X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Fcompressed-texture-formats%2Fcompressed-texture-formats-example.cpp;h=d53b8cf96e8780b8bbfc6dccc19e0e15acf9678b;hb=a832af2813558a32f0a18747f3e6134ff6f6f301;hp=a55f69aef4f0f2c00e95da791666d5874d46c4fe;hpb=8703f6e3f98f81e8d500d8c494a6ef50374b3162;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/compressed-texture-formats/compressed-texture-formats-example.cpp b/examples/compressed-texture-formats/compressed-texture-formats-example.cpp index a55f69a..d53b8cf 100644 --- a/examples/compressed-texture-formats/compressed-texture-formats-example.cpp +++ b/examples/compressed-texture-formats/compressed-texture-formats-example.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 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. @@ -15,15 +15,73 @@ * */ +// EXTERNAL INCLUDES +#include #include +// INTERNAL INCLUDES +#include "shared/utility.h" + using namespace Dali; using Dali::Toolkit::TextLabel; +namespace +{ + const char* IMAGE_FILENAME_ETC = DEMO_IMAGE_DIR "tx-etc1.ktx"; const char* IMAGE_FILENAME_ASTC_LINEAR = DEMO_IMAGE_DIR "tx-astc-4x4-linear.ktx"; const char* IMAGE_FILENAME_ASTC_LINEAR_NATIVE = DEMO_IMAGE_DIR "tx-astc-4x4-linear-native.astc"; + +static const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + attribute mediump vec2 aTexCoord;\n + uniform mediump mat4 uMvpMatrix;\n + uniform mediump vec3 uSize;\n + varying mediump vec2 vTexCoord;\n + void main()\n + {\n + vec4 position = vec4(aPosition,0.0,1.0)*vec4(uSize,1.0);\n + gl_Position = uMvpMatrix * position;\n + vTexCoord = aTexCoord;\n + }\n +); + +static const char* FRAGMENT_SHADER_TEXTURE = 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 +); + +/** + * @brief Create a renderer to render an image and adds it to an actor + * @param[in] imagePath The path where the image file is located + * @param[in] actor The actor that will be used to render the image + * @param[in[ geometry The geometry to use + * @param[in] shader The shader to use + */ +void AddImage( const char*imagePath, Actor& actor, Geometry& geometry, Shader& shader ) +{ + //Load the texture + Texture texture = DemoHelper::LoadTexture( imagePath ); + TextureSet textureSet = TextureSet::New(); + textureSet.SetTexture( 0u, texture ); + + //Create the renderer + Renderer renderer = Renderer::New( geometry, shader ); + renderer.SetTextures( textureSet ); + + //Set actor size and add the renderer + actor.SetSize( texture.GetWidth(), texture.GetHeight() ); + actor.AddRenderer( renderer ); +} + +} /** * @brief This example shows 3 images, each of a different compressed texture type. * If built and run on a OpenGL ES 3.1 compatable target, then all 3 images will display. @@ -89,26 +147,37 @@ public: table.AddChild( textLabel, Toolkit::TableView::CellPosition( 2u, 0u ) ); table.SetCellAlignment( Toolkit::TableView::CellPosition( 2u, 0u ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER ); - // Add images. - Toolkit::ImageView imageView = Toolkit::ImageView::New( ResourceImage::New( IMAGE_FILENAME_ETC ) ); - imageView.SetAnchorPoint( AnchorPoint::CENTER ); - imageView.SetParentOrigin( ParentOrigin::CENTER ); - table.AddChild( imageView, Toolkit::TableView::CellPosition( 0u, 1u ) ); - - imageView = Toolkit::ImageView::New( ResourceImage::New( IMAGE_FILENAME_ASTC_LINEAR ) ); - imageView.SetAnchorPoint( AnchorPoint::CENTER ); - imageView.SetParentOrigin( ParentOrigin::CENTER ); - table.AddChild( imageView, Toolkit::TableView::CellPosition( 1u, 1u ) ); + //Create the geometry and the shader renderers will use + Geometry geometry = DemoHelper::CreateTexturedQuad(); + Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); - imageView = Toolkit::ImageView::New( ResourceImage::New( IMAGE_FILENAME_ASTC_LINEAR_NATIVE ) ); - imageView.SetAnchorPoint( AnchorPoint::CENTER ); - imageView.SetParentOrigin( ParentOrigin::CENTER ); - table.AddChild( imageView, Toolkit::TableView::CellPosition( 2u, 1u ) ); + // Add images. + Actor actor = Actor::New(); + actor.SetAnchorPoint( AnchorPoint::CENTER ); + actor.SetParentOrigin( ParentOrigin::CENTER ); + AddImage( IMAGE_FILENAME_ETC, actor, geometry, shader ); + table.AddChild( actor, Toolkit::TableView::CellPosition( 0u, 1u ) ); + table.SetCellAlignment( Toolkit::TableView::CellPosition( 0u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER ); + + actor = Actor::New(); + actor.SetAnchorPoint( AnchorPoint::CENTER ); + actor.SetParentOrigin( ParentOrigin::CENTER ); + AddImage( IMAGE_FILENAME_ASTC_LINEAR, actor, geometry, shader ); + table.AddChild( actor, Toolkit::TableView::CellPosition( 1u, 1u ) ); + table.SetCellAlignment( Toolkit::TableView::CellPosition( 1u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER ); + + actor = Actor::New(); + actor.SetAnchorPoint( AnchorPoint::CENTER ); + actor.SetParentOrigin( ParentOrigin::CENTER ); + AddImage( IMAGE_FILENAME_ASTC_LINEAR_NATIVE, actor, geometry, shader ); + table.AddChild( actor, Toolkit::TableView::CellPosition( 2u, 1u ) ); + table.SetCellAlignment( Toolkit::TableView::CellPosition( 2u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER ); stage.Add( table ); - // Respond to a click anywhere on the stage + // Respond to touch and key signals stage.GetRootLayer().TouchSignal().Connect( this, &CompressedTextureFormatsController::OnTouch ); + stage.KeyEventSignal().Connect(this, &CompressedTextureFormatsController::OnKeyEvent); } bool OnTouch( Actor actor, const TouchData& touch ) @@ -118,6 +187,17 @@ public: return true; } + void OnKeyEvent(const KeyEvent& event) + { + if(event.state == KeyEvent::Down) + { + if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) ) + { + mApplication.Quit(); + } + } + } + private: Application& mApplication; };