Updated demos to use DALi clang-format
[platform/core/uifw/dali-demo.git] / examples / refraction-effect / refraction-effect-example.cpp
index a220490..7587ffe 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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>
+// EXTERNAL INCLUDES
 #include <dali-toolkit/dali-toolkit.h>
-#include <dali/devel-api/actors/mesh-actor.h>
-#include <dali/devel-api/modeling/material.h>
-#include <dali/devel-api/geometry/mesh.h>
-
-#include "shared/view.h"
+#include <dali/dali.h>
+#include <dali/devel-api/adaptor-framework/file-loader.h>
+#include <dali/integration-api/debug.h>
 
-#include <fstream>
-#include <sstream>
+#include <cctype>
 #include <limits>
+#include <sstream>
+
+// INTERNAL INCLUDES
+#include "shared/utility.h"
+#include "shared/view.h"
 
 using namespace Dali;
 
 namespace
 {
-const char * const APPLICATION_TITLE( "Refraction Effect" );
-const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
-const char * const CHANGE_TEXTURE_ICON( DALI_IMAGE_DIR "icon-change.png" );
-const char * const CHANGE_MESH_ICON( DALI_IMAGE_DIR "icon-replace.png" );
+const char* const APPLICATION_TITLE("Refraction Effect");
+const char* const TOOLBAR_IMAGE(DEMO_IMAGE_DIR "top-bar.png");
+const char* const CHANGE_TEXTURE_ICON(DEMO_IMAGE_DIR "icon-change.png");
+const char* const CHANGE_TEXTURE_ICON_SELECTED(DEMO_IMAGE_DIR "icon-change-selected.png");
+const char* const CHANGE_MESH_ICON(DEMO_IMAGE_DIR "icon-replace.png");
+const char* const CHANGE_MESH_ICON_SELECTED(DEMO_IMAGE_DIR "icon-replace-selected.png");
 
 const char* MESH_FILES[] =
-{
- DALI_MODEL_DIR "surface_pattern_v01.obj",
- DALI_MODEL_DIR "surface_pattern_v02.obj"
-};
-const unsigned int NUM_MESH_FILES( sizeof( MESH_FILES ) / sizeof( MESH_FILES[0] ) );
-
-const char* TEXTURE_IMAGES[]=
-{
-  DALI_IMAGE_DIR "background-1.jpg",
-  DALI_IMAGE_DIR "background-2.jpg",
-  DALI_IMAGE_DIR "background-3.jpg",
-  DALI_IMAGE_DIR "background-4.jpg"
-};
-const unsigned int NUM_TEXTURE_IMAGES( sizeof( TEXTURE_IMAGES ) / sizeof( TEXTURE_IMAGES[0] ) );
+  {
+    DEMO_MODEL_DIR "surface_pattern_v01.obj",
+    DEMO_MODEL_DIR "surface_pattern_v02.obj"};
+const unsigned int NUM_MESH_FILES(sizeof(MESH_FILES) / sizeof(MESH_FILES[0]));
 
-#define MAKE_SHADER(A)#A
+const char* TEXTURE_IMAGES[] =
+  {
+    DEMO_IMAGE_DIR "background-1.jpg",
+    DEMO_IMAGE_DIR "background-2.jpg",
+    DEMO_IMAGE_DIR "background-3.jpg",
+    DEMO_IMAGE_DIR "background-4.jpg"};
+const unsigned int NUM_TEXTURE_IMAGES(sizeof(TEXTURE_IMAGES) / sizeof(TEXTURE_IMAGES[0]));
 
 struct LightOffsetConstraint
 {
-  LightOffsetConstraint( float radius )
-  : mRadius( radius )
+  LightOffsetConstraint(float radius)
+  : mRadius(radius)
   {
   }
 
-  void operator()( Vector2& current, const PropertyInputContainer& inputs )
+  void operator()(Vector2& current, const PropertyInputContainer& inputs)
   {
     float spinAngle = inputs[0]->GetFloat();
-    current.x = cos( spinAngle );
-    current.y = sin( spinAngle );
+    current.x       = cos(spinAngle);
+    current.y       = sin(spinAngle);
 
     current *= mRadius;
   }
@@ -74,226 +74,138 @@ struct LightOffsetConstraint
 };
 
 /**
- * @brief Load an image, scaled-down to no more than the stage dimensions.
- *
- * Uses image scaling mode SCALE_TO_FILL to resize the image at
- * load time to cover the entire stage with pixels with no borders,
- * and filter mode BOX_THEN_LINEAR to sample the image with maximum quality.
+ * structure of the vertex in the mesh
  */
-ResourceImage LoadStageFillingImage( const char * const imagePath )
-{
-  Size stageSize = Stage::GetCurrent().GetSize();
-  return ResourceImage::New( imagePath, ImageDimensions( stageSize.x, stageSize.y ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
-}
-
-} // namespace
-
-/************************************************************************************************
- *** This shader is used when the MeshActor is not touched***
- ************************************************************************************************/
-class NoEffect : public ShaderEffect
+struct Vertex
 {
-public:
-  /**
-   * Create an empty handle.
-   */
-  NoEffect()
-  {
-  }
+  Vector3 position;
+  Vector3 normal;
+  Vector2 textureCoord;
 
-  /**
-   * Virtual destructor
-   */
-  virtual ~NoEffect()
+  Vertex()
   {
   }
 
-  /**
-   * Create a NoEffect object.
-   * @return A handle to a newly allocated NoEffect
-   */
-  static NoEffect New()
-  {
-    std::string vertexShader = MAKE_SHADER(
-        precision mediump float;\n
-        uniform mediump vec4 uTextureRect;\n
-        void main()\n
-        {\n
-          gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
-          vTexCoord = aTexCoord.xy;\n
-        }\n
-    );
-    std::string fragmentShader = MAKE_SHADER(
-        precision mediump float;\n
-        void main()\n
-        {\n
-          gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
-        }\n
-    );
-    ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
-                                                   GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
-                                                   ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ) );
-    NoEffect handle( shaderEffect );
-    return handle;
-  }
-
-private:
-  /**
-   * Helper for New()
-   */
-  NoEffect( ShaderEffect handle )
-  : ShaderEffect( handle )
+  Vertex(const Vector3& position, const Vector3& normal, const Vector2& textureCoord)
+  : position(position),
+    normal(normal),
+    textureCoord(textureCoord)
   {
   }
 };
 
-/************************************************************/
-/* Custom refraction effect shader******************************/
-/************************************************************/
-
-class RefractionEffect : public ShaderEffect
-{
-public:
-
-  /**
-   * Create an empty RefractionEffect handle.
-   */
-  RefractionEffect()
-  {
-  }
-
-  /**
-   * Virtual destructor
-   */
-  virtual ~RefractionEffect()
-  {
-  }
-
-  /**
-   * Create a RefractionEffect object.
-   * @return A handle to a newly allocated RefractionEffect
-   */
-  static RefractionEffect New()
-  {
-    std::string vertexShader = MAKE_SHADER(
-      precision mediump float;\n
-      varying mediump vec2 vTextureOffset;\n
-      void main()\n
-      {\n
-        gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
-        vTexCoord = aTexCoord.xy;\n
-
-        vNormal = aNormal;\n
-        vVertex = vec4( aPosition, 1.0 );\n
-        float length = max(0.01, length(aNormal.xy)) * 40.0;\n
-        vTextureOffset = aNormal.xy / length;\n
-      }\n
-    );
-
-    std::string fragmentShader = MAKE_SHADER(
-      precision mediump float;\n
-      uniform mediump float uEffectStrength;\n
-      uniform mediump vec3 uLightPosition;\n
-      uniform mediump vec2 uLightXYOffset;\n
-      uniform mediump vec2 uLightSpinOffset;\n
-      uniform mediump float uLightIntensity;\n
-      varying mediump vec2 vTextureOffset;\n
-
-      vec3 rgb2hsl(vec3 rgb)\n
-      {\n
-        float epsilon = 1.0e-10;\n
-        vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
-        vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n
-        vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n
-        \n
-        // RGB -> HCV
-        float value = Q.x;\n
-        float chroma = Q.x - min(Q.w, Q.y);\n
-        float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n
-        // HCV -> HSL
-        float lightness = value - chroma*0.5;\n
-        return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n
-      }\n
-
-      vec3 hsl2rgb( vec3 hsl )
-      {
-        // pure hue->RGB
-        vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
-        vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n
-        vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n
-        \n
-        float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n
-        return ( RGB - 0.5 ) * chroma + hsl.z;
-      }
-
-      void main()\n
-      {\n
-        vec3 normal = normalize( vNormal);\n
-
-        vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0);\n
-        mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n
-        mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n
-
-        spotEffect = spotEffect * uEffectStrength;\n
-        mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity  ) * spotEffect;\n
-
-        lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n
-        vec3 lightedColor =  hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n
-
-        gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n
-      }\n
-    );
-
-    ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
-                                                   GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
-                                                   ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
-    RefractionEffect handle( shaderEffect );
-
-    Vector2 stageSize = Stage::GetCurrent().GetSize();
-    handle.SetLightPosition( Vector2(stageSize.x, 0.f) );
-    handle.SetUniform( "uLightXYOffset",  Vector2::ZERO );
-    handle.SetUniform( "uLightSpinOffset",  Vector2::ZERO );
-    handle.SetUniform( "uEffectStrength", 0.f );
-    handle.SetUniform( "uLightIntensity",  2.5f );
-
-    Dali::Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
-    Constraint constraint = Constraint::New<Vector2>( handle, handle.GetPropertyIndex("uLightSpinOffset"), LightOffsetConstraint(stageSize.x*0.1f) );
-    constraint.AddSource( LocalSource(index) );
-    constraint.Apply();
-
-    return handle;
-  }
-
-  void SetLightPosition( const Vector2& position )
-  {
-    Vector2 stageHalfSize = Stage::GetCurrent().GetSize() * 0.5f;
-    SetUniform( "uLightPosition", Vector3( position.x - stageHalfSize.x, position.y - stageHalfSize.y, stageHalfSize.x ) );
-  }
-
-  void SetLightXYOffset( const Vector2& offset )
-  {
-    SetUniform( "uLightXYOffset",  offset );
-  }
-
-  void SetEffectStrength( float strength )
-  {
-    SetUniform( "uEffectStrength", strength );
-  }
-
-  void SetLightIntensity( float intensity )
-  {
-    SetUniform( "uLightIntensity", intensity );
-  }
+/************************************************************************************************
+ *** The shader source is used when the MeshActor is not touched***
+ ************************************************************************************************/
+// clang-format off
+const char* VERTEX_SHADER_FLAT = DALI_COMPOSE_SHADER(
+attribute mediump vec3    aPosition;\n
+attribute mediump vec3    aNormal;\n
+attribute highp   vec2    aTexCoord;\n
+uniform   mediump mat4    uMvpMatrix;\n
+varying   mediump vec2    vTexCoord;\n
+void main()\n
+{\n
+  gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
+  vTexCoord = aTexCoord.xy;\n
+}\n
+);
+
+const char* FRAGMENT_SHADER_FLAT = DALI_COMPOSE_SHADER(
+uniform lowp    vec4  uColor;\n
+uniform sampler2D     sTexture;\n
+varying mediump vec2  vTexCoord;\n
+void main()\n
+{\n
+  gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
+}\n
+);
+
+/************************************************************
+ ** Custom refraction effect shader***************************
+ ************************************************************/
+const char* VERTEX_SHADER_REFRACTION = DALI_COMPOSE_SHADER(
+attribute mediump vec3    aPosition;\n
+attribute mediump vec3    aNormal;\n
+attribute highp   vec2    aTexCoord;\n
+uniform   mediump mat4    uMvpMatrix;\n
+varying   mediump vec4    vVertex;\n
+varying   mediump vec3    vNormal;\n
+varying   mediump vec2    vTexCoord;\n
+varying   mediump vec2    vTextureOffset;\n
+void main()\n
+{\n
+  gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
+  vTexCoord = aTexCoord.xy;\n
+
+  vNormal = aNormal;\n
+  vVertex = vec4( aPosition, 1.0 );\n
+  float length = max(0.01, length(aNormal.xy)) * 40.0;\n
+  vTextureOffset = aNormal.xy / length;\n
+}\n
+);
+
+const char* FRAGMENT_SHADER_REFRACTION = DALI_COMPOSE_SHADER(
+precision mediump float;\n
+uniform   mediump float  uEffectStrength;\n
+uniform   mediump vec3   uLightPosition;\n
+uniform   mediump vec2   uLightXYOffset;\n
+uniform   mediump vec2   uLightSpinOffset;\n
+uniform   mediump float  uLightIntensity;\n
+uniform   lowp    vec4   uColor;\n
+uniform   sampler2D      sTexture;\n
+varying   mediump vec4   vVertex;\n
+varying   mediump vec3   vNormal;\n
+varying   mediump vec2   vTexCoord;\n
+varying   mediump vec2   vTextureOffset;\n
+
+vec3 rgb2hsl(vec3 rgb)\n
+{\n
+  float epsilon = 1.0e-10;\n
+  vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
+  vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n
+  vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n
+  \n
+  // RGB -> HCV
+  float value = Q.x;\n
+  float chroma = Q.x - min(Q.w, Q.y);\n
+  float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n
+  // HCV -> HSL
+  float lightness = value - chroma*0.5;\n
+  return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n
+}\n
+
+vec3 hsl2rgb( vec3 hsl )\n
+{\n
+  // pure hue->RGB
+  vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
+  vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n
+  vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n
+  \n
+  float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n
+  return ( RGB - 0.5 ) * chroma + hsl.z;\n
+}\n
+
+void main()\n
+{\n
+  vec3 normal = normalize( vNormal);\n
+
+  vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0);\n
+  mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n
+  mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n
+
+  spotEffect = spotEffect * uEffectStrength;\n
+  mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity  ) * spotEffect;\n
+
+  lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n
+  vec3 lightedColor =  hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n
+
+  gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n
+}\n
+);
+// clang-format on
 
-private:
-  /**
-   * Helper for New()
-   */
-  RefractionEffect( ShaderEffect handle )
-  : ShaderEffect( handle )
-  {
-  }
-};
+} // namespace
 
 /*************************************************/
 /*Demo using RefractionEffect*****************/
@@ -301,11 +213,25 @@ private:
 class RefractionEffectExample : public ConnectionTracker
 {
 public:
-  RefractionEffectExample( Application &application )
-  : mApplication( application ),
-    mIsDown( false ),
-    mCurrentTextureId( 1 ),
-    mCurrentMeshId( 0 )
+  RefractionEffectExample(Application& application)
+  : mApplication(application),
+    mContent(),
+    mTextureSet(),
+    mGeometry(),
+    mRenderer(),
+    mMeshActor(),
+    mShaderFlat(),
+    mShaderRefraction(),
+    mLightAnimation(),
+    mStrenghAnimation(),
+    mLightXYOffsetIndex(Property::INVALID_INDEX),
+    mSpinAngleIndex(Property::INVALID_INDEX),
+    mLightIntensityIndex(Property::INVALID_INDEX),
+    mEffectStrengthIndex(Property::INVALID_INDEX),
+    mChangeTextureButton(),
+    mChangeMeshButton(),
+    mCurrentTextureId(1),
+    mCurrentMeshId(0)
   {
     // Connect to the Application's Init signal
     application.InitSignal().Connect(this, &RefractionEffectExample::Create);
@@ -316,250 +242,277 @@ public:
   }
 
 private:
-
   // The Init signal is received once (only) during the Application lifetime
   void Create(Application& application)
   {
-    Stage stage = Stage::GetCurrent();
-    mStageHalfSize = stage.GetSize() * 0.5f;
+    Window  window     = application.GetWindow();
+    Vector2 windowSize = window.GetSize();
 
-    stage.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent);
+    window.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent);
 
     // Creates a default view with a default tool bar.
-    // The view is added to the stage.
+    // The view is added to the window.
     Toolkit::ToolBar toolBar;
-    Toolkit::Control    view;
-    mContent = DemoHelper::CreateView( application,
-        view,
-        toolBar,
-        "",
-        TOOLBAR_IMAGE,
-        APPLICATION_TITLE );
+    Toolkit::Control view;
+    mContent = DemoHelper::CreateView(application,
+                                      view,
+                                      toolBar,
+                                      "",
+                                      TOOLBAR_IMAGE,
+                                      APPLICATION_TITLE);
 
     // Add a button to change background. (right of toolbar)
     mChangeTextureButton = Toolkit::PushButton::New();
-    mChangeTextureButton.SetBackgroundImage( ResourceImage::New( CHANGE_TEXTURE_ICON ) );
-    mChangeTextureButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeTexture );
-    toolBar.AddControl( mChangeTextureButton,
-                        DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
-                        Toolkit::Alignment::HorizontalRight,
-                        DemoHelper::DEFAULT_MODE_SWITCH_PADDING  );
+    mChangeTextureButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_TEXTURE_ICON);
+    mChangeTextureButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_TEXTURE_ICON_SELECTED);
+    mChangeTextureButton.ClickedSignal().Connect(this, &RefractionEffectExample::OnChangeTexture);
+    toolBar.AddControl(mChangeTextureButton,
+                       DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
+                       Toolkit::Alignment::HORIZONTAL_RIGHT,
+                       DemoHelper::DEFAULT_MODE_SWITCH_PADDING);
     // Add a button to change mesh pattern. ( left of bar )
     mChangeMeshButton = Toolkit::PushButton::New();
-    mChangeMeshButton.SetBackgroundImage( ResourceImage::New( CHANGE_MESH_ICON ) );
-    mChangeMeshButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeMesh );
-    toolBar.AddControl( mChangeMeshButton,
-                        DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
-                        Toolkit::Alignment::HorizontalLeft,
-                        DemoHelper::DEFAULT_MODE_SWITCH_PADDING  );
-
-    // creates the shader effects applied on the mesh actor
-    mRefractionEffect = RefractionEffect::New(); // used when the finger is touching the screen
-    mNoEffect = NoEffect::New(); // used in the other situations, basic render shader
-    // Create the mesh from the obj file and add to stage
-    mMaterial =  Material::New( "Material" ) ;
-    mMaterial.SetDiffuseTexture( LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] ) );
-    CreateSurface( MESH_FILES[mCurrentMeshId] );
+    mChangeMeshButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_MESH_ICON);
+    mChangeMeshButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_MESH_ICON_SELECTED);
+    mChangeMeshButton.ClickedSignal().Connect(this, &RefractionEffectExample::OnChangeMesh);
+    toolBar.AddControl(mChangeMeshButton,
+                       DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
+                       Toolkit::Alignment::HORIZONTAL_LEFT,
+                       DemoHelper::DEFAULT_MODE_SWITCH_PADDING);
+
+    // shader used when the screen is not touched, render a flat surface
+    mShaderFlat = Shader::New(VERTEX_SHADER_FLAT, FRAGMENT_SHADER_FLAT);
+    mGeometry   = CreateGeometry(MESH_FILES[mCurrentMeshId]);
+
+    Texture texture = DemoHelper::LoadWindowFillingTexture(window.GetSize(), TEXTURE_IMAGES[mCurrentTextureId]);
+    mTextureSet     = TextureSet::New();
+    mTextureSet.SetTexture(0u, texture);
+
+    mRenderer = Renderer::New(mGeometry, mShaderFlat);
+    mRenderer.SetTextures(mTextureSet);
+
+    mMeshActor = Actor::New();
+    mMeshActor.AddRenderer(mRenderer);
+    mMeshActor.SetProperty(Actor::Property::SIZE, windowSize);
+    mMeshActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+    mContent.Add(mMeshActor);
 
     // Connect the callback to the touch signal on the mesh actor
-    mContent.TouchedSignal().Connect( this, &RefractionEffectExample::OnTouch );
+    mContent.TouchedSignal().Connect(this, &RefractionEffectExample::OnTouch);
+
+    // shader used when the finger is touching the screen. render refraction effect
+    mShaderRefraction = Shader::New(VERTEX_SHADER_REFRACTION, FRAGMENT_SHADER_REFRACTION);
+
+    // register uniforms
+    mLightXYOffsetIndex = mMeshActor.RegisterProperty("uLightXYOffset", Vector2::ZERO);
+
+    mLightIntensityIndex = mMeshActor.RegisterProperty("uLightIntensity", 2.5f);
+
+    mEffectStrengthIndex = mMeshActor.RegisterProperty("uEffectStrength", 0.f);
+
+    Vector3 lightPosition(-windowSize.x * 0.5f, -windowSize.y * 0.5f, windowSize.x * 0.5f); // top_left
+    mMeshActor.RegisterProperty("uLightPosition", lightPosition);
+
+    Property::Index lightSpinOffsetIndex = mMeshActor.RegisterProperty("uLightSpinOffset", Vector2::ZERO);
+
+    mSpinAngleIndex       = mMeshActor.RegisterProperty("uSpinAngle", 0.f);
+    Constraint constraint = Constraint::New<Vector2>(mMeshActor, lightSpinOffsetIndex, LightOffsetConstraint(windowSize.x * 0.1f));
+    constraint.AddSource(LocalSource(mSpinAngleIndex));
+    constraint.Apply();
 
     // the animation which spin the light around the finger touch position
-    mLightPosition = Vector2( mStageHalfSize.x*2.f, 0.f);
     mLightAnimation = Animation::New(2.f);
-    mLightAnimation.AnimateTo( Property( mRefractionEffect, "uSpinAngle" ), Math::PI*2.f );
-    mLightAnimation.SetLooping( true );
+    mLightAnimation.AnimateTo(Property(mMeshActor, mSpinAngleIndex), Math::PI * 2.f);
+    mLightAnimation.SetLooping(true);
     mLightAnimation.Pause();
   }
 
+  void SetLightXYOffset(const Vector2& offset)
+  {
+    mMeshActor.SetProperty(mLightXYOffsetIndex, offset);
+  }
+
   /**
    * Create a mesh actor with different geometry to replace the current one
    */
-  bool OnChangeMesh( Toolkit::Button button  )
+  bool OnChangeMesh(Toolkit::Button button)
   {
-    if( mMeshActor )
-    {
-      UnparentAndReset( mMeshActor );
-    }
-
-    mCurrentMeshId = ( mCurrentMeshId + 1 ) % NUM_MESH_FILES;
-    CreateSurface( MESH_FILES[mCurrentMeshId] );
+    mCurrentMeshId = (mCurrentMeshId + 1) % NUM_MESH_FILES;
+    mGeometry      = CreateGeometry(MESH_FILES[mCurrentMeshId]);
+    mRenderer.SetGeometry(mGeometry);
 
     return true;
   }
 
-  bool OnChangeTexture( Toolkit::Button button )
+  bool OnChangeTexture(Toolkit::Button button)
   {
-    mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
-    mMaterial.SetDiffuseTexture( LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] ) );
-
+    mCurrentTextureId = (mCurrentTextureId + 1) % NUM_TEXTURE_IMAGES;
+    Texture texture   = DemoHelper::LoadWindowFillingTexture(mApplication.GetWindow().GetSize(), TEXTURE_IMAGES[mCurrentTextureId]);
+    mTextureSet.SetTexture(0u, texture);
     return true;
   }
 
-  bool OnTouch( Actor actor , const TouchEvent& event )
+  bool OnTouch(Actor actor, const TouchEvent& event)
   {
-    const TouchPoint &point = event.GetPoint(0);
-
-    switch(point.state)
+    switch(event.GetState(0))
     {
-      case TouchPoint::Down:
+      case PointState::DOWN:
       {
-        mIsDown = true;
-        mDownPosition = point.screen;
+        mRenderer.SetShader(mShaderRefraction);
+
+        SetLightXYOffset(event.GetScreenPosition(0));
 
         mLightAnimation.Play();
 
-        if( mStrenghAnimation )
+        if(mStrenghAnimation)
         {
           mStrenghAnimation.Clear();
         }
 
-        mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
-        mMeshActor.SetShaderEffect( mRefractionEffect );
-        mStrenghAnimation= Animation::New(0.5f);
-        mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 1.f );
+        mStrenghAnimation = Animation::New(0.5f);
+        mStrenghAnimation.AnimateTo(Property(mMeshActor, mEffectStrengthIndex), 1.f);
         mStrenghAnimation.Play();
 
         break;
       }
-      case TouchPoint::Motion:
+      case PointState::MOTION:
       {
-        if(mIsDown)
-        {
-          // make the light position following the finger movement
-          mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
-        }
+        // make the light position following the finger movement
+        SetLightXYOffset(event.GetScreenPosition(0));
         break;
       }
-      case TouchPoint::Up:
-      case TouchPoint::Leave:
-      case TouchPoint::Interrupted:
+      case PointState::UP:
+      case PointState::LEAVE:
+      case PointState::INTERRUPTED:
       {
-        if(mIsDown)
-        {
-          mLightAnimation.Pause();
+        mLightAnimation.Pause();
 
-          if( mStrenghAnimation )
-          {
-            mStrenghAnimation.Clear();
-          }
-          mStrenghAnimation = Animation::New(0.5f);
-          mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 0.f );
-          mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
-          mStrenghAnimation.Play();
+        if(mStrenghAnimation)
+        {
+          mStrenghAnimation.Clear();
         }
-
-        mIsDown = false;
+        mStrenghAnimation = Animation::New(0.5f);
+        mStrenghAnimation.AnimateTo(Property(mMeshActor, mEffectStrengthIndex), 0.f);
+        mStrenghAnimation.FinishedSignal().Connect(this, &RefractionEffectExample::OnTouchFinished);
+        mStrenghAnimation.Play();
         break;
       }
-      case TouchPoint::Stationary:
-      case TouchPoint::Last:
-      default:
+      case PointState::STATIONARY:
       {
         break;
       }
     }
+
     return true;
   }
 
-  void OnTouchFinished( Animation& source )
+  void OnTouchFinished(Animation& source)
   {
-    mMeshActor.SetShaderEffect( mNoEffect );
-    mRefractionEffect.SetLightXYOffset( Vector2::ZERO );
+    mRenderer.SetShader(mShaderFlat);
+    SetLightXYOffset(Vector2::ZERO);
   }
 
-  void CreateSurface( const std::string& objFileName )
+  Geometry CreateGeometry(const std::string& objFileName)
   {
-    MeshData::VertexContainer    vertices;
-    MeshData::FaceIndices        faces;
-    MeshData                     meshData;
-
-    std::vector<float> boundingBox;
     std::vector<Vector3> vertexPositions;
-    std::vector<int> faceIndices;
+    Vector<unsigned int> faceIndices;
+    Vector<float>        boundingBox;
     // read the vertice and faces from the .obj file, and record the bounding box
-    ReadObjFile( objFileName, boundingBox, vertexPositions, faceIndices );
+    ReadObjFile(objFileName, boundingBox, vertexPositions, faceIndices);
 
     std::vector<Vector2> textureCoordinates;
     // align the mesh, scale it to fit the screen size, and calculate the texture coordinate for each vertex
-    ShapeResizeAndTexureCoordinateCalculation( boundingBox, vertexPositions, textureCoordinates );
+    ShapeResizeAndTexureCoordinateCalculation(boundingBox, vertexPositions, textureCoordinates);
 
     // re-organize the mesh, the vertices are duplicated, each vertex only belongs to one triangle.
     // Without sharing vertex between triangle, so we can manipulate the texture offset on each triangle conveniently.
-    for( std::size_t i=0; i<faceIndices.size(); i=i+3 )
+    std::vector<Vertex> vertices;
+
+    std::size_t size = faceIndices.Size();
+    vertices.reserve(size);
+
+    for(std::size_t i = 0; i < size; i = i + 3)
     {
-      Vector3 edge1 = vertexPositions[ faceIndices[i+2] ] - vertexPositions[ faceIndices[i] ];
-      Vector3 edge2 = vertexPositions[ faceIndices[i+1] ] - vertexPositions[ faceIndices[i] ];
+      Vector3 edge1  = vertexPositions[faceIndices[i + 2]] - vertexPositions[faceIndices[i]];
+      Vector3 edge2  = vertexPositions[faceIndices[i + 1]] - vertexPositions[faceIndices[i]];
       Vector3 normal = edge1.Cross(edge2);
       normal.Normalize();
 
-      if( normal.z > 0 )
+      // make sure all the faces are front-facing
+      if(normal.z > 0)
       {
-        faces.push_back( i );
-        faces.push_back( i+1 );
-        faces.push_back( i+2 );
+        vertices.push_back(Vertex(vertexPositions[faceIndices[i]], normal, textureCoordinates[faceIndices[i]]));
+        vertices.push_back(Vertex(vertexPositions[faceIndices[i + 1]], normal, textureCoordinates[faceIndices[i + 1]]));
+        vertices.push_back(Vertex(vertexPositions[faceIndices[i + 2]], normal, textureCoordinates[faceIndices[i + 2]]));
       }
       else
       {
         normal *= -1.f;
-        faces.push_back( i );
-        faces.push_back( i+2 );
-        faces.push_back( i+1 );
+        vertices.push_back(Vertex(vertexPositions[faceIndices[i]], normal, textureCoordinates[faceIndices[i]]));
+        vertices.push_back(Vertex(vertexPositions[faceIndices[i + 2]], normal, textureCoordinates[faceIndices[i + 2]]));
+        vertices.push_back(Vertex(vertexPositions[faceIndices[i + 1]], normal, textureCoordinates[faceIndices[i + 1]]));
       }
+    }
 
-      vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i] ], textureCoordinates[ faceIndices[i] ], normal ) );
-      vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+1] ], textureCoordinates[ faceIndices[i+1] ], normal ) );
-      vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+2] ], textureCoordinates[ faceIndices[i+2] ], normal ) );
+    Property::Map vertexFormat;
+    vertexFormat["aPosition"]    = Property::VECTOR3;
+    vertexFormat["aNormal"]      = Property::VECTOR3;
+    vertexFormat["aTexCoord"]    = Property::VECTOR2;
+    VertexBuffer surfaceVertices = VertexBuffer::New(vertexFormat);
+    surfaceVertices.SetData(&vertices[0], vertices.size());
 
-    }
+    Geometry surface = Geometry::New();
+    surface.AddVertexBuffer(surfaceVertices);
 
-    // Now ready to construct the mesh actor
-    meshData.SetMaterial( mMaterial );
-    meshData.SetVertices( vertices );
-    meshData.SetFaceIndices( faces );
-    meshData.SetHasTextureCoords(true);
-    meshData.SetHasNormals(true);
-    mMeshActor = MeshActor::New( Mesh::New( meshData ) );
-    mMeshActor.SetParentOrigin(ParentOrigin::CENTER);
-    mMeshActor.SetShaderEffect( mNoEffect );
-    mContent.Add( mMeshActor );
+    return surface;
   }
 
-  void ReadObjFile( const std::string& objFileName,
-      std::vector<float>& boundingBox,
-      std::vector<Vector3>& vertexPositions,
-      std::vector<int>& faceIndices)
+  void ReadObjFile(const std::string&    objFileName,
+                   Vector<float>&        boundingBox,
+                   std::vector<Vector3>& vertexPositions,
+                   Vector<unsigned int>& faceIndices)
   {
-    std::ifstream ifs( objFileName.c_str(), std::ios::in );
+    std::streampos     bufferSize = 0;
+    Dali::Vector<char> fileBuffer;
+    if(!Dali::FileLoader::ReadFile(objFileName, bufferSize, fileBuffer, Dali::FileLoader::FileType::TEXT))
+    {
+      DALI_LOG_WARNING("file open failed for: \"%s\"", objFileName.c_str());
+      return;
+    }
+
+    fileBuffer.PushBack('\0');
+
+    std::stringstream iss(&fileBuffer[0], std::ios::in);
 
-    boundingBox.resize( 6 );
-    boundingBox[0]=boundingBox[2]=boundingBox[4] = std::numeric_limits<float>::max();
-    boundingBox[1]=boundingBox[3]=boundingBox[5] = -std::numeric_limits<float>::max();
+    boundingBox.Resize(6);
+    boundingBox[0] = boundingBox[2] = boundingBox[4] = std::numeric_limits<float>::max();
+    boundingBox[1] = boundingBox[3] = boundingBox[5] = -std::numeric_limits<float>::max();
 
     std::string line;
-    while( std::getline( ifs, line ) )
+    while(std::getline(iss, line))
     {
-      if( line[0] == 'v' && std::isspace(line[1]))  // vertex
+      if(line[0] == 'v' && std::isspace(line[1])) // vertex
       {
         std::istringstream iss(line.substr(2), std::istringstream::in);
-        unsigned int i = 0;
-        Vector3 vertex;
-        while( iss >> vertex[i++] && i < 3);
-        if( vertex.x < boundingBox[0] )  boundingBox[0] = vertex.x;
-        if( vertex.x > boundingBox[1] )  boundingBox[1] = vertex.x;
-        if( vertex.y < boundingBox[2] )  boundingBox[2] = vertex.y;
-        if( vertex.y > boundingBox[3] )  boundingBox[3] = vertex.y;
-        if( vertex.z < boundingBox[4] )  boundingBox[4] = vertex.z;
-        if( vertex.z > boundingBox[5] )  boundingBox[5] = vertex.z;
-        vertexPositions.push_back( vertex );
+        unsigned int       i = 0;
+        Vector3            vertex;
+        while(iss >> vertex[i++] && i < 3)
+          ;
+        if(vertex.x < boundingBox[0]) boundingBox[0] = vertex.x;
+        if(vertex.x > boundingBox[1]) boundingBox[1] = vertex.x;
+        if(vertex.y < boundingBox[2]) boundingBox[2] = vertex.y;
+        if(vertex.y > boundingBox[3]) boundingBox[3] = vertex.y;
+        if(vertex.z < boundingBox[4]) boundingBox[4] = vertex.z;
+        if(vertex.z > boundingBox[5]) boundingBox[5] = vertex.z;
+        vertexPositions.push_back(vertex);
       }
-      else if( line[0] == 'f' ) //face
+      else if(line[0] == 'f') //face
       {
         unsigned int numOfInt = 3;
-        while( true )
+        while(true)
         {
-          std::size_t found  = line.find('/');
-          if( found == std::string::npos )
+          std::size_t found = line.find('/');
+          if(found == std::string::npos)
           {
             break;
           }
@@ -567,37 +520,38 @@ private:
           numOfInt++;
         }
 
-        std::istringstream iss(line.substr(2), std::istringstream::in);
-        int indices[ numOfInt ];
-        unsigned int i=0;
-        while( iss >> indices[i++] && i < numOfInt);
-        unsigned int step = (i+1) / 3;
-        faceIndices.push_back( indices[0]-1 );
-        faceIndices.push_back( indices[step]-1 );
-        faceIndices.push_back( indices[2*step]-1 );
+        std::istringstream         iss(line.substr(2), std::istringstream::in);
+        Dali::Vector<unsigned int> indices;
+        indices.Resize(numOfInt);
+        unsigned int i = 0;
+        while(iss >> indices[i++] && i < numOfInt)
+          ;
+        unsigned int step = (i + 1) / 3;
+        faceIndices.PushBack(indices[0] - 1);
+        faceIndices.PushBack(indices[step] - 1);
+        faceIndices.PushBack(indices[2 * step] - 1);
       }
     }
-
-    ifs.close();
   }
 
-  void ShapeResizeAndTexureCoordinateCalculation( const std::vector<float>& boundingBox,
-      std::vector<Vector3>& vertexPositions,
-      std::vector<Vector2>& textureCoordinates)
+  void ShapeResizeAndTexureCoordinateCalculation(const Vector<float>&  boundingBox,
+                                                 std::vector<Vector3>& vertexPositions,
+                                                 std::vector<Vector2>& textureCoordinates)
   {
-    Vector3 bBoxSize( boundingBox[1] - boundingBox[0], boundingBox[3] - boundingBox[2], boundingBox[5] - boundingBox[4]);
-    Vector3 bBoxMinCorner( boundingBox[0], boundingBox[2], boundingBox[4] );
+    Vector3 bBoxSize(boundingBox[1] - boundingBox[0], boundingBox[3] - boundingBox[2], boundingBox[5] - boundingBox[4]);
+    Vector3 bBoxMinCorner(boundingBox[0], boundingBox[2], boundingBox[4]);
+
+    Vector2 windowSize = mApplication.GetWindow().GetSize();
+    Vector3 scale(windowSize.x / bBoxSize.x, windowSize.y / bBoxSize.y, 1.f);
+    scale.z = (scale.x + scale.y) / 2.f;
 
-    Vector2 stageSize = Stage::GetCurrent().GetSize();
-    Vector3 scale( stageSize.x / bBoxSize.x, stageSize.y / bBoxSize.y, 1.f );
-    scale.z = (scale.x + scale.y)/2.f;
+    textureCoordinates.reserve(vertexPositions.size());
 
-    for( std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++ )
+    for(std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++)
     {
-      Vector3 newPosition(  (*iter) - bBoxMinCorner ) ;
+      Vector3 newPosition((*iter) - bBoxMinCorner);
 
-      Vector2 textureCoord( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y );
-      textureCoordinates.push_back( textureCoord );
+      textureCoordinates.push_back(Vector2(newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y));
 
       newPosition -= bBoxSize * 0.5f;
       (*iter) = newPosition * scale;
@@ -609,9 +563,9 @@ private:
    */
   void OnKeyEvent(const KeyEvent& event)
   {
-    if(event.state == KeyEvent::Down)
+    if(event.GetState() == KeyEvent::DOWN)
     {
-      if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
+      if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
       {
         mApplication.Quit();
       }
@@ -619,46 +573,36 @@ private:
   }
 
 private:
-
-  Application&   mApplication;
-  Layer          mContent;
-
-  bool           mIsDown;
-  Vector2        mDownPosition;
-  Vector2        mLightPosition;
-  Vector2        mStageHalfSize;
-
-  Material       mMaterial;
-  MeshActor      mMeshActor;
-
-  RefractionEffect  mRefractionEffect;
-  NoEffect          mNoEffect;
-  Animation         mLightAnimation;
-  Animation         mStrenghAnimation;
-
-  Toolkit::PushButton        mChangeTextureButton;
-  Toolkit::PushButton        mChangeMeshButton;
-  unsigned int               mCurrentTextureId;
-  unsigned int               mCurrentMeshId;
+  Application& mApplication;
+  Layer        mContent;
+  TextureSet   mTextureSet;
+  Geometry     mGeometry;
+  Renderer     mRenderer;
+  Actor        mMeshActor;
+
+  Shader mShaderFlat;
+  Shader mShaderRefraction;
+
+  Animation mLightAnimation;
+  Animation mStrenghAnimation;
+
+  Property::Index mLightXYOffsetIndex;
+  Property::Index mSpinAngleIndex;
+  Property::Index mLightIntensityIndex;
+  Property::Index mEffectStrengthIndex;
+
+  Toolkit::PushButton mChangeTextureButton;
+  Toolkit::PushButton mChangeMeshButton;
+  unsigned int        mCurrentTextureId;
+  unsigned int        mCurrentMeshId;
 };
 
 /*****************************************************************************/
 
-static void
-RunTest(Application& app)
+int DALI_EXPORT_API main(int argc, char** argv)
 {
+  Application             app = Application::New(&argc, &argv, DEMO_THEME_PATH);
   RefractionEffectExample theApp(app);
   app.MainLoop();
-}
-
-/*****************************************************************************/
-
-int
-main(int argc, char **argv)
-{
-  Application app = Application::New(&argc, &argv, DALI_DEMO_THEME_PATH);
-
-  RunTest(app);
-
   return 0;
 }