*/
// EXTERNAL INCLUDES
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali-toolkit/dali-toolkit.h>
// INTERNAL INCLUDES
#include "shared/view.h"
-#include <dali-toolkit/dali-toolkit.h>
-
using namespace Dali;
namespace
Property::Map texturedQuadVertexFormat;
texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer texturedQuadVertices = PropertyBuffer::New( PropertyBuffer::STATIC, texturedQuadVertexFormat, 4 );
+ PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat, 4 );
texturedQuadVertices.SetData(texturedQuadVertexData);
// Create indices
unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 };
Property::Map indexFormat;
- indexFormat["indices"] = Property::UNSIGNED_INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, sizeof(indexData)/sizeof(indexData[0]) );
+ indexFormat["indices"] = Property::INTEGER;
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat, sizeof(indexData)/sizeof(indexData[0]) );
indices.SetData(indexData);
// Create the geometry object
return texturedQuadGeometry;
}
+/**
+ * Sinusoidal curve starting at zero with 2 cycles
+ */
+float AlphaFunctionSineX2(float progress)
+{
+ return 0.5f - cosf(progress * 4.0f * Math::PI) * 0.5f;
+}
+
} // anonymous namespace
// This example shows how to use a simple mesh
*/
void Create( Application& application )
{
+ // The Init signal is received once (only) during the Application lifetime
+
Stage stage = Stage::GetCurrent();
stage.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
mStageSize = stage.GetSize();
- // The Init signal is received once (only) during the Application lifetime
-
// Hide the indicator bar
application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
mImage = ResourceImage::New( MATERIAL_SAMPLE );
- mSampler1 = Sampler::New(mImage, "sTexture");
-
Image image = ResourceImage::New( MATERIAL_SAMPLE2 );
- mSampler2 = Sampler::New(image, "sTexture");
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
-
mMaterial1 = Material::New( mShader );
- mMaterial1.AddSampler( mSampler1 );
+ mMaterial1.AddTexture(mImage, "sTexture");
mMaterial2 = Material::New( mShader );
- mMaterial2.AddSampler( mSampler2);
+ mMaterial2.AddTexture(image, "sTexture");
mGeometry = CreateGeometry();
mMeshActor.AddRenderer( mRenderer );
mMeshActor.SetSize(400, 400);
- Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "fade-color", Color::GREEN );
- mMeshActor.AddUniformMapping( fadeColorIndex, std::string("uFadeColor") );
-
- fadeColorIndex = mRenderer.RegisterProperty( "fade-color", Color::MAGENTA );
- mRenderer.AddUniformMapping( fadeColorIndex, std::string("uFadeColor" ) );
+ Property::Index fadeColorIndex = mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA );
mRenderer.SetDepthIndex(0);
mMeshActor.SetParentOrigin( ParentOrigin::TOP_CENTER );
mMeshActor2.AddRenderer( mRenderer2 );
mMeshActor2.SetSize(400, 400);
- mMeshActor2.RegisterProperty( "a-n-other-property", Color::GREEN );
- Property::Index fadeColorIndex2 = mMeshActor2.RegisterProperty( "another-fade-color", Color::GREEN );
- mMeshActor2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor") );
+ mMeshActor2.RegisterProperty( "anotherProperty", Color::GREEN );
- mRenderer2.RegisterProperty( "a-n-other-property", Vector3::ZERO );
- mRenderer2.RegisterProperty( "a-coefficient", 0.008f );
- fadeColorIndex2 = mRenderer2.RegisterProperty( "another-fade-color", Color::GREEN );
- mRenderer2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor" ) );
+ mRenderer2.RegisterProperty( "anotherProperty", Vector3::ZERO );
+ mRenderer2.RegisterProperty( "aCoefficient", 0.008f );
+ Property::Index fadeColorIndex2 = mRenderer2.RegisterProperty( "uFadeColor", Color::BLUE );
mRenderer2.SetDepthIndex(0);
mMeshActor2.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
Animation animation = Animation::New(5);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, Vector4::ZERO);
- keyFrames.Add(1.0f, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ));
+ keyFrames.Add(1.0f, Vector4( Color::GREEN ));
KeyFrames keyFrames2 = KeyFrames::New();
keyFrames2.Add(0.0f, Vector4::ZERO);
- keyFrames2.Add(1.0f, Color::GREEN);
+ keyFrames2.Add(1.0f, Color::MAGENTA);
- animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunction(AlphaFunction::EASE_OUT_SINE) );
- animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunction(AlphaFunction::EASE_IN_SINE) );
+ animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunction(AlphaFunction::SIN) );
+ animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunction(AlphaFunctionSineX2) );
animation.SetLooping(true);
animation.Play();
stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));;
}
+ BufferImage CreateBufferImage()
+ {
+ BufferImage image = BufferImage::New( 200, 200, Pixel::RGB888 );
+ PixelBuffer* pixelBuffer = image.GetBuffer();
+ unsigned int stride = image.GetBufferStride();
+ for( unsigned int x=0; x<200; x++ )
+ {
+ for( unsigned int y=0; y<200; y++ )
+ {
+ PixelBuffer* pixel = pixelBuffer + y*stride + x*3;
+ if( ((int)(x/20.0f))%2 + ((int)(y/20.0f)%2) == 1 )
+ {
+ pixel[0]=255;
+ pixel[1]=0;
+ pixel[2]=0;
+ pixel[3]=255;
+ }
+ else
+ {
+ pixel[0]=0;
+ pixel[1]=0;
+ pixel[2]=255;
+ pixel[3]=255;
+ }
+ }
+ }
+ image.Update();
+ return image;
+ }
+
/**
* Invoked whenever the quit button is clicked
* @param[in] button the quit button
Vector3 mStageSize; ///< The size of the stage
Image mImage;
- Sampler mSampler1;
- Sampler mSampler2;
Shader mShader;
Material mMaterial1;
Material mMaterial2;