Revert "Updates following rename of PropertyBuffer"
[platform/core/uifw/dali-demo.git] / examples / reflection-demo / reflection-example.cpp
index 3bf189f..4f04401 100644 (file)
@@ -24,7 +24,9 @@
 #include "gltf-scene.h"
 
 using namespace Dali;
-using Dali::Toolkit::TextLabel;
+
+namespace
+{
 
 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
   attribute mediump vec3 aPosition;\n
@@ -164,6 +166,295 @@ struct Model
   Shader    shader;
   Geometry  geometry;
 };
+using ModelPtr = std::unique_ptr<Model>;
+
+using ActorContainer = std::vector<Actor>;
+using CameraContainer = std::vector<CameraActor>;
+using ModelContainer = std::vector<ModelPtr>;
+using TextureSetContainer = std::vector<TextureSet>;
+
+const Vector3 DEFAULT_LIGHT_DIRECTION( 0.5, 0.5, -1 );
+
+template<class T>
+bool LoadFile( const std::string& filename, std::vector<T>& bytes )
+{
+  Dali::FileStream fileStream( filename, Dali::FileStream::READ | Dali::FileStream::BINARY );
+  FILE* fin = fileStream.GetFile();
+
+  if( fin )
+  {
+    if( fseek( fin, 0, SEEK_END ) )
+    {
+      return false;
+    }
+    bytes.resize( uint32_t(ftell( fin )) );
+    std::fill( bytes.begin(), bytes.end(), 0 );
+    if( fseek( fin, 0, SEEK_SET ) )
+    {
+      return false;
+    }
+    size_t result = fread( bytes.data(), 1, bytes.size(), fin );
+    return ( result != 0 );
+  }
+
+  return false;
+}
+
+Shader CreateShader( const std::string& vsh, const std::string& fsh )
+{
+  std::vector<char> vshShaderSource;
+  std::vector<char> fshShaderSource;
+
+  // VSH
+  if(vsh[0] == '/')
+  {
+    std::string vshPath( DEMO_GAME_DIR );
+    vshPath += '/';
+    vshPath += vsh;
+    LoadFile( vshPath, vshShaderSource );
+  }
+  else
+  {
+    vshShaderSource.insert(vshShaderSource.end(), vsh.begin(), vsh.end());
+  }
+
+  // FSH
+  if(fsh[0] == '/')
+  {
+    std::string fshPath( DEMO_GAME_DIR );
+    fshPath += '/';
+    fshPath += fsh;
+    LoadFile( fshPath, fshShaderSource );
+  }
+  else
+  {
+    fshShaderSource.insert(fshShaderSource.end(), fsh.begin(), fsh.end());
+  }
+
+  vshShaderSource.emplace_back(0);
+  fshShaderSource.emplace_back(0);
+  return Shader::New( std::string(vshShaderSource.data()), std::string(fshShaderSource.data()) );
+}
+
+ModelPtr CreateModel(
+    glTF& gltf,
+    const glTF_Mesh* mesh,
+    const std::string& vertexShaderSource,
+    const std::string& fragmentShaderSource )
+{
+  /*
+   * Obtain interleaved buffer for first mesh with position and normal attributes
+   */
+  auto positionBuffer = gltf.GetMeshAttributeBuffer( *mesh,
+                                                     {
+                                                       glTFAttributeType::POSITION,
+                                                       glTFAttributeType::NORMAL,
+                                                       glTFAttributeType::TEXCOORD_0
+                                                     } );
+
+  auto attributeCount = gltf.GetMeshAttributeCount( mesh );
+  /**
+   * Create matching property buffer
+   */
+  auto vertexBuffer = PropertyBuffer::New( Property::Map()
+                                             .Add("aPosition", Property::VECTOR3 )
+                                             .Add("aNormal", Property::VECTOR3)
+                                             .Add("aTexCoord", Property::VECTOR2)
+  );
+
+  // set vertex data
+  vertexBuffer.SetData( positionBuffer.data(), attributeCount );
+
+  auto geometry = Geometry::New();
+  geometry.AddVertexBuffer( vertexBuffer );
+  auto indexBuffer = gltf.GetMeshIndexBuffer( mesh );
+  geometry.SetIndexBuffer( indexBuffer.data(), indexBuffer.size() );
+  geometry.SetType( Geometry::Type::TRIANGLES );
+  ModelPtr retval( new Model() );
+  retval->shader = CreateShader( vertexShaderSource, fragmentShaderSource );
+  retval->geometry = geometry;
+  return retval;
+}
+
+void ReplaceShader( Actor& actor, const std::string& vsh, const std::string& fsh )
+{
+  auto renderer = actor.GetRendererAt(0);
+  auto shader = CreateShader(vsh, fsh);
+  renderer.SetShader( shader );
+}
+
+void CreateTextureSetsFromGLTF( glTF* gltf, const std::string& basePath, TextureSetContainer& textureSets )
+{
+  const auto& materials = gltf->GetMaterials();
+  const auto& textures = gltf->GetTextures();
+
+  std::map<std::string, Texture> textureCache{};
+
+  for(const auto& material : materials )
+  {
+    TextureSet textureSet;
+    if(material.pbrMetallicRoughness.enabled)
+    {
+      textureSet = TextureSet::New();
+      std::string filename( basePath );
+      filename += '/';
+      filename += textures[material.pbrMetallicRoughness.baseTextureColor.index].uri;
+      Dali::PixelData pixelData = Dali::Toolkit::SyncImageLoader::Load( filename );
+
+      auto cacheKey = textures[material.pbrMetallicRoughness.baseTextureColor.index].uri;
+      auto iter = textureCache.find(cacheKey);
+      Texture texture;
+      if(iter == textureCache.end())
+      {
+        texture = Texture::New(TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(),
+                                       pixelData.GetHeight());
+        texture.Upload(pixelData);
+        texture.GenerateMipmaps();
+        textureCache[cacheKey] = texture;
+      }
+      else
+      {
+        texture = iter->second;
+      }
+      textureSet.SetTexture( 0, texture );
+      Dali::Sampler sampler = Dali::Sampler::New();
+      sampler.SetWrapMode( Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT );
+      sampler.SetFilterMode( Dali::FilterMode::LINEAR_MIPMAP_LINEAR, Dali::FilterMode::LINEAR );
+      textureSet.SetSampler( 0, sampler );
+    }
+    textureSets.emplace_back( textureSet );
+  }
+}
+
+
+/**
+ * Creates models from glTF
+ */
+void CreateModelsFromGLTF( glTF* gltf, ModelContainer& models )
+{
+  const auto& meshes = gltf->GetMeshes();
+  for( const auto& mesh : meshes )
+  {
+    // change shader to use texture if material indicates that
+    if(mesh->material != 0xffffffff && gltf->GetMaterials()[mesh->material].pbrMetallicRoughness.enabled)
+    {
+      models.emplace_back( CreateModel( *gltf, mesh, VERTEX_SHADER, TEXTURED_FRAGMENT_SHADER ) );
+    }
+    else
+    {
+      models.emplace_back( CreateModel( *gltf, mesh, VERTEX_SHADER, FRAGMENT_SHADER ) );
+    }
+  }
+}
+
+Actor CreateSceneFromGLTF(
+    Window window,
+    glTF* gltf,
+    ModelContainer& models,
+    ActorContainer& actors,
+    CameraContainer& cameras,
+    TextureSetContainer& textureSets )
+{
+  const auto& nodes = gltf->GetNodes();
+
+  Vector3 cameraPosition;
+
+  // for each node create nodes and children
+  // resolve parents later
+  actors.reserve( nodes.size() );
+  for( const auto& node : nodes )
+  {
+    auto actor = node.cameraId != 0xffffffff ? CameraActor::New( window.GetSize() ) : Actor::New();
+
+    actor.SetProperty( Actor::Property::SIZE, Vector3( 1, 1, 1 ) );
+    actor.SetProperty( Dali::Actor::Property::NAME, node.name );
+    actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+    actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+    actor.SetProperty( Actor::Property::POSITION, Vector3( node.translation[0], node.translation[1], node.translation[2] ));
+    actor.SetProperty( Actor::Property::SCALE, Vector3( node.scale[0], node.scale[1], node.scale[2] ) );
+    actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(node.rotationQuaternion[3],
+                                     node.rotationQuaternion[0],
+                                     node.rotationQuaternion[1],
+                                     node.rotationQuaternion[2]));
+
+    actors.emplace_back( actor );
+
+    // Initially add each actor to the very first one
+    if(actors.size() > 1)
+    {
+      actors[0].Add(actor);
+    }
+
+    // If mesh, create and add renderer
+    if(node.meshId != 0xffffffff)
+    {
+      const auto& model = models[node.meshId].get();
+      auto renderer = Renderer::New( model->geometry, model->shader );
+
+      // if textured, add texture set
+      auto materialId = gltf->GetMeshes()[node.meshId]->material;
+      if( materialId != 0xffffffff )
+      {
+        if( gltf->GetMaterials()[materialId].pbrMetallicRoughness.enabled )
+        {
+          renderer.SetTextures( textureSets[materialId] );
+        }
+      }
+
+      actor.AddRenderer( renderer );
+    }
+
+    // Reset and attach main camera
+    if( node.cameraId != 0xffffffff )
+    {
+      cameraPosition = Vector3(node.translation[0], node.translation[1], node.translation[2]);
+      auto quatY = Quaternion( Degree(180.0f), Vector3( 0.0, 1.0, 0.0) );
+      auto cameraActor = CameraActor::DownCast( actor );
+      cameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(node.rotationQuaternion[3],
+                                             node.rotationQuaternion[0],
+                                             node.rotationQuaternion[1],
+                                             node.rotationQuaternion[2] )
+                                  * quatY
+                                    );
+      cameraActor.SetProjectionMode( Camera::PERSPECTIVE_PROJECTION );
+
+      const auto camera = gltf->GetCameras()[node.cameraId];
+      cameraActor.SetNearClippingPlane( camera->znear );
+      cameraActor.SetFarClippingPlane( camera->zfar );
+      cameraActor.SetFieldOfView( camera->yfov );
+
+      cameraActor.SetProperty( CameraActor::Property::INVERT_Y_AXIS, true);
+      cameraActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+      cameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+
+      cameras.emplace_back( cameraActor );
+    }
+  }
+
+  // Resolve hierarchy dependencies
+  auto i = 0u;
+  for( const auto& node : nodes )
+  {
+    if(!node.children.empty())
+    {
+      for(const auto& childId : node.children)
+      {
+        actors[i].Add( actors[childId+1] );
+      }
+    }
+    ++i;
+  }
+
+  for( auto& actor : actors )
+  {
+    actor.RegisterProperty( "lightDir", DEFAULT_LIGHT_DIRECTION );
+    actor.RegisterProperty( "eyePos", cameraPosition );
+  }
+
+  return actors[0];
+}
+
+} // unnamed namespace
 
 // This example shows how to create and display mirrored reflection using CameraActor
 //
@@ -185,41 +476,40 @@ private:
   // 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();
-    uint32_t stageWidth  = uint32_t(stage.GetSize().x);
-    uint32_t stageHeight = uint32_t(stage.GetSize().y);
+    // Get a handle to the window
+    Window window = application.GetWindow();
+    uint32_t windowWidth  = uint32_t(window.GetSize().GetWidth());
+    uint32_t windowHeight = uint32_t(window.GetSize().GetHeight());
 
-    stage.GetRenderTaskList().GetTask(0).SetClearEnabled(false);
+    window.GetRenderTaskList().GetTask(0).SetClearEnabled(false);
     mLayer3D = Layer::New();
-    mLayer3D.SetSize( stageWidth, stageHeight );
-    stage.Add(mLayer3D);
+    mLayer3D.SetProperty( Actor::Property::SIZE, Vector2( windowWidth, windowHeight ) );
+    window.Add(mLayer3D);
 
-    mLayer3D.SetAnchorPoint( AnchorPoint::CENTER );
-    mLayer3D.SetParentOrigin( ParentOrigin::CENTER );
-    mLayer3D.SetBehavior( Layer::LAYER_3D );
-    mLayer3D.SetDepthTestDisabled( false );
+    mLayer3D.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+    mLayer3D.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+    mLayer3D.SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_3D );
+    mLayer3D.SetProperty( Layer::Property::DEPTH_TEST, true );
 
 
     auto gltf = glTF(DEMO_GAME_DIR "/reflection");
 
     // Define direction of light
-    mLightDir = Vector3( 0.5, 0.5, -1 );
 
     /**
      * Instantiate texture sets
      */
-    CreateTextureSetsFromGLTF( &gltf, DEMO_GAME_DIR );
+    CreateTextureSetsFromGLTF( &gltf, DEMO_GAME_DIR, mTextureSets );
 
     /**
      * Create models
      */
-    CreateModelsFromGLTF( &gltf );
+    CreateModelsFromGLTF( &gltf, mModels );
 
     /**
-     * Create scene nodes
+     * Create scene nodes & add to 3D Layer
      */
-    CreateSceneFromGLTF( stage, &gltf );
+    mLayer3D.Add( CreateSceneFromGLTF( window, &gltf, mModels, mActors, mCameras, mTextureSets ) );
 
     auto planeActor = mLayer3D.FindChildByName( "Plane" );
     auto solarActor = mLayer3D.FindChildByName( "solar_root" );
@@ -256,9 +546,9 @@ private:
     cameraRefActor.SetProperty( DevelCameraActor::Property::REFLECTION_PLANE, Vector4(0.0f, -1.0f, 0.0f, 0.0f));
     mReflectionCamera3D = cameraRefActor;
 
-    auto task3D = stage.GetRenderTaskList().CreateTask();
+    auto task3D = window.GetRenderTaskList().CreateTask();
     task3D.SetSourceActor( mLayer3D );
-    task3D.SetViewport( Rect<int>(0, 0, stageWidth, stageHeight ) );
+    task3D.SetViewport( Rect<int>(0, 0, windowWidth, windowHeight ) );
     task3D.SetCameraActor( cameraActor );
     task3D.SetClearColor( Color::BLACK );
     task3D.SetClearEnabled( true );
@@ -269,23 +559,23 @@ private:
      * Change shader to textured
      */
     Shader texShader = CreateShader( VERTEX_SHADER, TEX_FRAGMENT_SHADER );
-    planeActor.RegisterProperty( "uScreenSize", Vector2(stageWidth, stageHeight) );
+    planeActor.RegisterProperty( "uScreenSize", Vector2(windowWidth, windowHeight) );
     auto renderer = planeActor.GetRendererAt(0);
     auto textureSet = renderer.GetTextures();
     renderer.SetShader( texShader );
 
-    Texture fbTexture = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, stageWidth, stageHeight );
+    Texture fbTexture = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, windowWidth, windowHeight );
     textureSet.SetTexture( 1u, fbTexture );
 
-    auto fb = FrameBuffer::New(stageWidth, stageHeight,
+    auto fb = FrameBuffer::New(windowWidth, windowHeight,
                                FrameBuffer::Attachment::DEPTH );
 
     fb.AttachColorTexture( fbTexture );
 
-    auto renderTask = stage.GetRenderTaskList().CreateTask();
+    auto renderTask = window.GetRenderTaskList().CreateTask();
     renderTask.SetFrameBuffer( fb );
     renderTask.SetSourceActor( renderTaskSourceActor );
-    renderTask.SetViewport( Rect<int>(0, 0, stageWidth, stageHeight ) );
+    renderTask.SetViewport( Rect<int>(0, 0, windowWidth, windowHeight ) );
     renderTask.SetCameraActor( cameraRefActor );
     renderTask.SetClearColor( Color::BLACK );
     renderTask.SetClearEnabled( true );
@@ -300,12 +590,12 @@ private:
     mAnimation.Play();
 
     Actor panScreen = Actor::New();
-    auto stageSize = stage.GetSize();
-    panScreen.SetSize( stageSize.width, stageSize.height );
-    panScreen.SetAnchorPoint( AnchorPoint::CENTER );
-    panScreen.SetParentOrigin( ParentOrigin::CENTER );
-    auto camera2d = stage.GetRenderTaskList().GetTask(0).GetCameraActor();
-    panScreen.SetPosition( 0, 0, camera2d.GetNearClippingPlane() );
+    Vector2 windowSize = window.GetSize();
+    panScreen.SetProperty( Actor::Property::SIZE, windowSize );
+    panScreen.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+    panScreen.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+    auto camera2d = window.GetRenderTaskList().GetTask(0).GetCameraActor();
+    panScreen.SetProperty( Actor::Property::POSITION, Vector3( 0, 0, camera2d.GetNearClippingPlane() ));
     camera2d.Add(panScreen);
     camera2d.RotateBy( Degree(180.0f), Vector3( 0.0, 1.0, 0.0 ) );
     mPanGestureDetector = PanGestureDetector::New();
@@ -313,285 +603,11 @@ private:
     mPanGestureDetector.DetectedSignal().Connect( this, &ReflectionExample::OnPan );
 
     // Respond to key events
-    stage.KeyEventSignal().Connect( this, &ReflectionExample::OnKeyEvent );
+    window.KeyEventSignal().Connect( this, &ReflectionExample::OnKeyEvent );
 
     mTickTimer.Start();
   }
 
-  void CreateSceneFromGLTF( Stage stage, glTF* gltf )
-  {
-    const auto& nodes = gltf->GetNodes();
-
-    // for each node create nodes and children
-    // resolve parents later
-    std::vector<Actor> actors;
-    actors.reserve( nodes.size() );
-    for( const auto& node : nodes )
-    {
-      auto actor = node.cameraId != 0xffffffff ? CameraActor::New( stage.GetSize() ) : Actor::New();
-
-      actor.SetSize( 1, 1, 1 );
-      actor.SetName( node.name );
-      actor.SetAnchorPoint( AnchorPoint::CENTER );
-      actor.SetParentOrigin( ParentOrigin::CENTER );
-      actor.SetPosition( node.translation[0], node.translation[1], node.translation[2] );
-      actor.SetScale( node.scale[0], node.scale[1], node.scale[2] );
-      actor.SetOrientation( Quaternion(node.rotationQuaternion[3],
-                                       node.rotationQuaternion[0],
-                                       node.rotationQuaternion[1],
-                                       node.rotationQuaternion[2]));
-
-      actors.emplace_back( actor );
-
-      // Initially add each actor to the very first one
-      if(actors.size() > 1)
-      {
-        actors[0].Add(actor);
-      }
-
-      // If mesh, create and add renderer
-      if(node.meshId != 0xffffffff)
-      {
-        const auto& model = mModels[node.meshId].get();
-        auto renderer = Renderer::New( model->geometry, model->shader );
-
-        // if textured, add texture set
-        auto materialId = gltf->GetMeshes()[node.meshId]->material;
-        if( materialId != 0xffffffff )
-        {
-          if( gltf->GetMaterials()[materialId].pbrMetallicRoughness.enabled )
-          {
-            renderer.SetTextures( mTextureSets[materialId] );
-          }
-        }
-
-        actor.AddRenderer( renderer );
-      }
-
-      // Reset and attach main camera
-      if( node.cameraId != 0xffffffff )
-      {
-        mCameraPos = Vector3(node.translation[0], node.translation[1], node.translation[2]);
-        auto quatY = Quaternion( Degree(180.0f), Vector3( 0.0, 1.0, 0.0) );
-        auto cameraActor = CameraActor::DownCast( actor );
-        cameraActor.SetOrientation( Quaternion(node.rotationQuaternion[3],
-                                               node.rotationQuaternion[0],
-                                               node.rotationQuaternion[1],
-                                               node.rotationQuaternion[2] )
-                                    * quatY
-                                      );
-        cameraActor.SetProjectionMode( Camera::PERSPECTIVE_PROJECTION );
-
-        const auto camera = gltf->GetCameras()[node.cameraId];
-        cameraActor.SetNearClippingPlane( camera->znear );
-        cameraActor.SetFarClippingPlane( camera->zfar );
-        cameraActor.SetFieldOfView( camera->yfov );
-
-        cameraActor.SetProperty( CameraActor::Property::INVERT_Y_AXIS, true);
-        cameraActor.SetAnchorPoint( AnchorPoint::CENTER );
-        cameraActor.SetParentOrigin( ParentOrigin::CENTER );
-
-        mCameras.emplace_back( cameraActor );
-      }
-    }
-
-    // Resolve hierarchy dependencies
-    auto i = 0u;
-    for( const auto& node : nodes )
-    {
-      if(!node.children.empty())
-      {
-        for(const auto& childId : node.children)
-        {
-          actors[i].Add( actors[childId+1] );
-        }
-      }
-      ++i;
-    }
-
-    mActors = std::move(actors);
-
-    // Add root actor to the stage
-    mLayer3D.Add( mActors[0] );
-
-    for( auto& actor : mActors )
-    {
-      actor.RegisterProperty( "lightDir", mLightDir );
-      actor.RegisterProperty( "eyePos", mCameraPos );
-    }
-
-  }
-
-  /**
-   * Creates models from glTF
-   */
-  void CreateModelsFromGLTF( glTF* gltf )
-  {
-    const auto& meshes = gltf->GetMeshes();
-    for( const auto& mesh : meshes )
-    {
-      // change shader to use texture if material indicates that
-      if(mesh->material != 0xffffffff && gltf->GetMaterials()[mesh->material].pbrMetallicRoughness.enabled)
-      {
-        mModels.emplace_back( CreateModel( *gltf, mesh, VERTEX_SHADER, TEXTURED_FRAGMENT_SHADER ) );
-      }
-      else
-      {
-        mModels.emplace_back( CreateModel( *gltf, mesh, VERTEX_SHADER, FRAGMENT_SHADER ) );
-      }
-    }
-  }
-
-  void CreateTextureSetsFromGLTF( glTF* gltf, const std::string& basePath )
-  {
-    const auto& materials = gltf->GetMaterials();
-    const auto& textures = gltf->GetTextures();
-
-    std::map<std::string, Texture> textureCache{};
-
-    for(const auto& material : materials )
-    {
-      TextureSet textureSet;
-      if(material.pbrMetallicRoughness.enabled)
-      {
-        textureSet = TextureSet::New();
-        std::string filename( basePath );
-        filename += '/';
-        filename += textures[material.pbrMetallicRoughness.baseTextureColor.index].uri;
-        Dali::PixelData pixelData = Dali::Toolkit::SyncImageLoader::Load( filename );
-
-        auto cacheKey = textures[material.pbrMetallicRoughness.baseTextureColor.index].uri;
-        auto iter = textureCache.find(cacheKey);
-        Texture texture;
-        if(iter == textureCache.end())
-        {
-          texture = Texture::New(TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(),
-                                         pixelData.GetHeight());
-          texture.Upload(pixelData);
-          texture.GenerateMipmaps();
-          textureCache[cacheKey] = texture;
-        }
-        else
-        {
-          texture = iter->second;
-        }
-        textureSet.SetTexture( 0, texture );
-        Dali::Sampler sampler = Dali::Sampler::New();
-        sampler.SetWrapMode( Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT );
-        sampler.SetFilterMode( Dali::FilterMode::LINEAR_MIPMAP_LINEAR, Dali::FilterMode::LINEAR );
-        textureSet.SetSampler( 0, sampler );
-      }
-      mTextureSets.emplace_back( textureSet );
-    }
-  }
-
-  template<class T>
-  bool LoadFile( const std::string& filename, std::vector<T>& bytes )
-  {
-    Dali::FileStream fileStream( filename, Dali::FileStream::READ | Dali::FileStream::BINARY );
-    FILE* fin = fileStream.GetFile();
-
-    if( fin )
-    {
-      if( fseek( fin, 0, SEEK_END ) )
-      {
-        return false;
-      }
-      bytes.resize( uint32_t(ftell( fin )) );
-      std::fill( bytes.begin(), bytes.end(), 0 );
-      if( fseek( fin, 0, SEEK_SET ) )
-      {
-        return false;
-      }
-      size_t result = fread( bytes.data(), 1, bytes.size(), fin );
-      return ( result != 0 );
-    }
-
-    return false;
-  }
-
-  Shader CreateShader( const std::string& vsh, const std::string& fsh )
-  {
-    std::vector<char> vshShaderSource;
-    std::vector<char> fshShaderSource;
-
-    // VSH
-    if(vsh[0] == '/')
-    {
-      std::string vshPath( DEMO_GAME_DIR );
-      vshPath += '/';
-      vshPath += vsh;
-      LoadFile( vshPath, vshShaderSource );
-    }
-    else
-    {
-      vshShaderSource.insert(vshShaderSource.end(), vsh.begin(), vsh.end());
-    }
-
-    // FSH
-    if(fsh[0] == '/')
-    {
-      std::string fshPath( DEMO_GAME_DIR );
-      fshPath += '/';
-      fshPath += fsh;
-      LoadFile( fshPath, fshShaderSource );
-    }
-    else
-    {
-      fshShaderSource.insert(fshShaderSource.end(), fsh.begin(), fsh.end());
-    }
-
-    vshShaderSource.emplace_back(0);
-    fshShaderSource.emplace_back(0);
-    return Shader::New( std::string(vshShaderSource.data()), std::string(fshShaderSource.data()) );
-  }
-
-  std::unique_ptr<Model> CreateModel( glTF& gltf,
-                                      const glTF_Mesh* mesh,
-                                      const std::string& vertexShaderSource,
-                                      const std::string& fragmentShaderSource )
-  {
-    /*
-     * Obtain interleaved buffer for first mesh with position and normal attributes
-     */
-    auto positionBuffer = gltf.GetMeshAttributeBuffer( *mesh,
-                                                       {
-                                                         glTFAttributeType::POSITION,
-                                                         glTFAttributeType::NORMAL,
-                                                         glTFAttributeType::TEXCOORD_0
-                                                       } );
-
-    auto attributeCount = gltf.GetMeshAttributeCount( mesh );
-    /**
-     * Create matching property buffer
-     */
-    auto vertexBuffer = PropertyBuffer::New( Property::Map()
-                                               .Add("aPosition", Property::VECTOR3 )
-                                               .Add("aNormal", Property::VECTOR3)
-                                               .Add("aTexCoord", Property::VECTOR2)
-    );
-
-    // set vertex data
-    vertexBuffer.SetData( positionBuffer.data(), attributeCount );
-
-    auto geometry = Geometry::New();
-    geometry.AddVertexBuffer( vertexBuffer );
-    auto indexBuffer = gltf.GetMeshIndexBuffer( mesh );
-    geometry.SetIndexBuffer( indexBuffer.data(), indexBuffer.size() );
-    geometry.SetType( Geometry::Type::TRIANGLES );
-    std::unique_ptr<Model> retval( new Model() );
-    retval->shader = CreateShader( vertexShaderSource, fragmentShaderSource );
-    retval->geometry = geometry;
-    return retval;
-  }
-
-  void ReplaceShader( Actor& actor, const std::string& vsh, const std::string& fsh )
-  {
-    auto renderer = actor.GetRendererAt(0);
-    auto shader = CreateShader(vsh, fsh);
-    renderer.SetShader( shader );
-  }
-
   void OnPan( Actor actor, const PanGesture& panGesture )
   {
     auto displacement = panGesture.screenDisplacement;
@@ -634,7 +650,7 @@ private:
     auto sun = root.FindChildByName( "sun" );
     sun.SetProperty( mSunTimeUniformIndex, mMockTime );
     sun.SetProperty( mSunKFactorUniformIndex, mKFactor );
-    sun.SetOrientation( Quaternion( Radian(Degree(rotationAngle)), Vector3(0.0, 1.0, 0.0)));
+    sun.SetProperty( Actor::Property::ORIENTATION, Quaternion( Radian(Degree(rotationAngle)), Vector3(0.0, 1.0, 0.0)));
     return true;
   }
 
@@ -644,10 +660,10 @@ private:
 
   Layer mLayer3D{};
 
-  std::vector<Actor>                      mActors {};
-  std::vector<CameraActor>                mCameras {};
-  std::vector<std::unique_ptr<Model>>     mModels {};
-  std::vector<TextureSet>                 mTextureSets {};
+  ActorContainer              mActors {};
+  CameraContainer             mCameras {};
+  ModelContainer              mModels {};
+  TextureSetContainer         mTextureSets {};
 
   Animation mAnimation {};
   float mMockTime { 0.0f };
@@ -656,8 +672,6 @@ private:
   Property::Index mSunKFactorUniformIndex {};
   PanGestureDetector mPanGestureDetector {};
 
-  Vector3 mCameraPos { Vector3::ZERO };
-  Vector3 mLightDir { Vector3::ZERO };
   Timer mTickTimer {};
 
   CameraActor mCamera3D {};