/*
- * Copyright (c) 2017 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/devel-api/adaptor-framework/file-loader.h>
-#include <cstdio>
#include <string.h>
+#include <cstdio>
// INTERNAL INCLUDES
+#include "generated/skybox-frag.h"
+#include "generated/skybox-vert.h"
#include "obj-loader.h"
-namespace
-{
-/*
- * Vertex shader for a skybox
- */
-const char* VERTEX_SHADER_SKYBOX = DALI_COMPOSE_SHADER(
-attribute mediump vec3 aPosition;\n // DALi shader builtin
-uniform mediump mat4 uMvpMatrix;\n // DALi shader builtin
-\n
-varying mediump vec3 vTexCoord;\n
-void main()\n
-{\n
- vTexCoord = aPosition;\n
-
- mediump vec4 vertexPosition = vec4(aPosition, 1.0);\n
- vec4 clipSpacePosition = uMvpMatrix * vertexPosition;\n
- gl_Position = clipSpacePosition.xyww;\n // Writes 1.0, the maximum depth value, into the depth buffer.
- // This is an optimization to avoid running the fragment shader
- // for the pixels hidden by the scene's objects.
-}\n
-);
-
-/*
- * Fragment shader for a skybox
- */
-const char* FRAGMENT_SHADER_SKYBOX = DALI_COMPOSE_SHADER(
-uniform samplerCube uSkyBoxTexture;\n
-\n
-varying mediump vec3 vTexCoord;\n
-void main()\n
-{\n
- mediump vec4 texColor = textureCube( uSkyBoxTexture, vTexCoord, 0.0);\n
- gl_FragColor = texColor;\n
-}\n
-);
-
-} // namespace
-
-
ModelSkybox::ModelSkybox()
{
}
{
}
-void ModelSkybox::Init( const Vector3& size )
+void ModelSkybox::Init(const Vector3& size)
{
-
Geometry geometry = CreateGeometry();
- Shader shader = Shader::New( VERTEX_SHADER_SKYBOX, FRAGMENT_SHADER_SKYBOX );
+ Shader shader = Shader::New(SHADER_SKYBOX_VERT, SHADER_SKYBOX_FRAG);
- Renderer renderer = Renderer::New( geometry, shader );
+ Renderer renderer = Renderer::New(geometry, shader);
- if( mTextureSet )
+ if(mTextureSet)
{
- renderer.SetTextures( mTextureSet );
+ renderer.SetTextures(mTextureSet);
}
// Face culling is enabled to hide the backwards facing sides of the model
// This is sufficient to render a single object; for more complex scenes depth-testing might be required
- renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
- renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
- renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS_EQUAL );
- renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
+ renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON);
+ renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON);
+ renderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS_EQUAL);
+ renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
mActor = Actor::New();
- mActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- mActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
- mActor.SetSize( size );
- mActor.AddRenderer( renderer );
+ mActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ mActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mActor.SetProperty(Actor::Property::SIZE, size);
+ mActor.AddRenderer(renderer);
}
/**
void ModelSkybox::InitTexture(Texture texSkybox)
{
mTextureSet = TextureSet::New();
- mTextureSet.SetTexture( 0u, texSkybox );
+ mTextureSet.SetTexture(0u, texSkybox);
Sampler sampler = Sampler::New();
- sampler.SetWrapMode(WrapMode::CLAMP_TO_EDGE,WrapMode::CLAMP_TO_EDGE,WrapMode::CLAMP_TO_EDGE);
- sampler.SetFilterMode(FilterMode::LINEAR_MIPMAP_LINEAR,FilterMode::LINEAR);
- mTextureSet.SetSampler(0,sampler);
+ sampler.SetWrapMode(WrapMode::CLAMP_TO_EDGE, WrapMode::CLAMP_TO_EDGE, WrapMode::CLAMP_TO_EDGE);
+ sampler.SetFilterMode(FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR);
+ mTextureSet.SetSampler(0, sampler);
}
Actor& ModelSkybox::GetActor()
return mActor;
}
-
/**
* @brief CreateGeometry
* This function creates a cube geometry including texture coordinates.
};
Vertex skyboxVertices[] = {
- // back
- { Vector3( -1.0f, 1.0f, -1.0f ) },
- { Vector3( -1.0f, -1.0f, -1.0f ) },
- { Vector3( 1.0f, -1.0f, -1.0f ) },
- { Vector3( 1.0f, -1.0f, -1.0f ) },
- { Vector3( 1.0f, 1.0f, -1.0f ) },
- { Vector3( -1.0f, 1.0f, -1.0f ) },
-
- // left
- { Vector3( -1.0f, -1.0f, 1.0f ) },
- { Vector3( -1.0f, -1.0f, -1.0f ) },
- { Vector3( -1.0f, 1.0f, -1.0f ) },
- { Vector3( -1.0f, 1.0f, -1.0f ) },
- { Vector3( -1.0f, 1.0f, 1.0f ) },
- { Vector3( -1.0f, -1.0f, 1.0f ) },
-
- // right
- { Vector3( 1.0f, -1.0f, -1.0f ) },
- { Vector3( 1.0f, -1.0f, 1.0f ) },
- { Vector3( 1.0f, 1.0f, 1.0f ) },
- { Vector3( 1.0f, 1.0f, 1.0f ) },
- { Vector3( 1.0f, 1.0f, -1.0f ) },
- { Vector3( 1.0f, -1.0f, -1.0f ) },
-
- // front
- { Vector3( -1.0f, -1.0f, 1.0f ) },
- { Vector3( -1.0f, 1.0f, 1.0f ) },
- { Vector3( 1.0f, 1.0f, 1.0f ) },
- { Vector3( 1.0f, 1.0f, 1.0f ) },
- { Vector3( 1.0f, -1.0f, 1.0f ) },
- { Vector3( -1.0f, -1.0f, 1.0f ) },
-
- // botton
- { Vector3( -1.0f, 1.0f, -1.0f ) },
- { Vector3( 1.0f, 1.0f, -1.0f ) },
- { Vector3( 1.0f, 1.0f, 1.0f ) },
- { Vector3( 1.0f, 1.0f, 1.0f ) },
- { Vector3( -1.0f, 1.0f, 1.0f ) },
- { Vector3( -1.0f, 1.0f, -1.0f ) },
-
- // top
- { Vector3( -1.0f, -1.0f, -1.0f ) },
- { Vector3( -1.0f, -1.0f, 1.0f ) },
- { Vector3( 1.0f, -1.0f, -1.0f ) },
- { Vector3( 1.0f, -1.0f, -1.0f ) },
- { Vector3( -1.0f, -1.0f, 1.0f ) },
- { Vector3( 1.0f, -1.0f, 1.0f ) }
- };
-
- PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
- .Add( "aPosition", Property::VECTOR3 ) );
- vertexBuffer.SetData( skyboxVertices, sizeof(skyboxVertices) / sizeof(Vertex) );
+ // back
+ {Vector3(-1.0f, 1.0f, -1.0f)},
+ {Vector3(-1.0f, -1.0f, -1.0f)},
+ {Vector3(1.0f, -1.0f, -1.0f)},
+ {Vector3(1.0f, -1.0f, -1.0f)},
+ {Vector3(1.0f, 1.0f, -1.0f)},
+ {Vector3(-1.0f, 1.0f, -1.0f)},
+
+ // left
+ {Vector3(-1.0f, -1.0f, 1.0f)},
+ {Vector3(-1.0f, -1.0f, -1.0f)},
+ {Vector3(-1.0f, 1.0f, -1.0f)},
+ {Vector3(-1.0f, 1.0f, -1.0f)},
+ {Vector3(-1.0f, 1.0f, 1.0f)},
+ {Vector3(-1.0f, -1.0f, 1.0f)},
+
+ // right
+ {Vector3(1.0f, -1.0f, -1.0f)},
+ {Vector3(1.0f, -1.0f, 1.0f)},
+ {Vector3(1.0f, 1.0f, 1.0f)},
+ {Vector3(1.0f, 1.0f, 1.0f)},
+ {Vector3(1.0f, 1.0f, -1.0f)},
+ {Vector3(1.0f, -1.0f, -1.0f)},
+
+ // front
+ {Vector3(-1.0f, -1.0f, 1.0f)},
+ {Vector3(-1.0f, 1.0f, 1.0f)},
+ {Vector3(1.0f, 1.0f, 1.0f)},
+ {Vector3(1.0f, 1.0f, 1.0f)},
+ {Vector3(1.0f, -1.0f, 1.0f)},
+ {Vector3(-1.0f, -1.0f, 1.0f)},
+
+ // botton
+ {Vector3(-1.0f, 1.0f, -1.0f)},
+ {Vector3(1.0f, 1.0f, -1.0f)},
+ {Vector3(1.0f, 1.0f, 1.0f)},
+ {Vector3(1.0f, 1.0f, 1.0f)},
+ {Vector3(-1.0f, 1.0f, 1.0f)},
+ {Vector3(-1.0f, 1.0f, -1.0f)},
+
+ // top
+ {Vector3(-1.0f, -1.0f, -1.0f)},
+ {Vector3(-1.0f, -1.0f, 1.0f)},
+ {Vector3(1.0f, -1.0f, -1.0f)},
+ {Vector3(1.0f, -1.0f, -1.0f)},
+ {Vector3(-1.0f, -1.0f, 1.0f)},
+ {Vector3(1.0f, -1.0f, 1.0f)}};
+
+ VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
+ .Add("aPosition", Property::VECTOR3));
+ vertexBuffer.SetData(skyboxVertices, sizeof(skyboxVertices) / sizeof(Vertex));
geometry = Geometry::New();
- geometry.AddVertexBuffer( vertexBuffer );
- geometry.SetType( Geometry::TRIANGLES );
+ geometry.AddVertexBuffer(vertexBuffer);
+ geometry.SetType(Geometry::TRIANGLES);
return geometry;
}