varying mediump vec2 vTexCoord;
uniform mediump mat4 uMvpMatrix;
uniform mediump vec3 uSize;
+uniform mediump float uPointSize;
uniform lowp vec4 uFadeColor;
varying mediump vec3 vVertexColor;
varying mediump float vHue;
void main()
{
mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
- vertexPosition.xyz *= uSize;
+ vertexPosition.xyz *= (uSize-uPointSize);
vertexPosition = uMvpMatrix * vertexPosition;
- vVertexColor = hsv2rgb( vec3( aHue, 0.6, 0.7 ) );
+ vVertexColor = hsv2rgb( vec3( aHue, 0.7, 1.0 ) );
vHue = aHue;
- gl_PointSize = 80.0;
+ gl_PointSize = uPointSize;
gl_Position = vertexPosition;
}
);
Vertex polyhedraVertexData[numSides];
float angle=0;
float sectorAngle = 2.0f * Math::PI / (float) numSides;
+
for(unsigned int i=0; i<numSides; ++i)
{
- polyhedraVertexData[i].position.x = sinf(angle);
- polyhedraVertexData[i].position.y = cosf(angle);
+ polyhedraVertexData[i].position.x = sinf(angle)*0.5f;
+ polyhedraVertexData[i].position.y = cosf(angle)*0.5f;
polyhedraVertexData[i].hue = angle / ( 2.0f * Math::PI);
angle += sectorAngle;
}
mMeshActor = Actor::New();
mMeshActor.AddRenderer( mRenderer );
- mMeshActor.SetSize(200, 200);
+ mMeshActor.SetSize(400, 400);
Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "fade-color", Color::GREEN );
mMeshActor.AddUniformMapping( fadeColorIndex, std::string("uFadeColor") );
fadeColorIndex = mRenderer.RegisterProperty( "fade-color", Color::MAGENTA );
+ Property::Index pointSizeIndex = mRenderer.RegisterProperty( "point-size", 80.0f );
mRenderer.AddUniformMapping( fadeColorIndex, std::string("uFadeColor" ) );
+ mRenderer.AddUniformMapping( pointSizeIndex, std::string("uPointSize" ) );
mRenderer.SetDepthIndex(0);
mMeshActor.SetParentOrigin( ParentOrigin::CENTER );
return texturedQuadGeometry;
}
+/**
+ * Sinusoidal curve starting at zero with 2 cycles
+ */
+float AlphaFunctionSineX2(float progress)
+{
+ return 0.5f - cosf(progress * 4.0f * Math::PI) * 0.5f;
+}
+
} // anonymous namespace
// This example shows how to use a simple mesh
*/
void Create( Application& application )
{
+ // The Init signal is received once (only) during the Application lifetime
+
Stage stage = Stage::GetCurrent();
stage.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
mStageSize = stage.GetSize();
- // The Init signal is received once (only) during the Application lifetime
-
// Hide the indicator bar
application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
- mImage = ResourceImage::New( MATERIAL_SAMPLE );
+ mImage = ResourceImage::New( MATERIAL_SAMPLE, ResourceImage::ON_DEMAND, Image::NEVER );
mSampler1 = Sampler::New(mImage, "sTexture");
Image image = ResourceImage::New( MATERIAL_SAMPLE2 );
mSampler2 = Sampler::New(image, "sTexture");
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
-
mMaterial1 = Material::New( mShader );
mMaterial1.AddSampler( mSampler1 );
mMaterial2 = Material::New( mShader );
- mMaterial2.AddSampler( mSampler2);
+ mMaterial2.AddSampler( mSampler2 );
mGeometry = CreateGeometry();
mRenderer2.RegisterProperty( "a-n-other-property", Vector3::ZERO );
mRenderer2.RegisterProperty( "a-coefficient", 0.008f );
- fadeColorIndex2 = mRenderer2.RegisterProperty( "another-fade-color", Color::GREEN );
+ fadeColorIndex2 = mRenderer2.RegisterProperty( "another-fade-color", Color::BLUE );
mRenderer2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor" ) );
mRenderer2.SetDepthIndex(0);
Animation animation = Animation::New(5);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, Vector4::ZERO);
- keyFrames.Add(1.0f, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ));
+ keyFrames.Add(1.0f, Vector4( Color::GREEN ));
KeyFrames keyFrames2 = KeyFrames::New();
keyFrames2.Add(0.0f, Vector4::ZERO);
- keyFrames2.Add(1.0f, Color::GREEN);
+ keyFrames2.Add(1.0f, Color::MAGENTA);
- animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunction(AlphaFunction::EASE_OUT_SINE) );
- animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunction(AlphaFunction::EASE_IN_SINE) );
+ animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunction(AlphaFunction::SIN) );
+ animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunction(AlphaFunctionSineX2) );
animation.SetLooping(true);
animation.Play();
stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));;
}
+ BufferImage CreateBufferImage()
+ {
+ BufferImage image = BufferImage::New( 200, 200, Pixel::RGB888 );
+ PixelBuffer* pixelBuffer = image.GetBuffer();
+ unsigned int stride = image.GetBufferStride();
+ for( unsigned int x=0; x<200; x++ )
+ {
+ for( unsigned int y=0; y<200; y++ )
+ {
+ PixelBuffer* pixel = pixelBuffer + y*stride + x*3;
+ if( ((int)(x/20.0f))%2 + ((int)(y/20.0f)%2) == 1 )
+ {
+ pixel[0]=255;
+ pixel[1]=0;
+ pixel[2]=0;
+ pixel[3]=255;
+ }
+ else
+ {
+ pixel[0]=0;
+ pixel[1]=0;
+ pixel[2]=255;
+ pixel[3]=255;
+ }
+ }
+ }
+ image.Update();
+ return image;
+ }
+
/**
* Invoked whenever the quit button is clicked
* @param[in] button the quit button