X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Fwaves%2Futils.cpp;h=d756e226ddf6793fe8032bc4ae8932f93179bc68;hb=refs%2Fchanges%2F19%2F253119%2F4;hp=844693981946233b46aff56ac856ad91f3d81a9d;hpb=e6806c116e1307bef6644e40b387d69b80100391;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/waves/utils.cpp b/examples/waves/utils.cpp index 8446939..d756e22 100644 --- a/examples/waves/utils.cpp +++ b/examples/waves/utils.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2020 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. @@ -15,8 +15,8 @@ * */ #include "utils.h" -#include "dali-toolkit/dali-toolkit.h" #include +#include "dali-toolkit/dali-toolkit.h" using namespace Dali; using namespace Dali::Toolkit; @@ -27,10 +27,10 @@ Vector3 ToHueSaturationLightness(Vector3 rgb) float max = std::max(rgb.r, std::max(rgb.g, rgb.b)); Vector3 hsl(max - min, 0.f, (max + min) * .5f); - if (hsl.x * hsl.x > .0f) + if(hsl.x * hsl.x > .0f) { hsl.y = hsl.x / max; - if (max == rgb.r) + if(max == rgb.r) { hsl.x = (rgb.g - rgb.b) / hsl.x; } @@ -43,7 +43,7 @@ Vector3 ToHueSaturationLightness(Vector3 rgb) hsl.x = 4.f + (rgb.r - rgb.g) / hsl.x; } hsl.x *= 60.f; - if (hsl.x < 0.f) + if(hsl.x < 0.f) { hsl.x += 360.f; } @@ -59,7 +59,7 @@ Vector3 ToHueSaturationLightness(Vector3 rgb) Vector3 FromHueSaturationLightness(Vector3 hsl) { Vector3 rgb; - if (hsl.y * hsl.y > 0.f) + if(hsl.y * hsl.y > 0.f) { if(hsl.x >= 360.f) { @@ -67,50 +67,50 @@ Vector3 FromHueSaturationLightness(Vector3 hsl) } hsl.x /= 60.f; - int i = FastFloor(hsl.x); + int i = FastFloor(hsl.x); float ff = hsl.x - i; - float p = hsl.z * (1.0 - hsl.y); - float q = hsl.z * (1.0 - (hsl.y * ff)); - float t = hsl.z * (1.0 - (hsl.y * (1.f - ff))); + float p = hsl.z * (1.0 - hsl.y); + float q = hsl.z * (1.0 - (hsl.y * ff)); + float t = hsl.z * (1.0 - (hsl.y * (1.f - ff))); - switch (i) + switch(i) { - case 0: - rgb.r = hsl.z; - rgb.g = t; - rgb.b = p; - break; - - case 1: - rgb.r = q; - rgb.g = hsl.z; - rgb.b = p; - break; - - case 2: - rgb.r = p; - rgb.g = hsl.z; - rgb.b = t; - break; - - case 3: - rgb.r = p; - rgb.g = q; - rgb.b = hsl.z; - break; - - case 4: - rgb.r = t; - rgb.g = p; - rgb.b = hsl.z; - break; - - case 5: - default: - rgb.r = hsl.z; - rgb.g = p; - rgb.b = q; - break; + case 0: + rgb.r = hsl.z; + rgb.g = t; + rgb.b = p; + break; + + case 1: + rgb.r = q; + rgb.g = hsl.z; + rgb.b = p; + break; + + case 2: + rgb.r = p; + rgb.g = hsl.z; + rgb.b = t; + break; + + case 3: + rgb.r = p; + rgb.g = q; + rgb.b = hsl.z; + break; + + case 4: + rgb.r = t; + rgb.g = p; + rgb.b = hsl.z; + break; + + case 5: + default: + rgb.r = hsl.z; + rgb.g = p; + rgb.b = q; + break; } } else @@ -121,8 +121,7 @@ Vector3 FromHueSaturationLightness(Vector3 hsl) return rgb; } -Geometry CreateTesselatedQuad(unsigned int xVerts, unsigned int yVerts, - Vector2 scale, VertexFn positionFn, VertexFn texCoordFn) +Geometry CreateTesselatedQuad(unsigned int xVerts, unsigned int yVerts, Vector2 scale, VertexFn positionFn, VertexFn texCoordFn) { DALI_ASSERT_DEBUG(xVerts > 1 && yVerts > 1); int numVerts = xVerts * yVerts; @@ -132,40 +131,40 @@ Geometry CreateTesselatedQuad(unsigned int xVerts, unsigned int yVerts, Vector2 aTexCoord; }; std::vector vertices; - vertices.reserve( numVerts); + vertices.reserve(numVerts); float dx = 1.f / (xVerts - 1); float dz = 1.f / (yVerts - 1); - Vector2 pos{ 0.f, 0.f }; - for (unsigned int i = 0; i < yVerts; ++i) + Vector2 pos{0.f, 0.f}; + for(unsigned int i = 0; i < yVerts; ++i) { pos.x = float(int((i & 1) * 2) - 1) * dx * .25f; - for (unsigned int j = 0; j < xVerts; ++j) + for(unsigned int j = 0; j < xVerts; ++j) { - auto vPos = pos + Vector2{ -.5f, -.5f }; - vertices.push_back(Vertex{ (positionFn ? positionFn(vPos) : vPos) * scale, - texCoordFn ? texCoordFn(pos) : pos }); + auto vPos = pos + Vector2{-.5f, -.5f}; + vertices.push_back(Vertex{(positionFn ? positionFn(vPos) : vPos) * scale, + texCoordFn ? texCoordFn(pos) : pos}); pos.x += dx; } pos.y += dz; } - VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map() - .Add( "aPosition", Property::VECTOR2 ) - .Add( "aTexCoord", Property::VECTOR2 )); + VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map() + .Add("aPosition", Property::VECTOR2) + .Add("aTexCoord", Property::VECTOR2)); vertexBuffer.SetData(vertices.data(), vertices.size()); - int numInds = (xVerts - 1) * (yVerts - 1) * 6; + int numInds = (xVerts - 1) * (yVerts - 1) * 6; std::vector indices; indices.reserve(numInds); - for (unsigned int i = 1; i < yVerts; ++i) + for(unsigned int i = 1; i < yVerts; ++i) { - if ((i & 1) == 0) + if((i & 1) == 0) { - for (unsigned int j = 1; j < xVerts; ++j) + for(unsigned int j = 1; j < xVerts; ++j) { int iBase = i * xVerts + j; indices.push_back(iBase); @@ -178,7 +177,7 @@ Geometry CreateTesselatedQuad(unsigned int xVerts, unsigned int yVerts, } else { - for (unsigned int j = 1; j < xVerts; ++j) + for(unsigned int j = 1; j < xVerts; ++j) { int iBase = i * xVerts + j; indices.push_back(iBase); @@ -201,8 +200,7 @@ Texture LoadTexture(const std::string& path) { PixelData pixelData = SyncImageLoader::Load(path); - Texture texture = Texture::New(TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), - pixelData.GetWidth(), pixelData.GetHeight()); + Texture texture = Texture::New(TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(), pixelData.GetHeight()); texture.Upload(pixelData); return texture; } @@ -211,14 +209,14 @@ Renderer CreateRenderer(TextureSet textures, Geometry geometry, Shader shader, u { Renderer renderer = Renderer::New(geometry, shader); renderer.SetProperty(Renderer::Property::BLEND_MODE, - (options & OPTION_BLEND) ? BlendMode::ON : BlendMode::OFF); + (options & OPTION_BLEND) ? BlendMode::ON : BlendMode::OFF); renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, - (options & OPTION_DEPTH_TEST) ? DepthTestMode::ON : DepthTestMode::OFF); + (options & OPTION_DEPTH_TEST) ? DepthTestMode::ON : DepthTestMode::OFF); renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, - (options & OPTION_DEPTH_WRITE) ? DepthWriteMode::ON : DepthWriteMode::OFF); + (options & OPTION_DEPTH_WRITE) ? DepthWriteMode::ON : DepthWriteMode::OFF); renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK); - if (!textures) + if(!textures) { textures = TextureSet::New(); } @@ -242,15 +240,15 @@ Actor CreateActor() Renderer CloneRenderer(Renderer original) { - Geometry geom = original.GetGeometry(); - Shader shader = original.GetShader(); - Renderer clone = Renderer::New(geom, shader); + Geometry geom = original.GetGeometry(); + Shader shader = original.GetShader(); + Renderer clone = Renderer::New(geom, shader); // Copy properties. Property::IndexContainer indices; original.GetPropertyIndices(indices); - for (auto& i: indices) + for(auto& i : indices) { auto actualIndex = Dali::PropertyRanges::DEFAULT_RENDERER_PROPERTY_START_INDEX + i; clone.SetProperty(actualIndex, original.GetProperty(actualIndex)); @@ -274,17 +272,17 @@ Actor CloneActor(Actor original) // Don't copy every single one of them. // Definitely don't copy resize policy related things, which will internally enable // relayout, which in turn will result in losing the ability to set Z size. - for (auto i : { - Actor::Property::PARENT_ORIGIN, - Actor::Property::ANCHOR_POINT, - Actor::Property::SIZE, - Actor::Property::POSITION, - Actor::Property::ORIENTATION, - Actor::Property::SCALE, - Actor::Property::VISIBLE, - Actor::Property::COLOR, - Actor::Property::NAME, - }) + for(auto i : { + Actor::Property::PARENT_ORIGIN, + Actor::Property::ANCHOR_POINT, + Actor::Property::SIZE, + Actor::Property::POSITION, + Actor::Property::ORIENTATION, + Actor::Property::SCALE, + Actor::Property::VISIBLE, + Actor::Property::COLOR, + Actor::Property::NAME, + }) { clone.SetProperty(i, original.GetProperty(i)); }