCurrentMeshId = (mCurrentMeshId + 1) % NUM_MESH_FILES;
+    mGeometry      = CreateGeometry(MESH_FILES[mCurrentMeshId]);
+    mRenderer.SetGeometry(mGeometry);
 
     return true;
   }
 
-  bool OnChangeTexture( Toolkit::Button button )
+  bool OnChangeTexture(Toolkit::Button button)
   {
-    mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
-    Texture texture = DemoHelper::LoadWindowFillingTexture( mApplication.GetWindow().GetSize(), TEXTURE_IMAGES[mCurrentTextureId] );
-    mTextureSet.SetTexture( 0u, texture );
+    mCurrentTextureId = (mCurrentTextureId + 1) % NUM_TEXTURE_IMAGES;
+    Texture texture   = DemoHelper::LoadWindowFillingTexture(mApplication.GetWindow().GetSize(), TEXTURE_IMAGES[mCurrentTextureId]);
+    mTextureSet.SetTexture(0u, texture);
     return true;
   }
 
-  bool OnTouch( Actor actor, const TouchEvent& event )
+  bool OnTouch(Actor actor, const TouchEvent& event)
   {
-    switch( event.GetState( 0 ) )
+    switch(event.GetState(0))
     {
       case PointState::DOWN:
       {
-        mRenderer.SetShader( mShaderRefraction );
+        mRenderer.SetShader(mShaderRefraction);
 
-        SetLightXYOffset( event.GetScreenPosition( 0 ) );
+        SetLightXYOffset(event.GetScreenPosition(0));
 
         mLightAnimation.Play();
 
-        if( mStrenghAnimation )
+        if(mStrenghAnimation)
         {
           mStrenghAnimation.Clear();
         }
 
-        mStrenghAnimation= Animation::New(0.5f);
-        mStrenghAnimation.AnimateTo( Property( mMeshActor, mEffectStrengthIndex ), 1.f );
+        mStrenghAnimation = Animation::New(0.5f);
+        mStrenghAnimation.AnimateTo(Property(mMeshActor, mEffectStrengthIndex), 1.f);
         mStrenghAnimation.Play();
 
         break;
@@ -378,7 +271,7 @@ private:
       case PointState::MOTION:
       {
         // make the light position following the finger movement
-        SetLightXYOffset( event.GetScreenPosition( 0 ) );
+        SetLightXYOffset(event.GetScreenPosition(0));
         break;
       }
       case PointState::UP:
@@ -387,13 +280,13 @@ private:
       {
         mLightAnimation.Pause();
 
-        if( mStrenghAnimation )
+        if(mStrenghAnimation)
         {
           mStrenghAnimation.Clear();
         }
         mStrenghAnimation = Animation::New(0.5f);
-        mStrenghAnimation.AnimateTo( Property( mMeshActor, mEffectStrengthIndex ), 0.f );
-        mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
+        mStrenghAnimation.AnimateTo(Property(mMeshActor, mEffectStrengthIndex), 0.f);
+        mStrenghAnimation.FinishedSignal().Connect(this, &RefractionEffectExample::OnTouchFinished);
         mStrenghAnimation.Play();
         break;
       }
@@ -406,112 +299,113 @@ private:
     return true;
   }
 
-  void OnTouchFinished( Animation& source )
+  void OnTouchFinished(Animation& source)
   {
-    mRenderer.SetShader( mShaderFlat );
-    SetLightXYOffset( Vector2::ZERO );
+    mRenderer.SetShader(mShaderFlat);
+    SetLightXYOffset(Vector2::ZERO);
   }
 
   Geometry CreateGeometry(const std::string& objFileName)
   {
     std::vector<Vector3> vertexPositions;
     Vector<unsigned int> faceIndices;
-    Vector<float> boundingBox;
+    Vector<float>        boundingBox;
     // read the vertice and faces from the .obj file, and record the bounding box
-    ReadObjFile( objFileName, boundingBox, vertexPositions, faceIndices );
+    ReadObjFile(objFileName, boundingBox, vertexPositions, faceIndices);
 
     std::vector<Vector2> textureCoordinates;
     // align the mesh, scale it to fit the screen size, and calculate the texture coordinate for each vertex
-    ShapeResizeAndTexureCoordinateCalculation( boundingBox, vertexPositions, textureCoordinates );
+    ShapeResizeAndTexureCoordinateCalculation(boundingBox, vertexPositions, textureCoordinates);
 
     // 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.
     std::vector<Vertex> vertices;
 
     std::size_t size = faceIndices.Size();
-    vertices.reserve( size );
+    vertices.reserve(size);
 
-    for( std::size_t i=0; i<size; i=i+3 )
+    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 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 )
+      if(normal.z > 0)
       {
-        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] ] ) );
+        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;
-        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(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]]));
       }
     }
 
     Property::Map vertexFormat;
-    vertexFormat["aPosition"] = Property::VECTOR3;
-    vertexFormat["aNormal"] = Property::VECTOR3;
-    vertexFormat["aTexCoord"] = Property::VECTOR2;
-    VertexBuffer surfaceVertices = VertexBuffer::New( vertexFormat );
-    surfaceVertices.SetData( &vertices[0], vertices.size() );
+    vertexFormat["aPosition"]    = Property::VECTOR3;
+    vertexFormat["aNormal"]      = Property::VECTOR3;
+    vertexFormat["aTexCoord"]    = Property::VECTOR2;
+    VertexBuffer surfaceVertices = VertexBuffer::New(vertexFormat);
+    surfaceVertices.SetData(&vertices[0], vertices.size());
 
     Geometry surface = Geometry::New();
-    surface.AddVertexBuffer( surfaceVertices );
+    surface.AddVertexBuffer(surfaceVertices);
 
     return surface;
   }
 
-  void ReadObjFile( const std::string& objFileName,
-      Vector<float>& boundingBox,
-      std::vector<Vector3>& vertexPositions,
-      Vector<unsigned int>& faceIndices)
+  void ReadObjFile(const std::string&    objFileName,
+                   Vector<float>&        boundingBox,
+                   std::vector<Vector3>& vertexPositions,
+                   Vector<unsigned int>& faceIndices)
   {
-    std::streampos bufferSize = 0;
+    std::streampos     bufferSize = 0;
     Dali::Vector<char> fileBuffer;
-    if( !Dali::FileLoader::ReadFile( objFileName, bufferSize, fileBuffer, Dali::FileLoader::FileType::TEXT ) )
+    if(!Dali::FileLoader::ReadFile(objFileName, bufferSize, fileBuffer, Dali::FileLoader::FileType::TEXT))
     {
-        DALI_LOG_WARNING( "file open failed for: \"%s\"", objFileName.c_str() );
-        return;
+      DALI_LOG_WARNING("file open failed for: \"%s\"", objFileName.c_str());
+      return;
     }
 
-    fileBuffer.PushBack( '\0' );
+    fileBuffer.PushBack('\0');
 
-    std::stringstream iss( &fileBuffer[0], std::ios::in );
+    std::stringstream iss(&fileBuffer[0], std::ios::in);
 
-    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();
+    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::string line;
-    while( std::getline( iss, line ) )
+    while(std::getline(iss, line))
     {
-      if( line[0] == 'v' && std::isspace(line[1]))  // vertex
+      if(line[0] == 'v' && std::isspace(line[1])) // vertex
       {
         std::istringstream iss(line.substr(2), std::istringstream::in);
-        unsigned int i = 0;
-        Vector3 vertex;
-        while( iss >> vertex[i++] && i < 3);
-        if( vertex.x < boundingBox[0] )  boundingBox[0] = vertex.x;
-        if( vertex.x > boundingBox[1] )  boundingBox[1] = vertex.x;
-        if( vertex.y < boundingBox[2] )  boundingBox[2] = vertex.y;
-        if( vertex.y > boundingBox[3] )  boundingBox[3] = vertex.y;
-        if( vertex.z < boundingBox[4] )  boundingBox[4] = vertex.z;
-        if( vertex.z > boundingBox[5] )  boundingBox[5] = vertex.z;
-        vertexPositions.push_back( vertex );
+        unsigned int       i = 0;
+        Vector3            vertex;
+        while(iss >> vertex[i++] && i < 3)
+          ;
+        if(vertex.x < boundingBox[0]) boundingBox[0] = vertex.x;
+        if(vertex.x > boundingBox[1]) boundingBox[1] = vertex.x;
+        if(vertex.y < boundingBox[2]) boundingBox[2] = vertex.y;
+        if(vertex.y > boundingBox[3]) boundingBox[3] = vertex.y;
+        if(vertex.z < boundingBox[4]) boundingBox[4] = vertex.z;
+        if(vertex.z > boundingBox[5]) boundingBox[5] = vertex.z;
+        vertexPositions.push_back(vertex);
       }
-      else if( line[0] == 'f' ) //face
+      else if(line[0] == 'f') //face
       {
         unsigned int numOfInt = 3;
-        while( true )
+        while(true)
         {
-          std::size_t found  = line.find('/');
-          if( found == std::string::npos )
+          std::size_t found = line.find('/');
+          if(found == std::string::npos)
           {
             break;
           }
@@ -519,37 +413,38 @@ private:
           numOfInt++;
         }
 
-        std::istringstream iss(line.substr(2), std::istringstream::in);
+        std::istringstream         iss(line.substr(2), std::istringstream::in);
         Dali::Vector<unsigned int> indices;
         indices.Resize(numOfInt);
-        unsigned int i=0;
-        while( iss >> indices[i++] && i < numOfInt);
-        unsigned int step = (i+1) / 3;
-        faceIndices.PushBack( indices[0]-1 );
-        faceIndices.PushBack( indices[step]-1 );
-        faceIndices.PushBack( indices[2*step]-1 );
+        unsigned int i = 0;
+        while(iss >> indices[i++] && i < numOfInt)
+          ;
+        unsigned int step = (i + 1) / 3;
+        faceIndices.PushBack(indices[0] - 1);
+        faceIndices.PushBack(indices[step] - 1);
+        faceIndices.PushBack(indices[2 * step] - 1);
       }
     }
   }
 
-  void ShapeResizeAndTexureCoordinateCalculation( const Vector<float>& boundingBox,
-      std::vector<Vector3>& vertexPositions,
-      std::vector<Vector2>& textureCoordinates)
+  void ShapeResizeAndTexureCoordinateCalculation(const Vector<float>&  boundingBox,
+                                                 std::vector<Vector3>& vertexPositions,
+                                                 std::vector<Vector2>& textureCoordinates)
   {
-    Vector3 bBoxSize( boundingBox[1] - boundingBox[0], boundingBox[3] - boundingBox[2], boundingBox[5] - boundingBox[4]);
-    Vector3 bBoxMinCorner( boundingBox[0], boundingBox[2], boundingBox[4] );
+    Vector3 bBoxSize(boundingBox[1] - boundingBox[0], boundingBox[3] - boundingBox[2], boundingBox[5] - boundingBox[4]);
+    Vector3 bBoxMinCorner(boundingBox[0], boundingBox[2], boundingBox[4]);
 
     Vector2 windowSize = mApplication.GetWindow().GetSize();
-    Vector3 scale( windowSize.x / bBoxSize.x, windowSize.y / bBoxSize.y, 1.f );
-    scale.z = (scale.x + scale.y)/2.f;
+    Vector3 scale(windowSize.x / bBoxSize.x, windowSize.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++ )
+    for(std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++)
     {
-      Vector3 newPosition(  (*iter) - bBoxMinCorner ) ;
+      Vector3 newPosition((*iter) - bBoxMinCorner);
 
-     textureCoordinates.push_back( Vector2( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y ) );
+      textureCoordinates.push_back(Vector2(newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y));
 
       newPosition -= bBoxSize * 0.5f;
       (*iter) = newPosition * scale;
@@ -563,7 +458,7 @@ private:
   {
     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();
       }
@@ -571,36 +466,35 @@ private:
   }
 
 private:
+  Application& mApplication;
+  Layer        mContent;
+  TextureSet   mTextureSet;
+  Geometry     mGeometry;
+  Renderer     mRenderer;
+  Actor        mMeshActor;
 
-  Application&   mApplication;
-  Layer          mContent;
-  TextureSet     mTextureSet;
-  Geometry       mGeometry;
-  Renderer       mRenderer;
-  Actor          mMeshActor;
-
-  Shader         mShaderFlat;
-  Shader         mShaderRefraction;
+  Shader mShaderFlat;
+  Shader mShaderRefraction;
 
-  Animation      mLightAnimation;
-  Animation      mStrenghAnimation;
+  Animation mLightAnimation;
+  Animation mStrenghAnimation;
 
   Property::Index mLightXYOffsetIndex;
   Property::Index mSpinAngleIndex;
   Property::Index mLightIntensityIndex;
   Property::Index mEffectStrengthIndex;
 
-  Toolkit::PushButton        mChangeTextureButton;
-  Toolkit::PushButton        mChangeMeshButton;
-  unsigned int               mCurrentTextureId;
-  unsigned int               mCurrentMeshId;
+  Toolkit::PushButton mChangeTextureButton;
+  Toolkit::PushButton mChangeMeshButton;
+  unsigned int        mCurrentTextureId;
+  unsigned int        mCurrentMeshId;
 };
 
 /*****************************************************************************/
 
-int DALI_EXPORT_API main(int argc, char **argv)
+int DALI_EXPORT_API main(int argc, char** argv)
 {
-  Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);
+  Application             app = Application::New(&argc, &argv, DEMO_THEME_PATH);
   RefractionEffectExample theApp(app);
   app.MainLoop();
   return 0;