X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Frefraction-effect%2Frefraction-effect-example.cpp;h=37e83dd4d44e40e7861ec939476239917d233a45;hb=5a56ed534cbc24150d68f03ea7fba7cfcc653835;hp=a0256c9f27cba5ebca5232a98e0ae42b0baba2b5;hpb=2d809107e588c9046358e3f1c1d5cb51455d5365;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/refraction-effect/refraction-effect-example.cpp b/examples/refraction-effect/refraction-effect-example.cpp index a0256c9..37e83dd 100644 --- a/examples/refraction-effect/refraction-effect-example.cpp +++ b/examples/refraction-effect/refraction-effect-example.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2019 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. @@ -16,57 +16,60 @@ */ // EXTERNAL INCLUDES -#include #include -#include +#include #include +#include -#include +#include #include +#include // 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; } @@ -84,133 +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(), @@ -220,14 +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); @@ -238,138 +135,135 @@ public: } private: - // The Init signal is received once (only) during the Application lifetime void Create(Application& application) { - Stage stage = Stage::GetCurrent(); - Vector2 stageSize = stage.GetSize(); + Window window = application.GetWindow(); + Vector2 windowSize = window.GetSize(); - stage.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent); + window.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent); // Creates a default view with a default tool bar. - // The view is added to the stage. + // 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::LoadStageFillingTexture( 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.SetSize( stageSize ); - mMeshActor.SetParentOrigin(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( -stageSize.x*0.5f, -stageSize.y*0.5f, stageSize.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( mMeshActor, lightSpinOffsetIndex, LightOffsetConstraint(stageSize.x*0.1f) ); - constraint.AddSource( LocalSource(mSpinAngleIndex) ); + mSpinAngleIndex = mMeshActor.RegisterProperty("uSpinAngle", 0.f); + Constraint constraint = Constraint::New(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::LoadStageFillingTexture( 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 TouchData& 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; @@ -377,7 +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: @@ -386,13 +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; } @@ -405,110 +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 vertexPositions; Vector faceIndices; - Vector boundingBox; + Vector 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 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 vertices; std::size_t size = faceIndices.Size(); - vertices.reserve( size ); + vertices.reserve(size); - for( std::size_t i=0; i 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; - PropertyBuffer surfaceVertices = PropertyBuffer::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& boundingBox, - std::vector& vertexPositions, - Vector& faceIndices) + void ReadObjFile(const std::string& objFileName, + Vector& boundingBox, + std::vector& vertexPositions, + Vector& faceIndices) { - std::streampos bufferSize = 0; + std::streampos bufferSize = 0; Dali::Vector 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 ); - return; + DALI_LOG_WARNING("file open failed for: \"%s\"", objFileName.c_str()); + return; } - std::stringstream iss( &fileBuffer[0], std::ios::in ); + fileBuffer.PushBack('\0'); - boundingBox.Resize( 6 ); - boundingBox[0]=boundingBox[2]=boundingBox[4] = std::numeric_limits::max(); - boundingBox[1]=boundingBox[3]=boundingBox[5] = -std::numeric_limits::max(); + std::stringstream iss(&fileBuffer[0], std::ios::in); + + boundingBox.Resize(6); + boundingBox[0] = boundingBox[2] = boundingBox[4] = std::numeric_limits::max(); + boundingBox[1] = boundingBox[3] = boundingBox[5] = -std::numeric_limits::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; } @@ -516,36 +413,38 @@ private: numOfInt++; } - std::istringstream iss(line.substr(2), std::istringstream::in); - unsigned int indices[ 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 ); + std::istringstream iss(line.substr(2), std::istringstream::in); + Dali::Vector 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); } } } - void ShapeResizeAndTexureCoordinateCalculation( const Vector& boundingBox, - std::vector& vertexPositions, - std::vector& textureCoordinates) + void ShapeResizeAndTexureCoordinateCalculation(const Vector& boundingBox, + std::vector& vertexPositions, + std::vector& 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 stageSize = Stage::GetCurrent().GetSize(); - Vector3 scale( stageSize.x / bBoxSize.x, stageSize.y / bBoxSize.y, 1.f ); - scale.z = (scale.x + scale.y)/2.f; + 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; textureCoordinates.reserve(vertexPositions.size()); - for( std::vector::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++ ) + for(std::vector::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; @@ -557,9 +456,9 @@ private: */ void OnKeyEvent(const KeyEvent& event) { - if(event.state == KeyEvent::Down) + 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(); } @@ -567,36 +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;