2 * Copyright (c) 2017 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
18 #include <dali-toolkit/dali-toolkit.h>
19 #include <dali-toolkit/devel-api/controls/tool-bar/tool-bar.h>
20 #include "shared/view.h"
21 #include "shared/utility.h"
23 #include <dali/integration-api/debug.h>
24 #include <dali/devel-api/adaptor-framework/file-loader.h>
27 using Dali::Toolkit::TextLabel;
28 using Dali::Toolkit::Control;
29 using Dali::Toolkit::ToolBar;
31 const char* BACKGROUND_IMAGE( "" );
32 const char* TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
33 const char* APPLICATION_TITLE( "Ray Marching" );
34 const char* SHADER_NAME("raymarch_sphere_shaded");
37 * @brief LoadShaderCode
42 bool LoadShaderCode( const char* path, const char* filename, std::vector<char>& output )
44 std::string fullpath( path );
47 std::streampos bufferSize = 0;
48 Dali::Vector<char> fileBuffer;
49 if( !Dali::FileLoader::ReadFile( fullpath, bufferSize, fileBuffer, Dali::FileLoader::FileType::BINARY ) )
54 FILE* file = fmemopen( &fileBuffer[0], bufferSize, "rb" );
56 bool retValue = false;
57 if( ! fseek( file, 0, SEEK_END ) )
59 long int size = ftell( file );
61 if( ( size != -1L ) &&
62 ( ! fseek( file, 0, SEEK_SET ) ) )
64 output.resize( size + 1 );
65 std::fill( output.begin(), output.end(), 0 );
66 ssize_t result = fread( output.data(), size, 1, file );
68 retValue = ( result >= 0 );
81 Shader LoadShaders( const std::string& shaderName )
83 std::vector<char> bufV, bufF;
84 std::string shaderVSH( shaderName );
85 std::string shaderFSH( shaderName );
90 if( LoadShaderCode( DEMO_SHADER_DIR, shaderVSH.c_str(), bufV ) &&
91 LoadShaderCode( DEMO_SHADER_DIR, shaderFSH.c_str(), bufF ) )
93 shader = Shader::New( bufV.data(), bufF.data() );
98 // This example shows how to create a Ray Marching using a shader
100 class RayMarchingExample : public ConnectionTracker
104 RayMarchingExample( Application& application )
105 : mApplication( application )
107 // Connect to the Application's Init signal
108 mApplication.InitSignal().Connect( this, &RayMarchingExample::Create );
111 ~RayMarchingExample()
113 // Nothing to do here;
116 // The Init signal is received once (only) during the Application lifetime
117 void Create( Application& application )
119 // Get a handle to the stage
120 Stage stage = Stage::GetCurrent();
122 stage.GetRootLayer().TouchSignal().Connect( this, &RayMarchingExample::OnTouch );
124 stage.KeyEventSignal().Connect(this, &RayMarchingExample::OnKeyEvent);
126 stage.SetBackgroundColor( Color::YELLOW );
128 // Hide the indicator bar
129 application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
131 // Creates a default view with a default tool bar.
132 // The view is added to the stage.
133 mContentLayer = DemoHelper::CreateView( application,
140 // Add an extra space on the right to center the title text.
141 mToolBar.AddControl( Actor::New(), DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight );
146 bool OnTouch( Actor actor, const TouchData& touch )
148 // quit the application
154 * Main key event handler
156 void OnKeyEvent(const KeyEvent& event)
158 if(event.state == KeyEvent::Down)
160 if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
168 * Creates quad renderer
170 Renderer CreateQuadRenderer()
172 // Create shader & geometry needed by Renderer
173 Shader shader = LoadShaders( SHADER_NAME );
175 Property::Map vertexFormat;
176 vertexFormat["aPosition"] = Property::VECTOR2;
177 PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
179 const float P( 0.5f );
180 const Vector2 vertices[] = {
187 vertexBuffer.SetData( vertices, 4 );
189 // Instantiate quad geometry
190 Geometry geometry = Geometry::New();
191 geometry.AddVertexBuffer( vertexBuffer );
192 geometry.SetType( Geometry::TRIANGLE_STRIP );
195 Renderer renderer = Renderer::New( geometry, shader );
197 renderer.RegisterProperty("uRadius", 0.0f );
198 renderer.RegisterProperty("uAdjuster", -4.0f );
200 // Animate the sphere radius uniform and a generic uAdjust uniform currently used to move the light around
201 Animation animation = Animation::New(8.0f);
202 animation.AnimateTo( Property(renderer,"uRadius"), 1.2f, AlphaFunction::BOUNCE);
203 animation.AnimateTo( Property(renderer,"uAdjuster"), 4.0f, AlphaFunction::BOUNCE);
204 animation.SetLooping( true );
210 void AddContentLayer()
212 Stage stage = Stage::GetCurrent();
214 //Create all the renderers
215 Renderer renderer = CreateQuadRenderer();
217 Actor actor = Actor::New();
218 actor.AddRenderer( renderer );
220 actor.SetAnchorPoint( Dali::AnchorPoint::CENTER );
221 actor.SetParentOrigin( Dali::ParentOrigin::CENTER );
222 actor.SetResizePolicy( Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS );
224 mContentLayer.Add( actor );
228 Application& mApplication;
234 int DALI_EXPORT_API main( int argc, char **argv )
236 Application application = Application::New( &argc, &argv );
237 RayMarchingExample test( application );
238 application.MainLoop();