X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Frendering-skybox%2Frendering-skybox.cpp;h=bab1a0e525d35ea92f4a6d2e7f6560de97898ed8;hb=422d91612187d1a575b3ed00f7d33cb2d19e02ed;hp=d2d0f29449ff17a44b2dc5da93941db2dfedc2f6;hpb=39b38842b9558a3615accb8808888d369735428a;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/rendering-skybox/rendering-skybox.cpp b/examples/rendering-skybox/rendering-skybox.cpp index d2d0f29..bab1a0e 100644 --- a/examples/rendering-skybox/rendering-skybox.cpp +++ b/examples/rendering-skybox/rendering-skybox.cpp @@ -19,82 +19,16 @@ #include #include "look-camera.h" +#include "generated/rendering-skybox-vert.h" +#include "generated/rendering-skybox-frag.h" +#include "generated/rendering-skybox-cube-vert.h" +#include "generated/rendering-skybox-cube-frag.h" using namespace Dali; using namespace Toolkit; namespace { -// clang-format off -/* - * Vertex shader for a textured cube - */ -const char* VERTEX_SHADER_CUBE = DALI_COMPOSE_SHADER( -attribute mediump vec3 aPosition;\n // DALi shader builtin -attribute mediump vec2 aTexCoord;\n // DALi shader builtin -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, 1.0);\n - vertexPosition.xyz *= uSize;\n - vTexCoord = aTexCoord;\n - gl_Position = uMvpMatrix * vertexPosition;\n -}\n -); - -/* - * Fragment shader for a textured cube - */ -const char* FRAGMENT_SHADER_CUBE = 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 a skybox - */ -const char* VERTEX_SHADER_SKYBOX = DALI_COMPOSE_SHADER( -attribute mediump vec3 aPosition;\n // DALi shader builtin -uniform mediump mat4 uMvpMatrix;\n // DALi shader builtin -\n -varying mediump vec3 vTexCoord;\n -void main()\n -{\n - vTexCoord.x = aPosition.x;\n - vTexCoord.y = -aPosition.y;\n // convert to GL coords - vTexCoord.z = aPosition.z;\n - - mediump vec4 vertexPosition = vec4(aPosition, 1.0);\n - vec4 clipSpacePosition = uMvpMatrix * vertexPosition;\n - gl_Position = clipSpacePosition.xyww;\n // Writes 1.0, the maximum depth value, into the depth buffer. - // This is an optimization to avoid running the fragment shader - // for the pixels hidden by the scene's objects. -}\n -); - -/* - * Fragment shader for a skybox - */ -const char* FRAGMENT_SHADER_SKYBOX = DALI_COMPOSE_SHADER( -uniform samplerCube uSkyBoxTexture;\n -\n -varying mediump vec3 vTexCoord;\n -void main()\n -{\n - mediump vec4 texColor = textureCube( uSkyBoxTexture, vTexCoord );\n - gl_FragColor = texColor;\n -}\n -); -// clang-format on const float CAMERA_DEFAULT_FOV(60.0f); const float CAMERA_DEFAULT_NEAR(0.1f); @@ -215,8 +149,8 @@ public: */ void CreateShaders() { - mShaderCube = Shader::New(VERTEX_SHADER_CUBE, FRAGMENT_SHADER_CUBE); - mShaderSkybox = Shader::New(VERTEX_SHADER_SKYBOX, FRAGMENT_SHADER_SKYBOX); + mShaderCube = Shader::New(SHADER_RENDERING_SKYBOX_CUBE_VERT, SHADER_RENDERING_SKYBOX_CUBE_FRAG); + mShaderSkybox = Shader::New(SHADER_RENDERING_SKYBOX_CUBE_VERT, SHADER_RENDERING_SKYBOX_CUBE_FRAG); } /**