new-window.example \
page-turn-view.example \
radial-menu.example \
+ refraction-effect.example \
scroll-view.example \
shadow-bone-lighting.example \
dali-builder \
radial_menu_example_DEPENDENCIES = $(EXAMPLE_DEPS)
radial_menu_example_LDADD = $(EXAMPLE_LDADD)
+refraction_effect_example_SOURCES = $(examples_src_dir)/shader-effect/refraction-effect-example.cpp
+refraction_effect_example_CXXFLAGS = $(EXAMPLE_CXXFLAGS)
+refraction_effect_example_DEPENDENCIES = $(EXAMPLE_DEPS)
+refraction_effect_example_LDADD = $(EXAMPLE_LDADD)
+
scroll_view_example_SOURCES = $(examples_src_dir)/scroll-view/scroll-view-example.cpp
scroll_view_example_CXXFLAGS = $(EXAMPLE_CXXFLAGS)
scroll_view_example_DEPENDENCIES = $(EXAMPLE_DEPS)
<ui-application appid="radial-menu.example" exec="/usr/apps/com.samsung.dali-demo/bin/radial-menu.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
<label>Radial Menu</label>
</ui-application>
+ <ui-application appid="refraction-effect.example" exec="/usr/apps/com.samsung.dali-demo/bin/refraction-effect.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
+ <label>Refraction effect</label>
+ </ui-application>
<ui-application appid="scroll-view.example" exec="/usr/apps/com.samsung.dali-demo/bin/scroll-view.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
<label>Scroll View</label>
</ui-application>
demo.AddExample(Example("motion-stretch.example", "Motion Stretch"));
demo.AddExample(Example("page-turn-view.example", "Page Turn View"));
demo.AddExample(Example("radial-menu.example", "Radial Menu"));
+ demo.AddExample(Example("refraction-effect.example", "Refraction"));
demo.AddExample(Example("scroll-view.example", "Scroll View"));
demo.AddExample(Example("shadow-bone-lighting.example", "Lights and shadows"));
demo.AddExample(Example("builder.example", "Script Based UI"));
--- /dev/null
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--- /dev/null
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+
const char * const BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-default.png" );
const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
const char * const APPLICATION_TITLE( "ScrollView" );
-const char * const EFFECT_OUTER_CUBE_IMAGE( DALI_IMAGE_DIR "icon-scroll-view-outer-cube.png" );
const char * const EFFECT_DEPTH_IMAGE( DALI_IMAGE_DIR "icon-scroll-view-depth.png" );
const char * const EFFECT_INNER_CUBE_IMAGE( DALI_IMAGE_DIR "icon-scroll-view-inner-cube.png" );
const char * const EFFECT_CAROUSEL_IMAGE( DALI_IMAGE_DIR "icon-scroll-view-carousel.png" );
-const char * const EFFECT_SPIRAL_IMAGE( DALI_IMAGE_DIR "icon-scroll-view-spiral.png" );
const Vector3 ICON_SIZE(100.0f, 100.0f, 0.0f);
const char* EFFECT_MODE_NAME[] = {
- "OuterCube",
"Depth",
"Cube",
- "InnerCube",
- "Carousel",
- "Spiral",
+ "PageCarousel",
+ "PageCube",
+ "PageSpiral"
};
const char * const IMAGE_PATHS[] = {
TOOLBAR_IMAGE,
"" );
- mEffectIcon[ OuterCubeEffect ] = Image::New( EFFECT_OUTER_CUBE_IMAGE );
mEffectIcon[ DepthEffect ] = Image::New( EFFECT_DEPTH_IMAGE );
mEffectIcon[ CubeEffect ] = Image::New( EFFECT_INNER_CUBE_IMAGE );
- mEffectIcon[ InnerCubeEffect ] = Image::New( EFFECT_INNER_CUBE_IMAGE );
- mEffectIcon[ CarouselEffect ] = Image::New( EFFECT_CAROUSEL_IMAGE );
- mEffectIcon[ SpiralEffect ] = Image::New( EFFECT_SPIRAL_IMAGE );
+ mEffectIcon[ PageCarouselEffect ] = Image::New( EFFECT_CAROUSEL_IMAGE );
+ mEffectIcon[ PageCubeEffect ] = Image::New( EFFECT_CAROUSEL_IMAGE );
+ mEffectIcon[ PageSpiralEffect ] = Image::New( EFFECT_CAROUSEL_IMAGE );
// Create a effect change button. (right of toolbar)
mEffectChangeButton = Toolkit::PushButton::New();
Stage stage = Stage::GetCurrent();
Vector2 stageSize = stage.GetSize();
- switch(mEffectMode)
+ switch( mEffectMode )
{
- case OuterCubeEffect:
- {
- SetupOuterPageCubeEffect();
- break;
- }
-
case DepthEffect:
{
mScrollViewEffect = ScrollViewDepthEffect::New();
mScrollView.RemoveConstraintsFromChildren();
break;
}
+
case CubeEffect:
{
mScrollViewEffect = ScrollViewCubeEffect::New();
break;
}
- case InnerCubeEffect:
+ case PageCarouselEffect:
{
- SetupInnerPageCubeEffect();
+ mScrollViewEffect = ScrollViewPageCarouselEffect::New();
+ mScrollView.SetScrollSnapDuration(EFFECT_SNAP_DURATION);
+ mScrollView.SetScrollFlickDuration(EFFECT_FLICK_DURATION);
+ mScrollView.SetScrollSnapAlphaFunction(AlphaFunctions::EaseOut);
+ mScrollView.SetScrollFlickAlphaFunction(AlphaFunctions::EaseOut);
+ mScrollView.RemoveConstraintsFromChildren();
break;
}
- case CarouselEffect:
+ case PageCubeEffect:
{
- SetupCarouselPageEffect();
+ mScrollViewEffect = ScrollViewPageCubeEffect::New();
+ mScrollView.SetScrollSnapDuration(EFFECT_SNAP_DURATION);
+ mScrollView.SetScrollFlickDuration(EFFECT_FLICK_DURATION);
+ mScrollView.SetScrollSnapAlphaFunction(AlphaFunctions::EaseOut);
+ mScrollView.SetScrollFlickAlphaFunction(AlphaFunctions::EaseOut);
+ mScrollView.RemoveConstraintsFromChildren();
break;
}
- case SpiralEffect:
+ case PageSpiralEffect:
{
- SetupSpiralPageEffect();
+ mScrollViewEffect = ScrollViewPageSpiralEffect::New();
+ mScrollView.SetScrollSnapDuration(EFFECT_SNAP_DURATION);
+ mScrollView.SetScrollFlickDuration(EFFECT_FLICK_DURATION);
+ mScrollView.SetScrollSnapAlphaFunction(AlphaFunctions::EaseOut);
+ mScrollView.SetScrollFlickAlphaFunction(AlphaFunctions::EaseOut);
+ mScrollView.RemoveConstraintsFromChildren();
break;
}
{
break;
}
- } // end switch
+ }
- if(mScrollViewEffect)
+ if( mScrollViewEffect )
{
mScrollView.ApplyEffect(mScrollViewEffect);
}
}
return new FixedRuler(gridSize);
}
-
- void SetupInnerPageCubeEffect()
- {
- ScrollViewCustomEffect customEffect;
- mScrollViewEffect = customEffect = ScrollViewCustomEffect::New();
- mScrollView.SetScrollSnapDuration(EFFECT_SNAP_DURATION);
- mScrollView.SetScrollFlickDuration(EFFECT_FLICK_DURATION);
- mScrollView.SetScrollSnapAlphaFunction(AlphaFunctions::EaseOutBack);
- mScrollView.SetScrollFlickAlphaFunction(AlphaFunctions::EaseOutBack);
- mScrollView.RemoveConstraintsFromChildren();
-
- customEffect.SetPageSpacing(Vector2(30.0f, 30.0f));
- customEffect.SetAngledOriginPageRotation(ANGLE_CUBE_PAGE_ROTATE);
- customEffect.SetSwingAngle(ANGLE_CUBE_PAGE_ROTATE.x, Vector3(0,-1,0));
- customEffect.SetOpacityThreshold(0.7f);
- }
-
- void SetupOuterPageCubeEffect()
- {
- ScrollViewCustomEffect customEffect;
- mScrollViewEffect = customEffect = ScrollViewCustomEffect::New();
- mScrollView.SetScrollSnapDuration(EFFECT_SNAP_DURATION);
- mScrollView.SetScrollFlickDuration(EFFECT_FLICK_DURATION);
- mScrollView.SetScrollSnapAlphaFunction(AlphaFunctions::EaseOut);
- mScrollView.SetScrollFlickAlphaFunction(AlphaFunctions::EaseOut);
- mScrollView.RemoveConstraintsFromChildren();
-
- Vector2 pageSize = Stage::GetCurrent().GetSize();
- customEffect.SetPageTranslation(Vector3(pageSize.x, pageSize.y, 0));
- customEffect.SetSwingAngleOut(ANGLE_CUSTOM_CUBE_SWING.x, Vector3(0.0f, -1.0f, 0.0f));
- customEffect.SetSwingAnchor(AnchorPoint::CENTER, AnchorPoint::CENTER_LEFT);
- customEffect.SetOpacityThreshold(0.5f);
- }
-
- void SetupCarouselPageEffect()
- {
- ScrollViewCustomEffect customEffect;
- mScrollViewEffect = customEffect = ScrollViewCustomEffect::New();
- mScrollView.SetScrollSnapDuration(EFFECT_SNAP_DURATION);
- mScrollView.SetScrollFlickDuration(EFFECT_FLICK_DURATION);
- mScrollView.SetScrollSnapAlphaFunction(AlphaFunctions::EaseOutBack);
- mScrollView.SetScrollFlickAlphaFunction(AlphaFunctions::EaseOutBack);
- mScrollView.RemoveConstraintsFromChildren();
-
- customEffect.SetPageTranslation(Vector3(0,0,0), Vector3(-30, 0, 0));
- customEffect.SetPageSpacing(Vector2(60.0f, 60.0f));
- customEffect.SetAngledOriginPageRotation(-ANGLE_CUBE_PAGE_ROTATE);
- customEffect.SetOpacityThreshold(0.2f, 0.6f);
- }
-
- void SetupSpiralPageEffect()
- {
- ScrollViewCustomEffect customEffect;
- mScrollViewEffect = customEffect = ScrollViewCustomEffect::New();
- mScrollView.SetScrollSnapDuration(EFFECT_SNAP_DURATION);
- mScrollView.SetScrollFlickDuration(EFFECT_FLICK_DURATION);
- mScrollView.SetScrollSnapAlphaFunction(AlphaFunctions::EaseOutBack);
- mScrollView.SetScrollFlickAlphaFunction(AlphaFunctions::EaseOutBack);
- mScrollView.RemoveConstraintsFromChildren();
-
- Vector2 pageSize = Stage::GetCurrent().GetSize();
- customEffect.SetPageTranslation(Vector3(pageSize.x, pageSize.y, 0.0f));
- customEffect.SetSwingAngle(-ANGLE_SPIRAL_SWING_IN.x, Vector3(0.0f, -1.0f, 0.0f), ANGLE_SPIRAL_SWING_OUT.x, Vector3(0.0f, -1.0f, 0.0f));
- customEffect.SetSwingAnchor(AnchorPoint::CENTER_RIGHT);
- customEffect.SetPageTranslation(Vector3(pageSize.x, pageSize.y, 0), Vector3(pageSize.x, pageSize.y, 0) * 0.5f);
- customEffect.SetOpacityThreshold(0.66f);
- }
-
+ // end switch
/**
- * [Page]
- * Applies effect to the pages within scroll view.
- *
- * @param[in] page The page Actor to apply effect to.
- */
- void ApplyEffectToPage(Actor page)
- {
- page.RemoveConstraints();
- page.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
-
- if( ( mEffectMode == InnerCubeEffect ) ||
- ( mEffectMode == OuterCubeEffect ) ||
- ( mEffectMode == SpiralEffect ) ||
- ( mEffectMode == CarouselEffect) )
- {
- ApplyCustomEffectToPage(page);
- }
- }
-
- void ApplyCustomEffectToPage(Actor page)
- {
- ScrollViewCustomEffect customEffect = ScrollViewCustomEffect::DownCast(mScrollViewEffect);
- Vector2 vStageSize(Stage::GetCurrent().GetSize());
- customEffect.ApplyToPage(page, Vector3(vStageSize.x, vStageSize.y, 1.0f));
- }
+ * [Page]
+ * Applies effect to the pages within scroll view.
+ *
+ * @param[in] page The page Actor to apply effect to.
+ */
+ void ApplyEffectToPage(Actor page)
+ {
+ page.RemoveConstraints();
+ page.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+
+ switch( mEffectMode )
+ {
+ case PageCarouselEffect:
+ {
+ ScrollViewPageCarouselEffect effect = ScrollViewPageCarouselEffect::DownCast( mScrollViewEffect );
+ effect.ApplyToPage( page );
+ break;
+ }
+
+ case PageCubeEffect:
+ {
+ ScrollViewPageCubeEffect effect = ScrollViewPageCubeEffect::DownCast( mScrollViewEffect );
+ effect.ApplyToPage( page, ANGLE_SWING_3DEFFECT );
+ break;
+ }
+
+ case PageSpiralEffect:
+ {
+ ScrollViewPageSpiralEffect effect = ScrollViewPageSpiralEffect::DownCast( mScrollViewEffect );
+ effect.ApplyToPage( page, ANGLE_SWING_3DEFFECT );
+ break;
+ }
+
+ default:
+ {
+ break;
+ }
+ }
+ }
/**
* [Actor]
*/
void ApplyEffectToActor( Actor child, Actor page )
{
- if( mEffectMode == DepthEffect )
+ switch( mEffectMode )
{
- ApplyDepthEffectToActor( child );
- }
- else if(mEffectMode == CubeEffect )
- {
- ApplyCubeEffectToActor( child );
+ case DepthEffect:
+ {
+ ApplyDepthEffectToActor( child );
+ break;
+ }
+
+ case CubeEffect:
+ {
+ ApplyCubeEffectToActor( child );
+ break;
+ }
+
+ default:
+ {
+ break;
+ }
}
}
*/
enum EffectMode
{
- OuterCubeEffect, ///< Outer Cube Effect
DepthEffect, ///< Depth Effect
CubeEffect, ///< Cube effect
- InnerCubeEffect, ///< Page Cube Effect
- CarouselEffect, ///< Page Carousel Effect
- SpiralEffect, ///< Page Spiral Effect
+ PageCarouselEffect, ///< Page carousel effect
+ PageCubeEffect, ///< Page cube effect
+ PageSpiralEffect, ///< Page spiral effect
- Total,
+ Total
};
EffectMode mEffectMode; ///< Current Effect mode
--- /dev/null
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+#include <dali/dali.h>
+#include <dali-toolkit/dali-toolkit.h>
+#include "../shared/view.h"
+
+#include <fstream>
+#include <sstream>
+
+using namespace Dali;
+
+namespace
+{
+const char * const APPLICATION_TITLE( "Refraction Effect" );
+const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
+const char * const CHANGE_TEXTURE_ICON( DALI_IMAGE_DIR "icon-change.png" );
+const char * const CHANGE_MESH_ICON( DALI_IMAGE_DIR "icon-replace.png" );
+
+const char* MESH_FILES[] =
+{
+ DALI_MODEL_DIR "surface_pattern_v01.obj",
+ DALI_MODEL_DIR "surface_pattern_v02.obj"
+};
+const unsigned int NUM_MESH_FILES( sizeof( MESH_FILES ) / sizeof( MESH_FILES[0] ) );
+
+const char* TEXTURE_IMAGES[]=
+{
+ DALI_IMAGE_DIR "background-1.jpg",
+ DALI_IMAGE_DIR "background-2.jpg",
+ DALI_IMAGE_DIR "background-3.jpg",
+ DALI_IMAGE_DIR "background-4.jpg"
+};
+const unsigned int NUM_TEXTURE_IMAGES( sizeof( TEXTURE_IMAGES ) / sizeof( TEXTURE_IMAGES[0] ) );
+
+#define MAKE_SHADER(A)#A
+
+struct LightOffsetConstraint
+{
+ LightOffsetConstraint( float radius )
+ : mRadius( radius )
+ {
+ }
+
+ Vector2 operator()( const Vector2& current, const PropertyInput& spinAngleProperty)
+ {
+ float spinAngle = spinAngleProperty.GetFloat();
+ return Vector2( cos(spinAngle ), sin( spinAngle ) ) * mRadius;
+ }
+
+ float mRadius;
+};
+
+} // namespace
+
+/************************************************************************************************
+ *** This shader is used when the MeshActor is not touched***
+ ************************************************************************************************/
+class NoEffect : public ShaderEffect
+{
+public:
+ /**
+ * Create an empty handle.
+ */
+ NoEffect()
+ {
+ }
+
+ /**
+ * Virtual destructor
+ */
+ virtual ~NoEffect()
+ {
+ }
+
+ /**
+ * Create a NoEffect object.
+ * @return A handle to a newly allocated NoEffect
+ */
+ static NoEffect New()
+ {
+ std::string vertexShader = MAKE_SHADER(
+ uniform mediump vec4 uTextureRect;\n
+ void main()\n
+ {\n
+ gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
+ vTexCoord = aTexCoord.xy;\n
+ }\n
+ );
+ std::string fragmentShader = MAKE_SHADER(
+ void main()\n
+ {\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
+ }\n
+ );
+ ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
+ GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
+ ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ) );
+ NoEffect handle( shaderEffect );
+ return handle;
+ }
+
+private:
+ /**
+ * Helper for New()
+ */
+ NoEffect( ShaderEffect handle )
+ : ShaderEffect( handle )
+ {
+ }
+};
+
+/************************************************************/
+/* Custom refraction effect shader******************************/
+/************************************************************/
+
+class RefractionEffect : public ShaderEffect
+{
+public:
+
+ /**
+ * Create an empty RefractionEffect handle.
+ */
+ RefractionEffect()
+ {
+ }
+
+ /**
+ * Virtual destructor
+ */
+ virtual ~RefractionEffect()
+ {
+ }
+
+ /**
+ * Create a RefractionEffect object.
+ * @return A handle to a newly allocated RefractionEffect
+ */
+ static RefractionEffect New()
+ {
+ std::string vertexShader = MAKE_SHADER(
+ 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
+ );
+
+ std::string fragmentShader = MAKE_SHADER(
+ 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
+ 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 )
+ {
+ // 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;
+ }
+
+ void main()\n
+ {\n
+ vec3 normal = normalize( vNormal);\n
+
+ vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.f);\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
+ );
+
+ ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
+ GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
+ ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
+ RefractionEffect handle( shaderEffect );
+
+ Vector2 stageSize = Stage::GetCurrent().GetSize();
+ handle.SetLightPosition( Vector2(stageSize.x, 0.f) );
+ handle.SetUniform( "uLightXYOffset", Vector2::ZERO );
+ handle.SetUniform( "uLightSpinOffset", Vector2::ZERO );
+ handle.SetUniform( "uEffectStrength", 0.f );
+ handle.SetUniform( "uLightIntensity", 2.5f );
+
+ Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
+ Constraint constraint = Constraint::New<Vector2>( handle.GetPropertyIndex("uLightSpinOffset"),
+ LocalSource(index),
+ LightOffsetConstraint(stageSize.x*0.1f));
+ handle.ApplyConstraint( constraint );
+
+ return handle;
+ }
+
+ void SetLightPosition( const Vector2& position )
+ {
+ Vector2 stageHalfSize = Stage::GetCurrent().GetSize() * 0.5f;
+ SetUniform( "uLightPosition", Vector3( position.x - stageHalfSize.x, position.y - stageHalfSize.y, stageHalfSize.x ) );
+ }
+
+ void SetLightXYOffset( const Vector2& offset )
+ {
+ SetUniform( "uLightXYOffset", offset );
+ }
+
+ void SetEffectStrength( float strength )
+ {
+ SetUniform( "uEffectStrength", strength );
+ }
+
+ void SetLightIntensity( float intensity )
+ {
+ SetUniform( "uLightIntensity", intensity );
+ }
+
+private:
+ /**
+ * Helper for New()
+ */
+ RefractionEffect( ShaderEffect handle )
+ : ShaderEffect( handle )
+ {
+ }
+};
+
+/*************************************************/
+/*Demo using RefractionEffect*****************/
+/*************************************************/
+class RefractionEffectExample : public ConnectionTracker
+{
+public:
+ RefractionEffectExample( Application &application )
+ : mApplication( application ),
+ mIsDown( false ),
+ mCurrentTextureId( 1 ),
+ mCurrentMeshId( 0 )
+ {
+ // Connect to the Application's Init signal
+ application.InitSignal().Connect(this, &RefractionEffectExample::Create);
+ }
+
+ ~RefractionEffectExample()
+ {
+ }
+
+private:
+
+ // The Init signal is received once (only) during the Application lifetime
+ void Create(Application& application)
+ {
+ Stage stage = Stage::GetCurrent();
+ mStageHalfSize = stage.GetSize() * 0.5f;
+
+ stage.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent);
+
+ // Creates a default view with a default tool bar.
+ // The view is added to the stage.
+ Toolkit::ToolBar toolBar;
+ Toolkit::View 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.SetBackgroundImage( Image::New( CHANGE_TEXTURE_ICON ) );
+ mChangeTextureButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeTexture );
+ toolBar.AddControl( mChangeTextureButton,
+ DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
+ Toolkit::Alignment::HorizontalRight,
+ DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
+ // Add a button to change mesh pattern. ( left of bar )
+ mChangeMeshButton = Toolkit::PushButton::New();
+ mChangeMeshButton.SetBackgroundImage( Image::New( CHANGE_MESH_ICON ) );
+ mChangeMeshButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeMesh );
+ toolBar.AddControl( mChangeMeshButton,
+ DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
+ Toolkit::Alignment::HorizontalLeft,
+ DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
+
+ // creates the shader effects applied on the mesh actor
+ mRefractionEffect = RefractionEffect::New(); // used when the finger is touching the screen
+ mNoEffect = NoEffect::New(); // used in the other situations, basic render shader
+ // Create the mesh from the obj file and add to stage
+ mMaterial = Material::New( "Material" ) ;
+ mMaterial.SetDiffuseTexture(Image::New(TEXTURE_IMAGES[mCurrentTextureId]));
+ CreateSurface( MESH_FILES[mCurrentMeshId] );
+
+ // Connect the callback to the touch signal on the mesh actor
+ mContent.TouchedSignal().Connect( this, &RefractionEffectExample::OnTouch );
+
+ // the animation which spin the light around the finger touch position
+ mLightPosition = Vector2( mStageHalfSize.x*2.f, 0.f);
+ mLightAnimation = Animation::New(2.f);
+ mLightAnimation.AnimateTo( Property( mRefractionEffect, "uSpinAngle" ), Math::PI*2.f );
+ mLightAnimation.SetLooping( true );
+ mLightAnimation.Pause();
+ }
+
+ /**
+ * Create a mesh actor with different geometry to replace the current one
+ */
+ bool OnChangeMesh( Toolkit::Button button )
+ {
+ if( mMeshActor )
+ {
+ UnparentAndReset( mMeshActor );
+ }
+
+ mCurrentMeshId = ( mCurrentMeshId + 1 ) % NUM_MESH_FILES;
+ CreateSurface( MESH_FILES[mCurrentMeshId] );
+
+ return true;
+ }
+
+ bool OnChangeTexture( Toolkit::Button button )
+ {
+ mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
+ mMaterial.SetDiffuseTexture(Image::New(TEXTURE_IMAGES[mCurrentTextureId]));
+
+ return true;
+ }
+
+ bool OnTouch( Actor actor , const TouchEvent& event )
+ {
+ const TouchPoint &point = event.GetPoint(0);
+
+ switch(point.state)
+ {
+ case TouchPoint::Down:
+ {
+ mIsDown = true;
+ mDownPosition = point.screen;
+
+ mLightAnimation.Play();
+
+ if( mStrenghAnimation )
+ {
+ mStrenghAnimation.Clear();
+ }
+
+ mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
+ mMeshActor.SetShaderEffect( mRefractionEffect );
+ mStrenghAnimation= Animation::New(0.5f);
+ mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 1.f );
+ mStrenghAnimation.Play();
+
+ break;
+ }
+ case TouchPoint::Motion:
+ {
+ if(mIsDown)
+ {
+ // make the light position following the finger movement
+ mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
+ }
+ break;
+ }
+ case TouchPoint::Up:
+ case TouchPoint::Leave:
+ case TouchPoint::Interrupted:
+ {
+ if(mIsDown)
+ {
+ mLightAnimation.Pause();
+
+ if( mStrenghAnimation )
+ {
+ mStrenghAnimation.Clear();
+ }
+ mStrenghAnimation = Animation::New(0.5f);
+ mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 0.f );
+ mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
+ mStrenghAnimation.Play();
+ }
+
+ mIsDown = false;
+ break;
+ }
+ case TouchPoint::Stationary:
+ case TouchPoint::Last:
+ default:
+ {
+ break;
+ }
+ }
+ return true;
+ }
+
+ void OnTouchFinished( Animation& source )
+ {
+ mMeshActor.SetShaderEffect( mNoEffect );
+ mRefractionEffect.SetLightXYOffset( Vector2::ZERO );
+ }
+
+ void CreateSurface( const std::string& objFileName )
+ {
+ MeshData::VertexContainer vertices;
+ MeshData::FaceIndices faces;
+ MeshData meshData;
+
+ std::vector<float> boundingBox;
+ std::vector<Vector3> vertexPositions;
+ std::vector<int> faceIndices;
+ // read the vertice and faces from the .obj file, and record the bounding box
+ ReadObjFile( objFileName, boundingBox, vertexPositions, faceIndices );
+
+ std::vector<Vector2> textureCoordinates;
+ // align the mesh, scale it to fit the screen size, and calculate the texture coordinate for each vertex
+ 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.
+ for( std::size_t i=0; i<faceIndices.size(); i=i+3 )
+ {
+ Vector3 edge1 = vertexPositions[ faceIndices[i+2] ] - vertexPositions[ faceIndices[i] ];
+ Vector3 edge2 = vertexPositions[ faceIndices[i+1] ] - vertexPositions[ faceIndices[i] ];
+ Vector3 normal = edge1.Cross(edge2);
+ normal.Normalize();
+
+ if( normal.z > 0 )
+ {
+ faces.push_back( i );
+ faces.push_back( i+1 );
+ faces.push_back( i+2 );
+ }
+ else
+ {
+ normal *= -1.f;
+ faces.push_back( i );
+ faces.push_back( i+2 );
+ faces.push_back( i+1 );
+ }
+
+ vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i] ], textureCoordinates[ faceIndices[i] ], normal ) );
+ vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+1] ], textureCoordinates[ faceIndices[i+1] ], normal ) );
+ vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+2] ], textureCoordinates[ faceIndices[i+2] ], normal ) );
+
+ }
+
+ // Now ready to construct the mesh actor
+ meshData.SetMaterial( mMaterial );
+ meshData.SetVertices( vertices );
+ meshData.SetFaceIndices( faces );
+ meshData.SetHasTextureCoords(true);
+ meshData.SetHasNormals(true);
+ mMeshActor = MeshActor::New( Mesh::New( meshData ) );
+ mMeshActor.SetParentOrigin(ParentOrigin::CENTER);
+ mMeshActor.SetAffectedByLighting( false );
+ mMeshActor.SetShaderEffect( mNoEffect );
+ mContent.Add( mMeshActor );
+ }
+
+ void ReadObjFile( const std::string& objFileName,
+ std::vector<float>& boundingBox,
+ std::vector<Vector3>& vertexPositions,
+ std::vector<int>& faceIndices)
+ {
+ std::ifstream ifs( objFileName.c_str(), std::ios::in );
+
+ boundingBox.resize( 6 );
+ boundingBox[0]=boundingBox[2]=boundingBox[4] = std::numeric_limits<float>::max();
+ boundingBox[1]=boundingBox[3]=boundingBox[5] = -std::numeric_limits<float>::max();
+
+ std::string line;
+ while( std::getline( ifs, line ) )
+ {
+ 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 );
+ }
+ else if( line[0] == 'f' ) //face
+ {
+ unsigned int numOfInt = 3;
+ while( true )
+ {
+ std::size_t found = line.find('/');
+ if( found == std::string::npos )
+ {
+ break;
+ }
+ line[found] = ' ';
+ numOfInt++;
+ }
+
+ std::istringstream iss(line.substr(2), std::istringstream::in);
+ int indices[ numOfInt ];
+ unsigned int i=0;
+ while( iss >> indices[i++] && i < numOfInt);
+ unsigned int step = (i+1) / 3;
+ faceIndices.push_back( indices[0]-1 );
+ faceIndices.push_back( indices[step]-1 );
+ faceIndices.push_back( indices[2*step]-1 );
+ }
+ }
+
+ ifs.close();
+ }
+
+ void ShapeResizeAndTexureCoordinateCalculation( const std::vector<float>& boundingBox,
+ std::vector<Vector3>& vertexPositions,
+ std::vector<Vector2>& textureCoordinates)
+ {
+ 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;
+
+ for( std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++ )
+ {
+ Vector3 newPosition( (*iter) - bBoxMinCorner ) ;
+
+ Vector2 textureCoord( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y );
+ textureCoordinates.push_back( textureCoord );
+
+ newPosition -= bBoxSize * 0.5f;
+ (*iter) = newPosition * scale;
+ }
+ }
+
+ /**
+ * Main key event handler
+ */
+ 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;
+ Layer mContent;
+
+ bool mIsDown;
+ Vector2 mDownPosition;
+ Vector2 mLightPosition;
+ Vector2 mStageHalfSize;
+
+ Material mMaterial;
+ MeshActor mMeshActor;
+
+ RefractionEffect mRefractionEffect;
+ NoEffect mNoEffect;
+ Animation mLightAnimation;
+ Animation mStrenghAnimation;
+
+ Toolkit::PushButton mChangeTextureButton;
+ Toolkit::PushButton mChangeMeshButton;
+ unsigned int mCurrentTextureId;
+ unsigned int mCurrentMeshId;
+};
+
+/*****************************************************************************/
+
+static void
+RunTest(Application& app)
+{
+ RefractionEffectExample theApp(app);
+ app.MainLoop();
+}
+
+/*****************************************************************************/
+
+int
+main(int argc, char **argv)
+{
+ Application app = Application::New(&argc, &argv);
+
+ RunTest(app);
+
+ return 0;
+}
Name: com.samsung.dali-demo
Summary: The OpenGLES Canvas Core Demo
-Version: 1.0.24
+Version: 1.0.25
Release: 1
Group: System/Libraries
License: Apache-2.0