--- /dev/null
+/*
+ * Copyright (c) 2016 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.
+ *
+ */
+
+// EXTERNAL INCLUDES
+#include <dali-toolkit/dali-toolkit.h>
+#include <dali/devel-api/adaptor-framework/bitmap-loader.h>
+
+// INTERNAL INCLUDES
+#include "renderer-stencil-shaders.h"
+#include "shared/view.h"
+#include "shared/utility.h"
+
+using namespace Dali;
+
+namespace
+{
+
+// Constants:
+
+// Application constants:
+const char * const APPLICATION_TITLE( "Renderer Stencil API Demo" );
+const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
+const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-gradient.jpg" );
+
+// Texture filenames:
+const char * const CUBE_TEXTURE( DEMO_IMAGE_DIR "people-medium-1.jpg" );
+const char * const FLOOR_TEXTURE( DEMO_IMAGE_DIR "wood.png" );
+
+// Scale dimensions: These values are relative to the stage size. EG. width = 0.32f * stageSize.
+const float CUBE_WIDTH_SCALE( 0.32f ); ///< The width (and height + depth) of the main and reflection cubes.
+const Vector2 FLOOR_DIMENSION_SCALE( 0.67f, 0.017f ); ///< The width and height of the floor object.
+
+// Configurable animation characteristics:
+const float ANIMATION_ROTATION_DURATION( 10.0f ); ///< Time in seconds to rotate the scene 360 degrees around Y.
+const float ANIMATION_BOUNCE_TOTAL_TIME( 1.6f ); ///< Time in seconds to perform 1 full bounce animation cycle.
+const float ANIMATION_BOUNCE_DEFORMATION_TIME( 0.4f ); ///< Time in seconds that the cube deformation animation will occur for (on contact with the floor).
+const float ANIMATION_BOUNCE_DEFORMATION_PERCENT( 20.0f ); ///< Percentage (of the cube's size) to deform the cube by (on contact with floor).
+const float ANIMATION_BOUNCE_HEIGHT_PERCENT( 40.0f ); ///< Percentage (of the cube's size) to bounce up in to the air by.
+
+// Base colors for the objects:
+const Vector4 CUBE_COLOR( 1.0f, 1.0f, 1.0f, 1.0f ); ///< White.
+const Vector4 FLOOR_COLOR( 1.0f, 1.0f, 1.0f, 1.0f ); ///< White.
+const Vector4 REFLECTION_COLOR( 0.6f, 0.6f, 0.6f, 0.6f ); ///< Note that alpha is not 1.0f, to make the blend more photo-realistic.
+
+// We need to control the draw order as we are controlling both the stencil and depth buffer per renderer.
+const int DEPTH_INDEX_GRANULARITY( 10000 ); ///< This value is the gap in depth-index in-between each renderer.
+
+} // Anonymous namespace
+
+/**
+ * @brief This example shows how to manipulate stencil and depth buffer properties within the Renderer API.
+ */
+class RendererStencilExample : public ConnectionTracker
+{
+public:
+
+ /**
+ * @brief Constructor.
+ * @param[in] application The DALi application object
+ */
+ RendererStencilExample( Application& application )
+ : mApplication( application )
+ {
+ // Connect to the Application's Init signal.
+ mApplication.InitSignal().Connect( this, &RendererStencilExample::Create );
+ }
+
+ /**
+ * @brief Destructor (non-virtual).
+ */
+ ~RendererStencilExample()
+ {
+ }
+
+private:
+
+ /**
+ * @brief Enum to facilitate more readable use of the cube array.
+ */
+ enum CubeType
+ {
+ MAIN_CUBE, ///< The main cube that bounces above the floor object.
+ REFLECTION_CUBE ///< The reflected cube object.
+ };
+
+ /**
+ * @brief Struct to store the position, normal and texture coordinates of a single vertex.
+ */
+ struct TexturedVertex
+ {
+ Vector3 position;
+ Vector3 normal;
+ Vector2 textureCoord;
+ };
+
+ /**
+ * @brief This is the main scene setup method for this demo.
+ * This is called via the Init signal which is received once (only) during the Application lifetime.
+ * @param[in] application The DALi application object
+ */
+ void Create( Application& application )
+ {
+ Stage stage = Stage::GetCurrent();
+
+ // Creates a default view with a default tool-bar.
+ // The view is added to the stage.
+ Toolkit::ToolBar toolBar;
+ Layer toolBarLayer = DemoHelper::CreateView( application, mView, toolBar, BACKGROUND_IMAGE, TOOLBAR_IMAGE, APPLICATION_TITLE );
+ stage.Add( toolBarLayer );
+
+ // Layer to hold the 3D scene.
+ Layer layer = Layer::New();
+ layer.SetAnchorPoint( AnchorPoint::CENTER );
+ // Set the parent origin to a small percentage below the center (so the demo will scale for different resolutions).
+ layer.SetParentOrigin( Vector3( 0.5f, 0.58f, 0.5f ) );
+ layer.SetBehavior( Layer::LAYER_2D );
+ layer.SetDepthTestDisabled( false );
+ stage.Add( layer );
+
+ // Main cube:
+ // Make the demo scalable with different resolutions by basing
+ // the cube size on a percentage of the stage size.
+ float scaleSize( std::min( stage.GetSize().width, stage.GetSize().height ) );
+ float cubeWidth( scaleSize * CUBE_WIDTH_SCALE );
+ Vector3 cubeSize( cubeWidth, cubeWidth, cubeWidth );
+ // Create the geometry for the cube, and the texture.
+ Geometry cubeGeometry = CreateCubeVertices( Vector3::ONE, false );
+ TextureSet cubeTextureSet = CreateTextureSet( CUBE_TEXTURE );
+ // Create the cube object and add it.
+ // Note: The cube is anchored around its base for animation purposes, so the position can be zero.
+ mCubes[ MAIN_CUBE ] = CreateMainCubeObject( cubeGeometry, cubeSize, cubeTextureSet );
+ layer.Add( mCubes[ MAIN_CUBE ] );
+
+ // Floor:
+ float floorWidth( scaleSize * FLOOR_DIMENSION_SCALE.x );
+ Vector3 floorSize( floorWidth, scaleSize * FLOOR_DIMENSION_SCALE.y, floorWidth );
+ // Create the floor object using the cube geometry with a new size, and add it.
+ Actor floorObject( CreateFloorObject( cubeGeometry, floorSize ) );
+ layer.Add( floorObject );
+
+ // Stencil:
+ Vector3 planeSize( floorWidth, floorWidth, 0.0f );
+ // Create the stencil plane object, and add it.
+ Actor stencilPlaneObject( CreateStencilPlaneObject( planeSize ) );
+ layer.Add( stencilPlaneObject );
+
+ // Reflection cube:
+ // Create the reflection cube object and add it.
+ // Note: The cube is anchored around its base for animation purposes, so the position can be zero.
+ mCubes[ REFLECTION_CUBE ] = CreateReflectionCubeObject( cubeSize, cubeTextureSet );
+ layer.Add( mCubes[ REFLECTION_CUBE ] );
+
+ // Rotate the layer so we can see some of the top of the cube for a more 3D effect.
+ layer.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -24.0f ), Degree( 0.0f ), Degree( 0.0f ) ) );
+
+ // Set up the rotation on the Y axis.
+ mRotationAnimation = Animation::New( ANIMATION_ROTATION_DURATION );
+ float fullRotation = 360.0f;
+ mRotationAnimation.AnimateBy( Property( mCubes[ MAIN_CUBE ], Actor::Property::ORIENTATION ),
+ Quaternion( Degree( 0.0f ), Degree( fullRotation ), Degree( 0.0f ) ) );
+ mRotationAnimation.AnimateBy( Property( floorObject, Actor::Property::ORIENTATION ),
+ Quaternion( Degree( 0.0f ), Degree( fullRotation ), Degree( 0.0f ) ) );
+ // Note the stencil is pre-rotated by 90 degrees on X, so we rotate relatively on its Z axis for an equivalent Y rotation.
+ mRotationAnimation.AnimateBy( Property( stencilPlaneObject, Actor::Property::ORIENTATION ),
+ Quaternion( Degree( 0.0f ), Degree( 0.0f ), Degree( fullRotation ) ) );
+ mRotationAnimation.AnimateBy( Property( mCubes[ REFLECTION_CUBE ], Actor::Property::ORIENTATION ),
+ Quaternion( Degree( 0.0f ), Degree( fullRotation ), Degree( 0.0f ) ) );
+ mRotationAnimation.SetLooping( true );
+
+ // Set up the cube bouncing animation.
+ float totalTime = ANIMATION_BOUNCE_TOTAL_TIME;
+ float deformationTime = ANIMATION_BOUNCE_DEFORMATION_TIME;
+ // Percentage based amounts allows the bounce and deformation to scale for different resolution screens.
+ float deformationAmount = ANIMATION_BOUNCE_DEFORMATION_PERCENT / 100.0f;
+ float heightChange = ( cubeSize.y * ANIMATION_BOUNCE_HEIGHT_PERCENT ) / 100.0f;
+
+ // Animation pre-calculations:
+ float halfTime = totalTime / 2.0f;
+ float halfDeformationTime = deformationTime / 2.0f;
+
+ // First position the cubes at the top of the animation cycle.
+ mCubes[ MAIN_CUBE ].SetProperty( Actor::Property::POSITION_Y, -heightChange );
+ mCubes[ REFLECTION_CUBE ].SetProperty( Actor::Property::POSITION_Y, heightChange );
+
+ mBounceAnimation = Animation::New( totalTime );
+
+ // The animations for the main and reflected cubes are almost identical, so we combine the code to do both.
+ for( int cube = 0; cube < 2; ++cube )
+ {
+ // If iterating on the reflection cube, adjust the heightChange variable so the below code can be reused.
+ if( cube == 1 )
+ {
+ heightChange = -heightChange;
+ }
+
+ // 1st TimePeriod: Start moving down with increasing speed, until it is time to distort the cube due to impact.
+ mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::POSITION_Y ), heightChange, AlphaFunction::EASE_IN_SQUARE, TimePeriod( 0.0f, halfTime - halfDeformationTime ) );
+
+ // 2nd TimePeriod: The cube is touching the floor, start deforming it - then un-deform it again.
+ mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::SCALE_X ), deformationAmount, AlphaFunction::BOUNCE, TimePeriod( halfTime - halfDeformationTime, deformationTime ) );
+ mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::SCALE_Z ), deformationAmount, AlphaFunction::BOUNCE, TimePeriod( halfTime - halfDeformationTime, deformationTime ) );
+ mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::SCALE_Y ), -deformationAmount, AlphaFunction::BOUNCE, TimePeriod( halfTime - halfDeformationTime, deformationTime ) );
+
+ // 3rd TimePeriod: Start moving up with decreasing speed, until at the apex of the animation.
+ mBounceAnimation.AnimateBy( Property( mCubes[ cube ], Actor::Property::POSITION_Y ), -heightChange, AlphaFunction::EASE_OUT_SQUARE, TimePeriod( halfTime + halfDeformationTime, halfTime - halfDeformationTime ) );
+ }
+
+ mBounceAnimation.SetLooping( true );
+
+ // Start the animations.
+ mRotationAnimation.Play();
+ mBounceAnimation.Play();
+
+ // Respond to a click anywhere on the stage
+ stage.GetRootLayer().TouchSignal().Connect( this, &RendererStencilExample::OnTouch );
+ // Connect signals to allow Back and Escape to exit.
+ stage.KeyEventSignal().Connect( this, &RendererStencilExample::OnKeyEvent );
+ }
+
+private:
+
+ // Methods to setup each component of the 3D scene:
+
+ /**
+ * @brief Creates the Main cube object.
+ * This creates the renderer from existing geometry (as the cubes geometry is shared).
+ * The texture is set and all relevant renderer properties are set-up.
+ * @param[in] geometry Pre-calculated cube geometry
+ * @param[in] size The desired cube size
+ * @param[in] textureSet A pre-existing TextureSet with a texture set up, to be applied to the cube
+ * @return An actor set-up containing the main cube object
+ */
+ Actor CreateMainCubeObject( Geometry& geometry, Vector3 size, TextureSet& textureSet )
+ {
+ Toolkit::Control container = Toolkit::Control::New();
+ container.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+ container.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
+ container.SetSize( size );
+ container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+
+ // Create a renderer from the geometry and add the texture.
+ Renderer renderer = CreateRenderer( geometry, size, true, CUBE_COLOR );
+ renderer.SetTextures( textureSet );
+
+ // Setup the renderer properties:
+ // We are writing to the color buffer & culling back faces.
+ renderer.SetProperty( Renderer::Property::WRITE_TO_COLOR_BUFFER, true );
+ renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
+
+ // No stencil is used for the main cube.
+ renderer.SetProperty( Renderer::Property::STENCIL_MODE, StencilMode::OFF );
+
+ // We do need to write to the depth buffer as other objects need to appear underneath this cube.
+ renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
+ // We do not need to test the depth buffer as we are culling the back faces.
+ renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::OFF );
+
+ // This object must be rendered 1st.
+ renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 * DEPTH_INDEX_GRANULARITY );
+
+ container.AddRenderer( renderer );
+ return container;
+ }
+
+ /**
+ * @brief Creates the Floor object.
+ * This creates the renderer from existing geometry (as the cube geometry can be re-used).
+ * The texture is created and set and all relevant renderer properties are set-up.
+ * @param[in] geometry Pre-calculated cube geometry
+ * @param[in] size The desired floor size
+ * @return An actor set-up containing the floor object
+ */
+ Actor CreateFloorObject( Geometry& geometry, Vector3 size )
+ {
+ Toolkit::Control container = Toolkit::Control::New();
+ container.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+ container.SetParentOrigin( ParentOrigin::TOP_CENTER );
+ container.SetSize( size );
+ container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+
+ // Create a renderer from the geometry and add the texture.
+ TextureSet planeTextureSet = CreateTextureSet( FLOOR_TEXTURE );
+ Renderer renderer = CreateRenderer( geometry, size, true, FLOOR_COLOR );
+ renderer.SetTextures( planeTextureSet );
+
+ // Setup the renderer properties:
+ // We are writing to the color buffer & culling back faces (as we are NOT doing depth write).
+ renderer.SetProperty( Renderer::Property::WRITE_TO_COLOR_BUFFER, true );
+ renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
+
+ // No stencil is used for the floor.
+ renderer.SetProperty( Renderer::Property::STENCIL_MODE, StencilMode::OFF );
+
+ // We do not write to the depth buffer as its not needed.
+ renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF );
+ // We do need to test the depth buffer as we need the floor to be underneath the cube.
+ renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
+
+ // This object must be rendered 2nd.
+ renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 1 * DEPTH_INDEX_GRANULARITY );
+
+ container.AddRenderer( renderer );
+ return container;
+ }
+
+ /**
+ * @brief Creates the Stencil-Plane object.
+ * This is places on the floor object to allow the reflection to be drawn on to the floor.
+ * This creates the geometry and renderer.
+ * All relevant renderer properties are set-up.
+ * @param[in] size The desired plane size
+ * @return An actor set-up containing the stencil-plane object
+ */
+ Actor CreateStencilPlaneObject( Vector3 size )
+ {
+ Toolkit::Control container = Toolkit::Control::New();
+ container.SetAnchorPoint( AnchorPoint::CENTER );
+ container.SetParentOrigin( ParentOrigin::CENTER );
+ container.SetSize( size );
+ container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+
+ // We rotate the plane as the geometry is created flat in X & Y. We want it to span X & Z axis.
+ container.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -90.0f ), Degree( 0.0f ), Degree( 0.0f ) ) );
+
+ // Create geometry for a flat plane.
+ Geometry planeGeometry = CreatePlaneVertices( Vector2::ONE );
+ // Create a renderer from the geometry.
+ Renderer renderer = CreateRenderer( planeGeometry, size, false, Vector4::ONE );
+
+ // Setup the renderer properties:
+ // The stencil plane is only for stencilling, so disable writing to color buffer.
+ renderer.SetProperty( Renderer::Property::WRITE_TO_COLOR_BUFFER, false );
+
+ // Enable stencil. Draw to the stencil buffer (only).
+ renderer.SetProperty( Renderer::Property::STENCIL_MODE, StencilMode::ON );
+ renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS );
+ renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE, 1 );
+ renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_MASK, 0xFF );
+ renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::KEEP );
+ renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::KEEP );
+ renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::REPLACE );
+ renderer.SetProperty( Renderer::Property::STENCIL_MASK, 0xFF );
+
+ // We don't want to write to the depth buffer, as this would block the reflection being drawn.
+ renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF );
+ // We test the depth buffer as we want the stencil to only exist underneath the cube.
+ renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
+
+ // This object must be rendered 3rd.
+ renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 2 * DEPTH_INDEX_GRANULARITY );
+
+ container.AddRenderer( renderer );
+ return container;
+ }
+
+ /**
+ * @brief Creates the Reflection cube object.
+ * This creates new geometry (as the texture UVs are different to the main cube).
+ * The renderer is then created.
+ * The texture is set and all relevant renderer properties are set-up.
+ * @param[in] size The desired cube size
+ * @param[in] textureSet A pre-existing TextureSet with a texture set up, to be applied to the cube
+ * @return An actor set-up containing the reflection cube object
+ */
+ Actor CreateReflectionCubeObject( Vector3 size, TextureSet& textureSet )
+ {
+ Toolkit::Control container = Toolkit::Control::New();
+ container.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+ container.SetParentOrigin( ParentOrigin::TOP_CENTER );
+ container.SetSize( size );
+ container.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+
+ // Create the cube geometry of unity size.
+ // The "true" specifies we want the texture UVs flipped vertically as this is the reflection cube.
+ Geometry reflectedCubeGeometry = CreateCubeVertices( Vector3::ONE, true );
+ // Create a renderer from the geometry and add the texture.
+ Renderer renderer = CreateRenderer( reflectedCubeGeometry, size, true, REFLECTION_COLOR );
+ renderer.SetTextures( textureSet );
+
+ // Setup the renderer properties:
+ // Write to color buffer so reflection is visible
+ renderer.SetProperty( Renderer::Property::WRITE_TO_COLOR_BUFFER, true );
+ // We cull to skip drawing the back faces.
+ renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
+
+ // We use blending to blend the reflection with the floor texture.
+ renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ renderer.SetProperty( Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::ADD );
+ renderer.SetProperty( Renderer::Property::BLEND_EQUATION_ALPHA, BlendEquation::ADD );
+ renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE );
+
+ // Enable stencil. Here we only draw to areas within the stencil.
+ renderer.SetProperty( Renderer::Property::STENCIL_MODE, StencilMode::ON );
+ renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, StencilFunction::EQUAL );
+ renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE, 1 );
+ renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_MASK, 0xff );
+ // Don't write to the stencil.
+ renderer.SetProperty( Renderer::Property::STENCIL_MASK, 0x00 );
+
+ // We don't need to write to the depth buffer, as we are culling.
+ renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF );
+ // We need to test the depth buffer as we need the reflection to be underneath the cube.
+ renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
+
+ // This object must be rendered last.
+ renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 3 * DEPTH_INDEX_GRANULARITY );
+
+ container.AddRenderer( renderer );
+ return container;
+ }
+
+ // Methods:
+
+ /**
+ * @brief Creates a geometry object from vertices and indices.
+ * @param[in] vertices The object vertices
+ * @param[in] indices The object indices
+ * @return A geometry object
+ */
+ Geometry CreateTexturedGeometry( Vector<TexturedVertex>& vertices, Vector<unsigned short>& indices )
+ {
+ // Vertices
+ Property::Map vertexFormat;
+ vertexFormat[POSITION] = Property::VECTOR3;
+ vertexFormat[NORMAL] = Property::VECTOR3;
+ vertexFormat[TEXTURE] = Property::VECTOR2;
+
+ PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
+ surfaceVertices.SetData( &vertices[0u], vertices.Size() );
+
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer( surfaceVertices );
+
+ // Indices for triangle formulation
+ geometry.SetIndexBuffer( &indices[0u], indices.Size() );
+ return geometry;
+ }
+
+ /**
+ * @brief Creates a renderer from a geometry object.
+ * @param[in] geometry The geometry to use
+ * @param[in] dimensions The dimensions (will be passed in to the shader)
+ * @param[in] textured Set to true to use the texture versions of the shaders
+ * @param[in] color The base color for the renderer
+ * @return A renderer object
+ */
+ Renderer CreateRenderer( Geometry geometry, Vector3 dimensions, bool textured, Vector4 color )
+ {
+ Stage stage = Stage::GetCurrent();
+ Shader shader;
+
+ if( textured )
+ {
+ shader = Shader::New( VERTEX_SHADER_TEXTURED, FRAGMENT_SHADER_TEXTURED );
+ }
+ else
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ }
+
+ // Here we modify the light position based on half the stage size as a pre-calculation step.
+ // This avoids the work having to be done in the shader.
+ shader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, Vector3( -stage.GetSize().width / 2.0f, -stage.GetSize().width / 2.0f, 1000.0f ) );
+ shader.RegisterProperty( COLOR_UNIFORM_NAME, color );
+ shader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, dimensions );
+
+ return Renderer::New( geometry, shader );
+ }
+
+ /**
+ * @brief Helper method to create a TextureSet from an image URL.
+ * @param[in] url An image URL
+ * @return A TextureSet object
+ */
+ TextureSet CreateTextureSet( const char* url )
+ {
+ TextureSet textureSet = TextureSet::New();
+
+ if( textureSet )
+ {
+ Texture texture = DemoHelper::LoadTexture( url );
+ if( texture )
+ {
+ textureSet.SetTexture( 0u, texture );
+ }
+ }
+
+ return textureSet;
+ }
+
+ // Geometry Creation:
+
+ /**
+ * @brief Creates a geometry object for a flat plane.
+ * The plane is oriented in X & Y axis (Z is 0).
+ * @param[in] dimensions The desired plane dimensions
+ * @return A Geometry object
+ */
+ Geometry CreatePlaneVertices( Vector2 dimensions )
+ {
+ Vector<TexturedVertex> vertices;
+ Vector<unsigned short> indices;
+ vertices.Resize( 4u );
+ indices.Resize( 6u );
+
+ float scaledX = 0.5f * dimensions.x;
+ float scaledY = 0.5f * dimensions.y;
+
+ vertices[0].position = Vector3( -scaledX, -scaledY, 0.0f );
+ vertices[0].textureCoord = Vector2( 0.0, 0.0f );
+ vertices[1].position = Vector3( scaledX, -scaledY, 0.0f );
+ vertices[1].textureCoord = Vector2( 1.0, 0.0f );
+ vertices[2].position = Vector3( scaledX, scaledY, 0.0f );
+ vertices[2].textureCoord = Vector2( 1.0, 1.0f );
+ vertices[3].position = Vector3( -scaledX, scaledY, 0.0f );
+ vertices[3].textureCoord = Vector2( 0.0, 1.0f );
+
+ // All vertices have the same normal.
+ for( int i = 0; i < 4; ++i )
+ {
+ vertices[i].normal = Vector3( 0.0f, 0.0f, -1.0f );
+ }
+
+ indices[0] = 0;
+ indices[1] = 1;
+ indices[2] = 2;
+ indices[3] = 2;
+ indices[4] = 3;
+ indices[5] = 0;
+
+ // Use the helper method to create the geometry object.
+ return CreateTexturedGeometry( vertices, indices );
+ }
+
+ /**
+ * @brief Creates a geometry object for a cube (or cuboid).
+ * @param[in] dimensions The desired cube dimensions
+ * @param[in] reflectVerticalUVs Set to True to force the UVs to be vertically flipped
+ * @return A Geometry object
+ */
+ Geometry CreateCubeVertices( Vector3 dimensions, bool reflectVerticalUVs )
+ {
+ Vector<TexturedVertex> vertices;
+ Vector<unsigned short> indices;
+ int vertexIndex = 0u; // Tracks progress through vertices.
+ float scaledX = 0.5f * dimensions.x;
+ float scaledY = 0.5f * dimensions.y;
+ float scaledZ = 0.5f * dimensions.z;
+ float verticalTextureCoord = reflectVerticalUVs ? 0.0f : 1.0f;
+
+ vertices.Resize( 4u * 6u ); // 4 vertices x 6 faces
+
+ Vector<Vector3> positions; // Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
+ positions.Resize( 8u );
+ Vector<Vector3> normals; // Stores normals, which are shared between vertexes of the same face.
+ normals.Resize( 6u );
+
+ positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
+ positions[1] = Vector3( scaledX, scaledY, -scaledZ );
+ positions[2] = Vector3( scaledX, scaledY, scaledZ );
+ positions[3] = Vector3( -scaledX, scaledY, scaledZ );
+ positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
+ positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
+ positions[6] = Vector3( scaledX, -scaledY, scaledZ );
+ positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
+
+ normals[0] = Vector3( 0, 1, 0 );
+ normals[1] = Vector3( 0, 0, -1 );
+ normals[2] = Vector3( 1, 0, 0 );
+ normals[3] = Vector3( 0, 0, 1 );
+ normals[4] = Vector3( -1, 0, 0 );
+ normals[5] = Vector3( 0, -1, 0 );
+
+ // Top face, upward normals.
+ for( int i = 0; i < 4; ++i, ++vertexIndex )
+ {
+ vertices[vertexIndex].position = positions[i];
+ vertices[vertexIndex].normal = normals[0];
+ // The below logic forms the correct U/V pairs for a quad when "i" goes from 0 to 3.
+ vertices[vertexIndex].textureCoord = Vector2( ( i == 1 || i == 2 ) ? 1.0f : 0.0f, ( i == 2 || i == 3 ) ? 1.0f : 0.0f );
+ }
+
+ // Top face, outward normals.
+ for( int i = 0; i < 4; ++i, vertexIndex += 2 )
+ {
+ vertices[vertexIndex].position = positions[i];
+ vertices[vertexIndex].normal = normals[i + 1];
+
+ if( i == 3 )
+ {
+ // End, so loop around.
+ vertices[vertexIndex + 1].position = positions[0];
+ }
+ else
+ {
+ vertices[vertexIndex + 1].position = positions[i + 1];
+ }
+ vertices[vertexIndex + 1].normal = normals[i + 1];
+
+ vertices[vertexIndex].textureCoord = Vector2( 0.0f, verticalTextureCoord );
+ vertices[vertexIndex+1].textureCoord = Vector2( 1.0f, verticalTextureCoord );
+ }
+
+ // Flip the vertical texture coord for the UV values of the bottom points.
+ verticalTextureCoord = 1.0f - verticalTextureCoord;
+
+ // Bottom face, outward normals.
+ for( int i = 0; i < 4; ++i, vertexIndex += 2 )
+ {
+ vertices[vertexIndex].position = positions[i + 4];
+ vertices[vertexIndex].normal = normals[i + 1];
+
+ if( i == 3 )
+ {
+ // End, so loop around.
+ vertices[vertexIndex + 1].position = positions[4];
+ }
+ else
+ {
+ vertices[vertexIndex + 1].position = positions[i + 5];
+ }
+ vertices[vertexIndex + 1].normal = normals[i + 1];
+
+ vertices[vertexIndex].textureCoord = Vector2( 0.0f, verticalTextureCoord );
+ vertices[vertexIndex+1].textureCoord = Vector2( 1.0f, verticalTextureCoord );
+ }
+
+ // Bottom face, downward normals.
+ for( int i = 0; i < 4; ++i, ++vertexIndex )
+ {
+ // Reverse positions for bottom face to keep triangles clockwise (for culling).
+ vertices[vertexIndex].position = positions[ 7 - i ];
+ vertices[vertexIndex].normal = normals[5];
+ // The below logic forms the correct U/V pairs for a quad when "i" goes from 0 to 3.
+ vertices[vertexIndex].textureCoord = Vector2( ( i == 1 || i == 2 ) ? 1.0f : 0.0f, ( i == 2 || i == 3 ) ? 1.0f : 0.0f );
+ }
+
+ // Create cube indices.
+ int triangleIndex = 0u; //Track progress through indices.
+ indices.Resize( 3u * 12u ); // 3 points x 12 triangles.
+
+ // Top face.
+ indices[triangleIndex] = 0;
+ indices[triangleIndex + 1] = 1;
+ indices[triangleIndex + 2] = 2;
+ indices[triangleIndex + 3] = 2;
+ indices[triangleIndex + 4] = 3;
+ indices[triangleIndex + 5] = 0;
+ triangleIndex += 6;
+
+ int topFaceStart = 4u;
+ int bottomFaceStart = topFaceStart + 8u;
+
+ // Side faces.
+ for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
+ {
+ indices[triangleIndex ] = i + topFaceStart;
+ indices[triangleIndex + 1] = i + bottomFaceStart + 1;
+ indices[triangleIndex + 2] = i + topFaceStart + 1;
+ indices[triangleIndex + 3] = i + topFaceStart;
+ indices[triangleIndex + 4] = i + bottomFaceStart;
+ indices[triangleIndex + 5] = i + bottomFaceStart + 1;
+ }
+
+ // Bottom face.
+ indices[triangleIndex] = 20;
+ indices[triangleIndex + 1] = 21;
+ indices[triangleIndex + 2] = 22;
+ indices[triangleIndex + 3] = 22;
+ indices[triangleIndex + 4] = 23;
+ indices[triangleIndex + 5] = 20;
+
+ // Use the helper method to create the geometry object.
+ return CreateTexturedGeometry( vertices, indices );
+ }
+
+ // Signal handlers:
+
+ /**
+ * @brief OnTouch signal handler.
+ * @param[in] actor The actor that has been touched
+ * @param[in] touch The touch information
+ * @return True if the event has been handled
+ */
+ bool OnTouch( Actor actor, const TouchData& touch )
+ {
+ // Quit the application.
+ mApplication.Quit();
+ return true;
+ }
+
+ /**
+ * @brief OnKeyEvent signal handler.
+ * @param[in] event The key event information
+ */
+ 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:
+
+ // Member variables:
+
+ Application& mApplication; ///< The DALi application object
+ Toolkit::Control mView; ///< The view used to show the background
+
+ Animation mRotationAnimation; ///< The animation to spin the cube & floor
+ Animation mBounceAnimation; ///< The animation to bounce the cube
+ Actor mCubes[2]; ///< The cube object containers
+};
+
+
+/**
+ * @brief Creates an instance of the example object and runs it.
+ * @param[in] application The DALi application object
+ */
+void RunExample( Application& application )
+{
+ RendererStencilExample example( application );
+
+ application.MainLoop();
+}
+
+/**
+ * @brief Entry point for Linux & Tizen applications
+ * @param[in] argc The executables argument count
+ * @param[in] argv The executables argument vector
+ * @return The executables exit code (0)
+ */
+int DALI_EXPORT_API main( int argc, char **argv )
+{
+ Application application = Application::New( &argc, &argv );
+
+ RunExample( application );
+
+ return 0;
+}