[dali_1.1.31] Merge branch 'devel/master'
[platform/core/uifw/dali-demo.git] / examples / textured-mesh / textured-mesh-example.cpp
index a6238cb..b445fcc 100644 (file)
  */
 
 // 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
 {
-const char* MATERIAL_SAMPLE( DALI_IMAGE_DIR "gallery-small-48.jpg" );
-const char* MATERIAL_SAMPLE2( DALI_IMAGE_DIR "gallery-medium-19.jpg" );
+const char* MATERIAL_SAMPLE( DEMO_IMAGE_DIR "gallery-small-48.jpg" );
+const char* MATERIAL_SAMPLE2( DEMO_IMAGE_DIR "gallery-medium-19.jpg" );
 
 #define MAKE_SHADER(A)#A
 
@@ -75,15 +75,15 @@ Geometry CreateGeometry()
   Property::Map texturedQuadVertexFormat;
   texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
   texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
-  PropertyBuffer texturedQuadVertices = PropertyBuffer::New( PropertyBuffer::STATIC, texturedQuadVertexFormat, 4 );
-  texturedQuadVertices.SetData(texturedQuadVertexData);
+  PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat );
+  texturedQuadVertices.SetData( texturedQuadVertexData, 4 );
 
   // 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]) );
-  indices.SetData(indexData);
+  indexFormat["indices"] = Property::INTEGER;
+  PropertyBuffer indices = PropertyBuffer::New( indexFormat );
+  indices.SetData( indexData, sizeof(indexData)/sizeof(indexData[0]) );
 
   // Create the geometry object
   Geometry texturedQuadGeometry = Geometry::New();
@@ -144,53 +144,45 @@ public:
     // Hide the indicator bar
     application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
 
-    mImage = ResourceImage::New( MATERIAL_SAMPLE, ResourceImage::ON_DEMAND, Image::NEVER );
-    mSampler1 = Sampler::New(mImage, "sTexture");
-
+    mImage = ResourceImage::New( MATERIAL_SAMPLE );
     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 );
+    mTextureSet1 = TextureSet::New();
+    mTextureSet1.SetImage( 0u, mImage );
 
-    mMaterial2 = Material::New( mShader );
-    mMaterial2.AddSampler( mSampler2 );
+    mTextureSet2 = TextureSet::New();
+    mTextureSet2.SetImage( 0u, image );
 
     mGeometry = CreateGeometry();
 
-    mRenderer = Renderer::New( mGeometry, mMaterial1 );
+    mRenderer = Renderer::New( mGeometry, mShader );
+    mRenderer.SetTextures( mTextureSet1 );
 
     mMeshActor = Actor::New();
     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" ) );
-    mRenderer.SetDepthIndex(0);
+    Property::Index fadeColorIndex = mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA );
+    mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
 
     mMeshActor.SetParentOrigin( ParentOrigin::TOP_CENTER );
     mMeshActor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
     stage.Add( mMeshActor );
 
-    mRenderer2 = Renderer::New( mGeometry, mMaterial2 );
+    mRenderer2 = Renderer::New( mGeometry, mShader );
+    mRenderer2.SetTextures( mTextureSet2 );
 
     mMeshActor2 = Actor::New();
     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::BLUE );
-    mRenderer2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor" ) );
-    mRenderer2.SetDepthIndex(0);
+    mRenderer2.RegisterProperty( "anotherProperty",    Vector3::ZERO );
+    mRenderer2.RegisterProperty( "aCoefficient",  0.008f );
+    Property::Index fadeColorIndex2 = mRenderer2.RegisterProperty( "uFadeColor", Color::BLUE );
+    mRenderer2.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
 
     mMeshActor2.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
     mMeshActor2.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
@@ -210,7 +202,7 @@ public:
     animation.SetLooping(true);
     animation.Play();
 
-    stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));;
+    stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));
   }
 
   BufferImage CreateBufferImage()
@@ -271,11 +263,9 @@ private:
   Vector3 mStageSize;                                     ///< The size of the stage
 
   Image    mImage;
-  Sampler  mSampler1;
-  Sampler  mSampler2;
   Shader   mShader;
-  Material mMaterial1;
-  Material mMaterial2;
+  TextureSet mTextureSet1;
+  TextureSet mTextureSet2;
   Geometry mGeometry;
   Renderer mRenderer;
   Actor    mMeshActor;
@@ -293,7 +283,7 @@ void RunTest( Application& application )
 
 // Entry point for Linux & SLP applications
 //
-int main( int argc, char **argv )
+int DALI_EXPORT_API main( int argc, char **argv )
 {
   Application application = Application::New( &argc, &argv );