X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Frendering-radial-progress%2Fradial-progress.cpp;h=9bd55cde16114c9b972d1fb3e898e652d66b6e39;hb=422d91612187d1a575b3ed00f7d33cb2d19e02ed;hp=675b690f323e6ff100af95e326ba621ab748560d;hpb=39b38842b9558a3615accb8808888d369735428a;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/rendering-radial-progress/radial-progress.cpp b/examples/rendering-radial-progress/radial-progress.cpp index 675b690..9bd55cd 100644 --- a/examples/rendering-radial-progress/radial-progress.cpp +++ b/examples/rendering-radial-progress/radial-progress.cpp @@ -18,6 +18,11 @@ #include #include +#include "generated/radial-progress-basic-vert.h" +#include "generated/radial-progress-basic-frag.h" +#include "generated/radial-progress-textured-vert.h" +#include "generated/radial-progress-textured-frag.h" + using namespace Dali; namespace // unnamed namespace @@ -30,77 +35,6 @@ const int NUMBER_OF_SIDES(64); // number of sides of the polygon used as a const float INITIAL_DELAY(2.0f); // initial delay before showing the circle const float PROGRESS_DURATION(0.5f); // number of seconds to fully show the circle -// clang-format off - -/* - * Vertex shader for textured quad - */ -const char* VERTEX_SHADER_TEXTURED = DALI_COMPOSE_SHADER( -attribute mediump vec2 aPosition;\n -uniform mediump mat4 uMvpMatrix;\n // DALi shader builtin -uniform mediump vec3 uSize;\n // DALi shader builtin -\n -varying mediump vec2 vTexCoord;\n -void main()\n -{\n - mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n - vertexPosition.xyz *= uSize;\n - vTexCoord = vec2(1.0, 1.0)*(aPosition + vec2(0.5) );\n - gl_Position = uMvpMatrix * vertexPosition;\n -}\n -); - -/* - * Fragment shaderfor textured quad - */ -const char* FRAGMENT_SHADER_TEXTURED = DALI_COMPOSE_SHADER( -uniform sampler2D uTexture;\n -\n -varying mediump vec2 vTexCoord;\n -void main()\n -{\n - mediump vec4 texColor = texture2D( uTexture, vTexCoord );\n - gl_FragColor = texColor;\n -}\n -); - -/* - * Vertex shader for polygon - */ -const char* VERTEX_SHADER_BASIC = DALI_COMPOSE_SHADER( -attribute mediump vec3 aPosition;\n -uniform mediump mat4 uMvpMatrix;\n // DALi shader builtin -uniform mediump vec3 uSize;\n // DALi shader builtin -uniform mediump float uProgress;\n -\n -varying mediump vec2 vTexCoord;\n -void main()\n -{\n - mediump vec4 vertexPosition = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n -\n - float index = aPosition.z;\n - if( uProgress < index )\n - {\n - vertexPosition = vec4(0.0, 0.0, 0.0, 1.0);\n - }\n -\n - vertexPosition.xyz *= uSize;\n - gl_Position = uMvpMatrix * vertexPosition;\n -}\n -); - -/* - * Fragment shader for polygon - */ -const char* FRAGMENT_SHADER_BASIC = DALI_COMPOSE_SHADER( - -void main()\n -{\n - gl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 );\n -}\n -); -// clang-format on - } // unnamed namespace // This example shows how to render a radial progress indicator @@ -195,7 +129,7 @@ public: geometry.AddVertexBuffer(vertexBuffer); geometry.SetType(Geometry::TRIANGLE_FAN); - Shader shader = Shader::New(VERTEX_SHADER_BASIC, FRAGMENT_SHADER_BASIC); + Shader shader = Shader::New(SHADER_RADIAL_PROGRESS_BASIC_VERT, SHADER_RADIAL_PROGRESS_BASIC_FRAG); Renderer renderer = Renderer::New(geometry, shader); // Setting stencil data. We don't want to render to the color buffer so @@ -233,7 +167,7 @@ public: { // Create shader & geometry needed by Renderer - Shader shader = Shader::New(VERTEX_SHADER_TEXTURED, FRAGMENT_SHADER_TEXTURED); + Shader shader = Shader::New(SHADER_RADIAL_PROGRESS_TEXTURED_VERT, SHADER_RADIAL_PROGRESS_TEXTURED_FRAG); Property::Map vertexFormat; vertexFormat["aPosition"] = Property::VECTOR2;