Using migrated Public Visual API
[platform/core/uifw/dali-demo.git] / examples / animated-shapes / animated-shapes-example.cpp
index b7a5a72..206bacb 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * 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.
 
 #include <dali/dali.h>
 #include <dali-toolkit/dali-toolkit.h>
+#include "shared/view.h"
+
+#include <sstream>
 
 using namespace Dali;
+using namespace Dali::Toolkit;
 
 namespace
 {
-const char* BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-gradient.jpg" );
 
+const char* APPLICATION_TITLE("Animated Shapes");
+
+const char* VERTEX_SHADER = DALI_COMPOSE_SHADER
+(
+  attribute mediump vec3 aCoefficient;
+  uniform mediump mat4 uMvpMatrix;
+  uniform mediump vec3 uPosition[MAX_POINT_COUNT];
+  varying lowp vec2 vCoefficient;
+  void main()
+  {
+    int vertexId = int(aCoefficient.z);
+    gl_Position = uMvpMatrix * vec4(uPosition[vertexId], 1.0);
+
+    vCoefficient = aCoefficient.xy;
+  }
+);
+
+// Fragment shader.
+const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER
+(
+  uniform lowp vec4 uColor;
+  varying lowp vec2 vCoefficient;
+  void main()
+  {
+    lowp float C = (vCoefficient.x*vCoefficient.x-vCoefficient.y);
+    lowp float Cdx = dFdx(C);
+    lowp float Cdy = dFdy(C);
+
+    lowp float distance = float(C / sqrt(Cdx*Cdx + Cdy*Cdy));
+    lowp float alpha = 0.5 - distance;
+    gl_FragColor = vec4( uColor.rgb, uColor.a * alpha );
+  }
+);
+
+Shader CreateShader( unsigned int pointCount )
+{
+  std::ostringstream vertexShader;
+  vertexShader << "#define MAX_POINT_COUNT "<< pointCount << "\n"<<VERTEX_SHADER;
+
+  std::ostringstream fragmentShader;
+  fragmentShader << "#extension GL_OES_standard_derivatives : enable "<< "\n"<<FRAGMENT_SHADER;
+
+  Shader shader = Shader::New( vertexShader.str(), fragmentShader.str() );
+  for( unsigned int i(0); i<pointCount; ++i )
+  {
+    std::ostringstream propertyName;
+    propertyName << "uPosition["<<i<<"]";
+    shader.RegisterProperty(propertyName.str(),Vector3(0.0f,0.0f,0.0f) );
+  }
+
+  return shader;
 }
 
+} //unnamed namespace
+
 // This example shows resolution independent rendering and animation of curves using the gpu.
 //
 class AnimatedShapesExample : public ConnectionTracker
@@ -47,302 +103,343 @@ public:
   // The Init signal is received once (only) during the Application lifetime
   void Create( Application& application )
   {
-    // Get a handle to the stage
-    Stage stage = Stage::GetCurrent();
-
-    //Create a view
-    mView = Dali::Toolkit::View::New();
-    stage.Add( mView );
-
-    //Set background image for the view
-    ImageAttributes attributes;
-    Image image = ResourceImage::New( BACKGROUND_IMAGE, attributes );
-
-
-    Dali::ImageActor backgroundImageActor = Dali::ImageActor::New( image );
-    mView.SetBackground( backgroundImageActor );
-
-    CreateTriangleMorph(Vector3( stage.GetSize().x*0.5f,stage.GetSize().y*0.15f,0.0f), 100.0f );
-    CreateCircleMorph( Vector3( stage.GetSize().x*0.5f,stage.GetSize().y*0.85f,0.0f), 60.0f );
-    CreatePathMorph( Vector3( stage.GetSize().x*0.5f,stage.GetSize().y*0.5f,0.0f), 55.0f );
+    // Hide the indicator bar
+    application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
 
+    Stage stage = Stage::GetCurrent();
 
-    stage.KeyEventSignal().Connect(this, &AnimatedShapesExample::OnKeyEvent);
+    // Creates the background gradient
+    Toolkit::Control background = Dali::Toolkit::Control::New();
+    background.SetAnchorPoint( Dali::AnchorPoint::CENTER );
+    background.SetParentOrigin( Dali::ParentOrigin::CENTER );
+    background.SetResizePolicy( Dali::ResizePolicy::FILL_TO_PARENT, Dali::Dimension::ALL_DIMENSIONS );
+    Dali::Property::Map map;
+    map.Insert( Toolkit::Visual::Property::TYPE,  Visual::GRADIENT );
+    Property::Array stopOffsets;
+    stopOffsets.PushBack( 0.0f );
+    stopOffsets.PushBack( 1.0f );
+    map.Insert( GradientVisual::Property::STOP_OFFSET, stopOffsets );
+    Property::Array stopColors;
+    stopColors.PushBack( Vector4( 0.0f,0.0f,1.0f,1.0f ) );
+    stopColors.PushBack( Vector4( 1.0f,1.0f,1.0f,1.0f ) );
+    map.Insert( GradientVisual::Property::STOP_COLOR, stopColors );
+    Vector2 halfStageSize = Stage::GetCurrent().GetSize()*0.5f;
+    map.Insert( GradientVisual::Property::START_POSITION,  Vector2(0.0f,-halfStageSize.y) );
+    map.Insert( GradientVisual::Property::END_POSITION,  Vector2(0.0f,halfStageSize.y)  );
+    map.Insert( GradientVisual::Property::UNITS, GradientVisual::Units::USER_SPACE );
+    background.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map );
+    stage.Add( background );
+
+    // Create a TextLabel for the application title.
+    Toolkit::TextLabel label = Toolkit::TextLabel::New( APPLICATION_TITLE );
+    label.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+    label.SetParentOrigin( Vector3( 0.5f, 0.0f, 0.5f ) );
+    label.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
+    label.SetProperty( Toolkit::TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
+    label.SetProperty( Toolkit::TextLabel::Property::TEXT_COLOR, Vector4( 1.0f, 1.0f, 1.0f, 1.0f ) );
+    stage.Add( label );
+
+    CreateTriangleMorph(Vector3( stage.GetSize().x*0.5f, stage.GetSize().y*0.15f, 0.0f), 100.0f );
+    CreateCircleMorph( Vector3( stage.GetSize().x*0.5f, stage.GetSize().y*0.5f, 0.0f), 55.0f );
+    CreateQuadMorph( Vector3( stage.GetSize().x*0.5f, stage.GetSize().y*0.85f, 0.0f), 60.0f );
+
+    stage.KeyEventSignal().Connect( this, &AnimatedShapesExample::OnKeyEvent );
   }
 
-  void CreateCircleMorph( Vector3 center, float radius )
+  void CreateTriangleMorph( Vector3 center, float side )
   {
-    Toolkit::QuadraticBezier shader = Toolkit::QuadraticBezier::New(16, true);
-
-    shader.SetPoint(0, Vector3(-radius,-radius,0.0f));
-    shader.SetPoint(1, Vector3( 0.0f,-radius,0.0f));
-    shader.SetPoint(2, Vector3(radius,-radius,0.0f));
-
-    shader.SetPoint(3, Vector3(radius,-radius,0.0f));
-    shader.SetPoint(4, Vector3( radius,0.0f,0.0f));
-    shader.SetPoint(5, Vector3(radius,radius,0.0f));
+    float h = ( side *0.5f ) / 0.866f;
 
-    shader.SetPoint(6, Vector3(radius,radius,0.0f));
-    shader.SetPoint(7, Vector3( 0.0f,radius,0.0f));
-    shader.SetPoint(8, Vector3( -radius,radius,0.0f));
+    Vector3 v0 = Vector3( -h, h, 0.0f );
+    Vector3 v1 = Vector3( 0.0f, -side * 0.366f, 0.0f );
+    Vector3 v2 = Vector3( h, h, 0.0f );
 
-    shader.SetPoint(9,  Vector3( -radius,radius,0.0f));
-    shader.SetPoint(10, Vector3( -radius,0.0f,0.0f));
-    shader.SetPoint(11, Vector3(-radius,-radius,0.0f));
-
-    shader.SetPoint(12, Vector3(-radius,-radius,0.0f));
-    shader.SetPoint(13, Vector3(radius,-radius,0.0f));
-    shader.SetPoint(14, Vector3(radius,radius,0.0f));
-    shader.SetPoint(15, Vector3( -radius,radius,0.0f));
-
-    shader.SetColor(Vector4(1.0f,0.0f,0.0f,1.0f) );
-    shader.SetLineWidth(2.0f);
-
-    ////Generate the mesh
-    Dali::MeshData::VertexContainer vertices;
-    for( unsigned int i(0); i<12; i+=3 )
-    {
-      vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,0.0f,i)  ));
-      vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.5f,0.0f,i+1)));
-      vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(1.0f,1.0f,i+2)));
-    }
-    vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,12)  ));
-    vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,13)));
-    vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,14)));
-    vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,15)));
-
-    short unsigned int indexArray[] = { 0,2,1, 3,5,4,6,8,7, 9, 11, 10, 12,15,14,12,14,13};
-    Dali::MeshData::FaceIndices index( indexArray, indexArray + sizeof(indexArray)/sizeof(short unsigned int) );
-
-    //Material
-    Dali::Material material = Material::New("Material");
-    material.SetDiffuseColor( Vector4(1.0f,1.0f,1.0f,1.0f));
-
-    //Create the Mesh object
-    Dali::MeshData data;
-    data.SetVertices(vertices);
-    data.SetFaceIndices( index );
-    data.SetMaterial( material );
-    data.SetHasNormals( true );
-    Mesh mesh = Mesh::New( data );
-
-    //Create the mesh actor
-    MeshActor meshActor = MeshActor::New(mesh);
-    meshActor.SetAnchorPoint( AnchorPoint::CENTER );
-    meshActor.SetShaderEffect(shader);
-    meshActor.SetPosition( center );
-    meshActor.SetBlendMode(BlendingMode::ON );
-    mView.Add( meshActor );
-
-
-    //Animation
-    Animation animation = Animation::New(5.0f);
-    KeyFrames k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( 0.0f,-radius, 0.0f) );
-    k0.Add( 0.5f, Vector3(0.0f, -radius*4.0f, 0.0f));
-    k0.Add( 1.0f, Vector3( 0.0f,-radius, 0.0f) );
-    animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(1)),k0,AlphaFunctions::EaseInOutSine );
+    Vector3 v3 = v0 + ( ( v1 - v0 ) * 0.5f );
+    Vector3 v4 = v1 + ( ( v2 - v1 ) * 0.5f );
+    Vector3 v5 = v2 + ( ( v0 - v2 ) * 0.5f );
 
-    k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( radius, 0.0f, 0.0f) );
-    k0.Add( 0.5f, Vector3(radius*4.0f,0.0f, 0.0f));
-    k0.Add( 1.0f, Vector3( radius,0.0f, 0.0f));
-    animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(4)),k0,AlphaFunctions::EaseInOutSine );
+    Shader shader = CreateShader( 12 );
+    shader.SetProperty( shader.GetPropertyIndex( "uPosition[0]"), v0 );
+    shader.SetProperty( shader.GetPropertyIndex( "uPosition[1]"), v3 );
+    shader.SetProperty( shader.GetPropertyIndex( "uPosition[2]"), v1 );
 
-    k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3(0.0f,radius, 0.0f) );
-    k0.Add( 0.5f, Vector3(0.0f,radius*4.0f, 0.0f));
-    k0.Add( 1.0f, Vector3(0.0f,radius, 0.0f) );
-    animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(7)),k0,AlphaFunctions::EaseInOutSine );
+    shader.SetProperty( shader.GetPropertyIndex( "uPosition[3]"), v1 );
+    shader.SetProperty( shader.GetPropertyIndex( "uPosition[4]"), v4 );
+    shader.SetProperty( shader.GetPropertyIndex( "uPosition[5]"), v2 );
 
-    k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( -radius,  0.0f, 0.0f) );
-    k0.Add( 0.5f, Vector3(-radius*4.0f,0.0f, 0.0f));
-    k0.Add( 1.0f, Vector3( -radius,  0.0f, 0.0f) );
-    animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(10)),k0,AlphaFunctions::EaseInOutSine );
+    shader.SetProperty( shader.GetPropertyIndex( "uPosition[6]"), v2 );
+    shader.SetProperty( shader.GetPropertyIndex( "uPosition[7]"), v5 );
+    shader.SetProperty( shader.GetPropertyIndex( "uPosition[8]"), v0 );
 
-    animation.RotateBy(meshActor,Degree(90.0f), Vector3::ZAXIS );
-    animation.SetLooping( true );
-    animation.Play();
-  }
+    shader.SetProperty( shader.GetPropertyIndex( "uPosition[9]"),  v0 );
+    shader.SetProperty( shader.GetPropertyIndex( "uPosition[10]"), v1 );
+    shader.SetProperty( shader.GetPropertyIndex( "uPosition[11]"), v2 );
 
-  void CreateTriangleMorph( Vector3 center, float side )
-  {
-    float h = (side *0.5f)/0.866f;
 
-    Vector3 v0 = Vector3(-h,h,0.0f);
-    Vector3 v1 = Vector3(0.0f,-(side*0.366f),0.0f );
-    Vector3 v2 = Vector3(h,h,0.0f);
+    //Create geometry
+    static const Vector3 vertexData[] = { Dali::Vector3( 0.0f, 0.0f, 0.0f ),
+                                          Dali::Vector3( 0.5f, 0.0f, 1.0f ),
+                                          Dali::Vector3( 1.0f, 1.0f, 2.0f ),
 
-    Vector3 v3 = v0 + ((v1-v0) * 0.5f);
-    Vector3 v4 = v1 + ((v2-v1) * 0.5f);
-    Vector3 v5 = v2 + ((v0-v2) * 0.5f);
+                                          Dali::Vector3( 0.0f, 0.0f, 3.0f ),
+                                          Dali::Vector3( 0.5f, 0.0f, 4.0f ),
+                                          Dali::Vector3( 1.0f, 1.0f, 5.0f ),
 
-    Toolkit::QuadraticBezier shader = Toolkit::QuadraticBezier::New(12, true);
+                                          Dali::Vector3( 0.0f, 0.0f, 6.0f ),
+                                          Dali::Vector3( 0.5f, 0.0f, 7.0f ),
+                                          Dali::Vector3( 1.0f, 1.0f, 8.0f ),
 
-    shader.SetPoint(0,v0);
-    shader.SetPoint(1,v3);
-    shader.SetPoint(2,v1);
+                                          Dali::Vector3( 0.0f, 1.0f, 9.0f ),
+                                          Dali::Vector3( 0.0f, 1.0f, 10.0f ),
+                                          Dali::Vector3( 0.0f, 1.0f, 11.0f )
+    };
 
-    shader.SetPoint(3,v1);
-    shader.SetPoint(4,v4);
-    shader.SetPoint(5,v2);
+    unsigned short indexData[] = { 0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10 };
 
-    shader.SetPoint(6,v2);
-    shader.SetPoint(7,v5);
-    shader.SetPoint(8,v0);
+    //Create a vertex buffer for vertex positions and texture coordinates
+    Dali::Property::Map vertexFormat;
+    vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
+    Dali::PropertyBuffer vertexBuffer = Dali::PropertyBuffer::New( vertexFormat );
+    vertexBuffer.SetData( vertexData, sizeof(vertexData)/sizeof(vertexData[0]));
 
-    shader.SetPoint(9, v0);
-    shader.SetPoint(10,v1);
-    shader.SetPoint(11,v2);
+    //Create the geometry
+    Dali::Geometry geometry = Dali::Geometry::New();
+    geometry.AddVertexBuffer( vertexBuffer );
+    geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
 
-    shader.SetColor(Vector4(0.0f,1.0f,0.0f,1.0f));
-    shader.SetLineWidth(2.0f);
+    Renderer renderer = Renderer::New( geometry, shader );
+    renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
 
-    ////Generate the mesh
-    Dali::MeshData::VertexContainer vertices;
-    for( unsigned int i(0);i<9;i+=3 )
-    {
-      vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,0.0f,i)) );
-      vertices.push_back(  MeshData::Vertex( Vector3::ZERO, Vector2::ZERO,Vector3(0.5f,0.0f,i+1) ) );
-      vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(1.0f,1.0f,i+2)  ) );
-    }
+    Actor actor = Actor::New();
+    actor.SetSize( 400.0f, 400.0f );
+    actor.SetPosition( center );
+    actor.SetAnchorPoint( AnchorPoint::CENTER );
+    actor.SetColor(Vector4(1.0f,1.0f,0.0f,1.0f) );
+    actor.AddRenderer( renderer );
 
-    vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,9)) );
-    vertices.push_back(  MeshData::Vertex( Vector3::ZERO, Vector2::ZERO,Vector3(0.0f,1.0f,10) ) );
-    vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,1.0f,11)  ) );
-
-    short unsigned int indexArray[] = { 0,2,1,3,5,4,6,8,7,9,11,10 };
-    Dali::MeshData::FaceIndices index( indexArray, indexArray + sizeof(indexArray)/sizeof(short unsigned int) );
-
-    //Material
-    Dali::Material material = Material::New("Material");
-    material.SetDiffuseColor( Vector4(1.0f,1.0f,1.0f,1.0f));
-
-    //Create the Mesh object
-    Dali::MeshData data;
-    data.SetVertices(vertices);
-    data.SetFaceIndices( index );
-    data.SetMaterial( material );
-    data.SetHasNormals( true );
-    Mesh mesh = Mesh::New( data );
-
-//    //Create the mesh actor
-    MeshActor meshActor = MeshActor::New(mesh);
-    meshActor.SetAnchorPoint( AnchorPoint::CENTER );
-    meshActor.SetShaderEffect(shader);
-    meshActor.SetPosition( center );
-    meshActor.SetBlendMode(BlendingMode::ON );
-    mView.Add( meshActor );
+    Stage stage = Stage::GetCurrent();
+    stage.Add( actor );
 
     //Animation
     Animation animation = Animation::New(5.0f);
-
     KeyFrames k0 = KeyFrames::New();
     k0.Add( 0.0f,v3  );
-    k0.Add( 0.5f, v3 + Vector3(-200.0f,-200.0f,0.0f));
+    k0.Add( 0.5f, v3 + Vector3(-150.0f,-150.0f,0.0f));
     k0.Add( 1.0f, v3 );
-    animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(1)),k0,AlphaFunctions::EaseInOutSine );
+    animation.AnimateBetween( Property(shader, "uPosition[1]"),k0, AlphaFunction::EASE_IN_OUT_SINE );
 
     k0 = KeyFrames::New();
     k0.Add( 0.0f,v4  );
-    k0.Add( 0.5f, v4 + Vector3(200.0f,-200.0f,0.0f));
+    k0.Add( 0.5f, v4 + Vector3(150.0f,-150.0f,0.0f));
     k0.Add( 1.0f, v4 );
-    animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(4)),k0,AlphaFunctions::EaseInOutSine );
+    animation.AnimateBetween( Property(shader,"uPosition[4]"),k0, AlphaFunction::EASE_IN_OUT_SINE );
 
     k0 = KeyFrames::New();
     k0.Add( 0.0f,v5  );
-    k0.Add( 0.5f, v5 + Vector3(0.0,200.0f,0.0f));
+    k0.Add( 0.5f, v5 + Vector3(0.0,150.0f,0.0f));
     k0.Add( 1.0f, v5 );
-    animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(7)),k0,AlphaFunctions::EaseInOutSine );
+    animation.AnimateBetween( Property(shader, "uPosition[7]"),k0, AlphaFunction::EASE_IN_OUT_SINE );
     animation.SetLooping( true );
     animation.Play();
   }
 
-  void CreatePathMorph( Vector3 center, float radius )
+  void CreateCircleMorph( Vector3 center, float radius )
   {
-    Toolkit::QuadraticBezier shader = Toolkit::QuadraticBezier::New(12, false);
-
-    shader.SetPoint(0, Vector3(-radius,-radius,0.0f));
-    shader.SetPoint(1, Vector3( 0.0f,-radius,0.0f));
-    shader.SetPoint(2, Vector3(radius,-radius,0.0f));
-
-    shader.SetPoint(3, Vector3(radius,-radius,0.0f));
-    shader.SetPoint(4, Vector3( radius,0.0f,0.0f));
-    shader.SetPoint(5, Vector3(radius,radius,0.0f));
-
-    shader.SetPoint(6, Vector3(radius,radius,0.0f));
-    shader.SetPoint(7, Vector3( 0.0f,radius,0.0f));
-    shader.SetPoint(8, Vector3( -radius,radius,0.0f));
+    Shader shader = CreateShader( 16 );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[0]"), Vector3( -radius, -radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[1]"), Vector3( 0.0f, -radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[2]"), Vector3( radius, -radius, 0.0f ) );
+
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[3]"), Vector3( radius, -radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[4]"), Vector3( radius, 0.0f, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[5]"), Vector3( radius, radius, 0.0f ) );
+
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[6]"), Vector3( radius, radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[7]"), Vector3( 0.0f, radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[8]"), Vector3( -radius, radius, 0.0f ) );
+
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[9]"),  Vector3( -radius, radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[10]"), Vector3( -radius, 0.0f, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[11]"), Vector3( -radius, -radius, 0.0f ) );
+
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[12]"), Vector3( -radius, -radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[13]"),  Vector3( radius, -radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[14]"), Vector3( radius, radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[15]"), Vector3( -radius, radius, 0.0f ) );
+
+    //shader.SetProperty( shader.GetPropertyIndex("uLineWidth"), 2.0f );
+
+    static const Vector3 vertexData[] = { Vector3( 0.0f, 0.0f, 0.0f ),
+                                          Vector3( 0.5f, 0.0f, 1.0f ),
+                                          Vector3( 1.0f, 1.0f, 2.0f ),
+                                          Vector3( 0.0f, 0.0f, 3.0f ),
+                                          Vector3( 0.5f, 0.0f, 4.0f ),
+                                          Vector3( 1.0f, 1.0f, 5.0f ),
+                                          Vector3( 0.0f, 0.0f, 6.0f ),
+                                          Vector3( 0.5f, 0.0f, 7.0f ),
+                                          Vector3( 1.0f, 1.0f, 8.0f ),
+                                          Vector3( 0.0f, 0.0f, 9.0f ),
+                                          Vector3( 0.5f, 0.0f, 10.0f ),
+                                          Vector3( 1.0f, 1.0f, 11.0f ),
+                                          Vector3( 0.0f, 1.0f, 12.0f ),
+                                          Vector3( 0.0f, 1.0f, 13.0f ),
+                                          Vector3( 0.0f, 1.0f, 14.0f ),
+                                          Vector3( 0.0f, 1.0f, 15.0f )};
+
+    short unsigned int indexData[] = { 0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 13, 14, 12, 14, 15 };
+
+    //Create a vertex buffer for vertex positions and texture coordinates
+    Dali::Property::Map vertexFormat;
+    vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
+    Dali::PropertyBuffer vertexBuffer = Dali::PropertyBuffer::New( vertexFormat );
+    vertexBuffer.SetData( vertexData, sizeof(vertexData)/sizeof(vertexData[0]));
+
+    //Create the geometry
+    Dali::Geometry geometry = Dali::Geometry::New();
+    geometry.AddVertexBuffer( vertexBuffer );
+    geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
+
+    Renderer renderer = Renderer::New( geometry, shader );
+    renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+
+    Actor actor = Actor::New();
+    actor.SetSize( 400.0f, 400.0f );
+    actor.SetPosition( center );
+    actor.SetAnchorPoint( AnchorPoint::CENTER );
+    actor.AddRenderer( renderer );
 
-    shader.SetPoint(9,  Vector3( -radius,radius,0.0f));
-    shader.SetPoint(10, Vector3( -radius,0.0f,0.0f));
-    shader.SetPoint(11, Vector3(-radius,-radius,0.0f));
-
-    shader.SetColor(Vector4(1.0f,1.0f,0.0f,1.0f) );
-    shader.SetLineWidth(1.5f);
+    Stage stage = Stage::GetCurrent();
+    stage.Add( actor );
 
-    ////Generate the mesh/S
-    Dali::MeshData::VertexContainer vertices;
-    for( unsigned int i(0); i<12; i+=3 )
-    {
-      vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.0f,0.0f,i)  ));
-      vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(0.5f,0.0f,i+1)));
-      vertices.push_back( MeshData::Vertex( Vector3::ZERO, Vector2::ZERO, Vector3(1.0f,1.0f,i+2)));
-    }
+    //Animation
+    Animation animation = Animation::New(5.0f);
+    KeyFrames k0 = KeyFrames::New();
+    k0.Add( 0.0f, Vector3( 0.0f,-radius*1.85, 0.0f ) );
+    k0.Add( 0.5f, Vector3( -radius*1.85, -radius*3.0f, 0.0f ) );
+    k0.Add( 1.0f, Vector3( 0.0f,-radius*1.85, 0.0f ) );
+    animation.AnimateBetween( Property( shader, shader.GetPropertyIndex("uPosition[1]") ),k0, AlphaFunction::EASE_IN_OUT_SINE );
 
+    k0 = KeyFrames::New();
+    k0.Add( 0.0f, Vector3( radius*1.85, 0.0f, 0.0f ) );
+    k0.Add( 0.5f, Vector3( radius*3.0f,-radius*1.85, 0.0f ) );
+    k0.Add( 1.0f, Vector3( radius*1.85,0.0f, 0.0f ) );
+    animation.AnimateBetween( Property(shader, shader.GetPropertyIndex("uPosition[4]")),k0, AlphaFunction::EASE_IN_OUT_SINE );
 
-    short unsigned int indexArray[] = { 0,2,1, 3,5,4,6,8,7, 9, 11, 10 };
-    Dali::MeshData::FaceIndices index( indexArray, indexArray + sizeof(indexArray)/sizeof(short unsigned int) );
+    k0 = KeyFrames::New();
+    k0.Add( 0.0f, Vector3( 0.0f, radius*1.85, 0.0f ) );
+    k0.Add( 0.5f, Vector3( radius*1.85, radius*3.0f, 0.0f) );
+    k0.Add( 1.0f, Vector3( 0.0f, radius*1.85, 0.0f) );
+    animation.AnimateBetween( Property( shader, shader.GetPropertyIndex("uPosition[7]") ),k0, AlphaFunction::EASE_IN_OUT_SINE );
 
-    //Material
-    Dali::Material material = Material::New("Material");
-    material.SetDiffuseColor( Vector4(1.0f,1.0f,1.0f,1.0f));
+    k0 = KeyFrames::New();
+    k0.Add( 0.0f, Vector3( -radius*1.85, 0.0f, 0.0f) );
+    k0.Add( 0.5f, Vector3(-radius*3.0f, radius*1.85, 0.0f) );
+    k0.Add( 1.0f, Vector3( -radius*1.85, 0.0f, 0.0f) );
+    animation.AnimateBetween( Property( shader, shader.GetPropertyIndex("uPosition[10]") ),k0, AlphaFunction::EASE_IN_OUT_SINE );
 
-    //Create the Mesh object
-    Dali::MeshData data;
-    data.SetVertices(vertices);
-    data.SetFaceIndices( index );
-    data.SetMaterial( material );
-    data.SetHasNormals( true );
-    Mesh mesh = Mesh::New( data );
+    animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(-90.0f) ), Vector3::ZAXIS ) );
+    animation.SetLooping( true );
+    animation.Play();
+  }
 
-    //Create the mesh actor
-    MeshActor meshActor = MeshActor::New(mesh);
-    meshActor.SetAnchorPoint( AnchorPoint::CENTER );
-    meshActor.SetShaderEffect(shader);
-    meshActor.SetPosition( center );
-    meshActor.SetBlendMode(BlendingMode::ON );
-    mView.Add( meshActor );
+  void CreateQuadMorph( Vector3 center, float radius )
+  {
+    Shader shader = CreateShader( 16 );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[0]"), Vector3( -radius, -radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[1]"), Vector3( 0.0f, -radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[2]"), Vector3( radius, -radius, 0.0f ) );
+
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[3]"), Vector3( radius, -radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[4]"), Vector3( radius, 0.0f, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[5]"), Vector3( radius, radius, 0.0f ) );
+
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[6]"), Vector3( radius, radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[7]"), Vector3( 0.0f, radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[8]"), Vector3( -radius, radius, 0.0f ) );
+
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[9]"), Vector3( -radius, radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[10]"), Vector3( -radius, 0.0f, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[11]"), Vector3( -radius, -radius, 0.0f ) );
+
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[12]"), Vector3( -radius, -radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[13]"), Vector3( radius, -radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[14]"), Vector3( radius, radius, 0.0f ) );
+    shader.SetProperty( shader.GetPropertyIndex("uPosition[15]"), Vector3( -radius, radius, 0.0f ) );
+
+    static const Vector3 vertexData[] = { Dali::Vector3( 0.0f, 0.0f, 0.0f ),
+                                          Dali::Vector3( 0.5f, 0.0f, 1.0f ),
+                                          Dali::Vector3( 1.0f, 1.0f, 2.0f ),
+
+                                          Dali::Vector3( 0.0f, 0.0f, 3.0f ),
+                                          Dali::Vector3( 0.5f, 0.0f, 4.0f ),
+                                          Dali::Vector3( 1.0f, 1.0f, 5.0f ),
+
+                                          Dali::Vector3( 0.0f, 0.0f, 6.0f ),
+                                          Dali::Vector3( 0.5f, 0.0f, 7.0f ),
+                                          Dali::Vector3( 1.0f, 1.0f, 8.0f ),
+
+                                          Dali::Vector3( 0.0f, 0.0f, 9.0f ),
+                                          Dali::Vector3( 0.5f, 0.0f, 10.0f ),
+                                          Dali::Vector3( 1.0f, 1.0f, 11.0f ),
+
+                                          Dali::Vector3( 0.0f, 1.0f, 12.0f ),
+                                          Dali::Vector3( 0.0f, 1.0f, 13.0f ),
+                                          Dali::Vector3( 0.0f, 1.0f, 14.0f ),
+                                          Dali::Vector3( 0.0f, 1.0f, 15.0f ) };
+
+    short unsigned int indexData[] = { 0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 15, 14, 12, 14, 13 };
+
+    //Create a vertex buffer for vertex positions and texture coordinates
+    Dali::Property::Map vertexFormat;
+    vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
+    Dali::PropertyBuffer vertexBuffer = Dali::PropertyBuffer::New( vertexFormat );
+    vertexBuffer.SetData( vertexData, sizeof(vertexData)/sizeof(vertexData[0]));
+
+    //Create the geometry
+    Dali::Geometry geometry = Dali::Geometry::New();
+    geometry.AddVertexBuffer( vertexBuffer );
+    geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
+
+    Renderer renderer = Renderer::New( geometry, shader );
+    renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+
+    Actor actor = Actor::New();
+    actor.SetSize( 400.0f, 400.0f );
+    actor.SetPosition( center );
+    actor.SetAnchorPoint( AnchorPoint::CENTER );
+    actor.SetColor(Vector4(1.0f,0.0f,0.0f,1.0f) );
+    actor.AddRenderer( renderer );
 
+    Stage stage = Stage::GetCurrent();
+    stage.Add( actor );
 
     //Animation
-    Animation animation = Animation::New(5.0f);
+    Animation animation = Animation::New( 5.0f );
     KeyFrames k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( 0.0f,-radius*2.0, 0.0f) );
-    k0.Add( 0.5f, Vector3(-radius*2.0, -radius*3.0f, 0.0f));
-    k0.Add( 1.0f, Vector3( 0.0f,-radius*2.0, 0.0f) );
-    animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(1)),k0,AlphaFunctions::EaseInOutSine );
+    k0.Add( 0.0f, Vector3( 0.0f, -radius, 0.0f ) );
+    k0.Add( 0.5f, Vector3( 0.0f, -radius*4.0f, 0.0f ) );
+    k0.Add( 1.0f, Vector3( 0.0f, -radius, 0.0f ) );
+    animation.AnimateBetween( Property(shader, shader.GetPropertyIndex("uPosition[1]")),k0, AlphaFunction::EASE_IN_OUT_SINE );
 
     k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( radius*2.0, 0.0f, 0.0f) );
-    k0.Add( 0.5f, Vector3(radius*3.0f,-radius*2.0, 0.0f));
-    k0.Add( 1.0f, Vector3( radius*2.0,0.0f, 0.0f));
-    animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(4)),k0,AlphaFunctions::EaseInOutSine );
+    k0.Add( 0.0f, Vector3( radius, 0.0f, 0.0f ) );
+    k0.Add( 0.5f, Vector3( radius*4.0f, 0.0f, 0.0f ) );
+    k0.Add( 1.0f, Vector3( radius, 0.0f, 0.0f ) );
+    animation.AnimateBetween( Property(shader, shader.GetPropertyIndex("uPosition[4]")),k0, AlphaFunction::EASE_IN_OUT_SINE );
 
     k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3(0.0f,radius*2.0, 0.0f) );
-    k0.Add( 0.5f, Vector3(radius*2.0,radius*3.0f, 0.0f));
-    k0.Add( 1.0f, Vector3(0.0f,radius*2.0, 0.0f) );
-    animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(7)),k0,AlphaFunctions::EaseInOutSine );
+    k0.Add( 0.0f, Vector3( 0.0f, radius, 0.0f ) );
+    k0.Add( 0.5f, Vector3( 0.0f, radius*4.0f, 0.0f ) );
+    k0.Add( 1.0f, Vector3( 0.0f, radius, 0.0f ) );
+    animation.AnimateBetween( Property(shader, shader.GetPropertyIndex("uPosition[7]")),k0, AlphaFunction::EASE_IN_OUT_SINE );
 
     k0 = KeyFrames::New();
-    k0.Add( 0.0f, Vector3( -radius*2.0,  0.0f, 0.0f) );
-    k0.Add( 0.5f, Vector3(-radius*3.0f,radius*2.0, 0.0f));
-    k0.Add( 1.0f, Vector3( -radius*2.0,  0.0f, 0.0f) );
-    animation.AnimateBetween( Property(shader, shader.GetPointPropertyName(10)),k0,AlphaFunctions::EaseInOutSine );
+    k0.Add( 0.0f, Vector3( -radius, 0.0f, 0.0f ) );
+    k0.Add( 0.5f, Vector3( -radius*4.0f,0.0f, 0.0f ) );
+    k0.Add( 1.0f, Vector3( -radius,  0.0f, 0.0f ) );
+    animation.AnimateBetween( Property(shader, shader.GetPropertyIndex("uPosition[10]")),k0, AlphaFunction::EASE_IN_OUT_SINE );
 
-    animation.RotateBy(meshActor,Degree(-90.0f), Vector3::ZAXIS );
+    animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree(90.0f) ), Vector3::ZAXIS ) );
     animation.SetLooping( true );
     animation.Play();
   }
@@ -360,7 +457,7 @@ public:
 
 private:
   Application&                mApplication;
-  Toolkit::View               mView;
+
 };
 
 void RunTest( Application& application )