#include <map>
#include "gltf-scene.h"
+#include "generated/reflection-vert.h"
+#include "generated/reflection-frag.h"
+#include "generated/reflection-simple-frag.h"
+#include "generated/reflection-textured-frag.h"
+#include "generated/reflection-plasma-frag.h"
+#include "generated/reflection-tex-frag.h"
using namespace Dali;
namespace
{
-// clang-format off
-
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec3 aPosition;\n
- attribute mediump vec3 aNormal;\n
- attribute mediump vec2 aTexCoord;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump mat3 uNormalMatrix;\n
- uniform mediump vec3 uSize;\n
- \n
- varying mediump vec2 vTexCoord; \n
- varying mediump vec3 vNormal; \n
- varying mediump vec3 vPosition; \n
- void main()\n
-{\n
- mediump vec4 vertexPosition = vec4(aPosition, 1.0);\n
- vertexPosition.xyz *= uSize;\n
- vTexCoord = aTexCoord;\n
- vNormal = normalize(uNormalMatrix * aNormal);\n
- vPosition = aPosition; \n
- gl_Position = uMvpMatrix * vertexPosition;\n
-}\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform sampler2D sTexture; \n
- varying mediump vec3 vNormal;\n
- varying mediump vec3 vPosition; \n
- varying mediump vec2 vTexCoord; \n
- \n
- void main()\n
-{\n
- gl_FragColor = texture2D(sTexture, vTexCoord) * 50.0;\n
-}\n
-);
-
-const char* FRAGMENT_SIMPLE_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform sampler2D sTexture; \n
- varying mediump vec3 vNormal;\n
- varying mediump vec3 vPosition; \n
- varying mediump vec2 vTexCoord; \n
- \n
- void main()\n
-{\n
- gl_FragColor = texture2D(sTexture, vTexCoord) * 2.0;\n
-}\n
-);
-
-const char* TEXTURED_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform sampler2D sTexture; \n
- uniform mediump vec2 uScreenSize;\n
-
- uniform mediump vec3 eyePos;\n
- uniform mediump vec3 lightDir;\n
-
- varying mediump vec3 vNormal;\n
- varying mediump vec3 vPosition; \n
- varying mediump vec2 vTexCoord; \n
- \n
- void main()\n
-{\n
- mediump vec3 n = normalize( vNormal );\n
- mediump vec3 l = normalize( lightDir );\n
- mediump vec3 e = normalize( eyePos );\n
- mediump float intensity = max(dot(n,l), 0.0);\n
- gl_FragColor = texture2D(sTexture, vTexCoord) * intensity;\n
-}\n
-);
-
-const char* PLASMA_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- precision mediump float;\n
- uniform sampler2D sTexture; \n
-
- uniform float uTime;
- uniform float uKFactor;
- uniform mediump vec3 eyePos;\n
- uniform mediump vec3 lightDir;\n
- varying mediump vec3 vNormal;\n
- varying mediump vec3 vPosition; \n
- varying mediump vec2 vTexCoord; \n
- \n
- void main()\n
-{\n
- mediump vec3 n = normalize( vNormal );\n
- mediump vec3 l = normalize( lightDir );\n
- mediump vec3 e = normalize( eyePos );\n
- mediump float intensity = max(dot(n,l), 0.0);\n
-\n
- const mediump float PI = 3.1415926535897932384626433832795;\n
- mediump float v = 0.0;\n
- mediump vec2 c = vTexCoord * uKFactor - uKFactor/2.0;\n
- v += sin((c.x+uTime));\n
- v += sin((c.y+uTime)/2.0);\n
- v += sin((c.x+c.y+uTime)/2.0);\n
- c += uKFactor/2.0 * vec2(sin(uTime/3.0), cos(uTime/2.0));\n
- v += sin(sqrt(c.x*c.x+c.y*c.y+1.0)+uTime);\n
- v = v/2.0;\n
- mediump vec3 col = vec3(1, sin(PI*v), cos(PI*v));\n
- gl_FragColor = (texture2D(sTexture, vTexCoord)) * (((col.r+col.g+col.b)/3.0)+1.0+intensity);\n
-}\n
-);
-
-const char* TEX_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform sampler2D sTexture0; \n
- uniform sampler2D sTexture1; \n
- uniform mediump vec3 eyePos;\n
- uniform mediump vec3 lightDir;\n
- uniform mediump vec2 uScreenSize;\n
- varying mediump vec3 vNormal;\n
- varying mediump vec3 vPosition; \n
- varying mediump vec2 vTexCoord; \n
- \n
-
- mediump float rand(mediump vec2 co){\n
- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n
- }\n
- \n
- void main()\n
-{\n
- mediump vec2 tx = (gl_FragCoord.xy / uScreenSize.xy);\n
- mediump vec3 n = normalize( vNormal );\n
- mediump vec3 l = normalize( lightDir );\n
- mediump vec3 e = normalize( eyePos );\n
- mediump float factor = gl_FragCoord.y / uScreenSize.y;\n
- mediump float intensity = max(dot(n,l), 0.0);\n
- mediump vec2 uv = tx;\n
- gl_FragColor = ((texture2D(sTexture0, vTexCoord) * factor ) + \n
- (texture2D(sTexture1, uv))) * intensity;\n
-}\n
-);
-// clang-format on
struct Model
{
// 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));
+ models.emplace_back(CreateModel(*gltf, mesh, SHADER_REFLECTION_VERT.data(), SHADER_REFLECTION_TEXTURED_FRAG.data()));
}
else
{
- models.emplace_back(CreateModel(*gltf, mesh, VERTEX_SHADER, FRAGMENT_SHADER));
+ models.emplace_back(CreateModel(*gltf, mesh, SHADER_REFLECTION_VERT.data(), SHADER_REFLECTION_FRAG.data()));
}
}
}
auto planeActor = mLayer3D.FindChildByName("Plane");
auto solarActor = mLayer3D.FindChildByName("solar_root");
auto backgroundActor = mLayer3D.FindChildByName("background");
- ReplaceShader(backgroundActor, VERTEX_SHADER, FRAGMENT_SIMPLE_SHADER);
+ ReplaceShader(backgroundActor, SHADER_REFLECTION_VERT.data(), SHADER_REFLECTION_SIMPLE_FRAG.data());
mCenterActor = mLayer3D.FindChildByName("center");
mCenterHorizActor = mLayer3D.FindChildByName("center2");
// Prepare Sun
auto sun = mLayer3D.FindChildByName("sun");
- ReplaceShader(sun, VERTEX_SHADER, PLASMA_FRAGMENT_SHADER);
+ ReplaceShader(sun, SHADER_REFLECTION_VERT.data(), SHADER_REFLECTION_PLASMA_FRAG.data());
mSunTimeUniformIndex = sun.RegisterProperty("uTime", 0.0f);
mSunKFactorUniformIndex = sun.RegisterProperty("uKFactor", 0.0f);
// Milkyway
auto milkyway = mLayer3D.FindChildByName("milkyway");
- ReplaceShader(milkyway, VERTEX_SHADER, FRAGMENT_SHADER);
+ ReplaceShader(milkyway, SHADER_REFLECTION_VERT.data(), SHADER_REFLECTION_FRAG.data());
auto renderTaskSourceActor = mLayer3D.FindChildByName("RenderTaskSource");
/**
* Change shader to textured
*/
- Shader texShader = CreateShader(VERTEX_SHADER, TEX_FRAGMENT_SHADER);
+ Shader texShader = CreateShader(SHADER_REFLECTION_VERT.data(), SHADER_REFLECTION_TEX_FRAG.data());
planeActor.RegisterProperty("uScreenSize", Vector2(windowWidth, windowHeight));
auto renderer = planeActor.GetRendererAt(0);
auto textureSet = renderer.GetTextures();