Using migrated Public Visual API
[platform/core/uifw/dali-demo.git] / examples / textured-mesh / textured-mesh-example.cpp
index e057616..510e34d 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
  */
 
 // EXTERNAL INCLUDES
+#include <dali-toolkit/dali-toolkit.h>
 
 // INTERNAL INCLUDES
 #include "shared/view.h"
-
-#include <dali-toolkit/dali-toolkit.h>
+#include "shared/utility.h"
 
 using namespace Dali;
 
 namespace
 {
-const char* MATERIAL_SAMPLE( DALI_IMAGE_DIR "gallery-small-48.jpg" );
-const char* MATERIAL_SAMPLE2( DALI_IMAGE_DIR "gallery-medium-19.jpg" );
+const char* MATERIAL_SAMPLE( DEMO_IMAGE_DIR "gallery-small-48.jpg" );
+const char* MATERIAL_SAMPLE2( DEMO_IMAGE_DIR "gallery-medium-19.jpg" );
 
 #define MAKE_SHADER(A)#A
 
@@ -61,36 +61,12 @@ void main()
 }
 );
 
-Geometry CreateGeometry()
+/**
+ * Sinusoidal curve starting at zero with 2 cycles
+ */
+float AlphaFunctionSineX2(float progress)
 {
-  // Create vertices
-  const float halfQuadSize = .5f;
-  struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
-  TexturedQuadVertex texturedQuadVertexData[4] = {
-    { Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) },
-    { Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) },
-    { Vector2(-halfQuadSize,  halfQuadSize), Vector2(0.f, 1.f) },
-    { Vector2( halfQuadSize,  halfQuadSize), Vector2(1.f, 1.f) } };
-
-  Property::Map texturedQuadVertexFormat;
-  texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
-  texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
-  PropertyBuffer texturedQuadVertices = PropertyBuffer::New( PropertyBuffer::STATIC, texturedQuadVertexFormat, 4 );
-  texturedQuadVertices.SetData(texturedQuadVertexData);
-
-  // Create indices
-  unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 };
-  Property::Map indexFormat;
-  indexFormat["indices"] = Property::UNSIGNED_INTEGER;
-  PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, 3 );
-  indices.SetData(indexData);
-
-  // Create the geometry object
-  Geometry texturedQuadGeometry = Geometry::New();
-  texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices );
-  texturedQuadGeometry.SetIndexBuffer( indices );
-
-  return texturedQuadGeometry;
+  return 0.5f - cosf(progress * 4.0f * Math::PI) * 0.5f;
 }
 
 } // anonymous namespace
@@ -126,64 +102,55 @@ public:
    */
   void Create( Application& application )
   {
+    // The Init signal is received once (only) during the Application lifetime
+
     Stage stage = Stage::GetCurrent();
     stage.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
 
     mStageSize = stage.GetSize();
 
-    // The Init signal is received once (only) during the Application lifetime
-
     // Hide the indicator bar
     application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
 
-    mImage = ResourceImage::New( MATERIAL_SAMPLE );
-    mSampler1 = Sampler::New(mImage, "sTexture");
-
-    Image image = ResourceImage::New( MATERIAL_SAMPLE2 );
-    mSampler2 = Sampler::New(image, "sTexture");
+    Texture texture1 = DemoHelper::LoadTexture( MATERIAL_SAMPLE );
+    Texture texture2 = DemoHelper::LoadTexture( MATERIAL_SAMPLE2 );
 
     mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+    mTextureSet1 = TextureSet::New();
+    mTextureSet1.SetTexture( 0u, texture1 );
 
-    mMaterial1 = Material::New( mShader );
-    mMaterial1.AddSampler( mSampler1 );
+    mTextureSet2 = TextureSet::New();
+    mTextureSet2.SetTexture( 0u, texture2 );
 
-    mMaterial2 = Material::New( mShader );
-    mMaterial2.AddSampler( mSampler2);
+    mGeometry = DemoHelper::CreateTexturedQuad();
 
-    mGeometry = CreateGeometry();
-
-    mRenderer = Renderer::New( mGeometry, mMaterial1 );
+    mRenderer = Renderer::New( mGeometry, mShader );
+    mRenderer.SetTextures( mTextureSet1 );
 
     mMeshActor = Actor::New();
     mMeshActor.AddRenderer( mRenderer );
     mMeshActor.SetSize(400, 400);
 
-    Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "fade-color", Color::GREEN );
-    mMeshActor.AddUniformMapping( fadeColorIndex, std::string("uFadeColor") );
-
-    fadeColorIndex = mRenderer.RegisterProperty( "fade-color", Color::MAGENTA );
-    mRenderer.AddUniformMapping( fadeColorIndex, std::string("uFadeColor" ) );
-    mRenderer.SetDepthIndex(0);
+    Property::Index fadeColorIndex = mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA );
+    mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
 
     mMeshActor.SetParentOrigin( ParentOrigin::TOP_CENTER );
     mMeshActor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
     stage.Add( mMeshActor );
 
-    mRenderer2 = Renderer::New( mGeometry, mMaterial2 );
+    mRenderer2 = Renderer::New( mGeometry, mShader );
+    mRenderer2.SetTextures( mTextureSet2 );
 
     mMeshActor2 = Actor::New();
     mMeshActor2.AddRenderer( mRenderer2 );
     mMeshActor2.SetSize(400, 400);
 
-    mMeshActor2.RegisterProperty( "a-n-other-property", Color::GREEN );
-    Property::Index fadeColorIndex2 = mMeshActor2.RegisterProperty( "another-fade-color", Color::GREEN );
-    mMeshActor2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor") );
+    mMeshActor2.RegisterProperty( "anotherProperty",    Color::GREEN );
 
-    mRenderer2.RegisterProperty( "a-n-other-property", Vector3::ZERO );
-    mRenderer2.RegisterProperty( "a-coefficient", 0.008f );
-    fadeColorIndex2 = mRenderer2.RegisterProperty( "another-fade-color", Color::GREEN );
-    mRenderer2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor" ) );
-    mRenderer2.SetDepthIndex(0);
+    mRenderer2.RegisterProperty( "anotherProperty",    Vector3::ZERO );
+    mRenderer2.RegisterProperty( "aCoefficient",  0.008f );
+    Property::Index fadeColorIndex2 = mRenderer2.RegisterProperty( "uFadeColor", Color::BLUE );
+    mRenderer2.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
 
     mMeshActor2.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
     mMeshActor2.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
@@ -192,18 +159,48 @@ public:
     Animation  animation = Animation::New(5);
     KeyFrames keyFrames = KeyFrames::New();
     keyFrames.Add(0.0f, Vector4::ZERO);
-    keyFrames.Add(1.0f, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ));
+    keyFrames.Add(1.0f, Vector4( Color::GREEN ));
 
     KeyFrames keyFrames2 = KeyFrames::New();
     keyFrames2.Add(0.0f, Vector4::ZERO);
-    keyFrames2.Add(1.0f, Color::GREEN);
+    keyFrames2.Add(1.0f, Color::MAGENTA);
 
-    animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunction(AlphaFunction::EASE_OUT_SINE) );
-    animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunction(AlphaFunction::EASE_IN_SINE) );
+    animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunction(AlphaFunction::SIN) );
+    animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunction(AlphaFunctionSineX2) );
     animation.SetLooping(true);
     animation.Play();
 
-    stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));;
+    stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));
+  }
+
+  BufferImage CreateBufferImage()
+  {
+    BufferImage image = BufferImage::New( 200, 200, Pixel::RGB888 );
+    PixelBuffer* pixelBuffer = image.GetBuffer();
+    unsigned int stride = image.GetBufferStride();
+    for( unsigned int x=0; x<200; x++ )
+    {
+      for( unsigned int y=0; y<200; y++ )
+      {
+        PixelBuffer* pixel = pixelBuffer + y*stride + x*3;
+        if( ((int)(x/20.0f))%2 + ((int)(y/20.0f)%2) == 1 )
+        {
+          pixel[0]=255;
+          pixel[1]=0;
+          pixel[2]=0;
+          pixel[3]=255;
+        }
+        else
+        {
+          pixel[0]=0;
+          pixel[1]=0;
+          pixel[2]=255;
+          pixel[3]=255;
+        }
+      }
+    }
+    image.Update();
+    return image;
   }
 
   /**
@@ -233,12 +230,9 @@ private:
   Application&  mApplication;                             ///< Application instance
   Vector3 mStageSize;                                     ///< The size of the stage
 
-  Image    mImage;
-  Sampler  mSampler1;
-  Sampler  mSampler2;
   Shader   mShader;
-  Material mMaterial1;
-  Material mMaterial2;
+  TextureSet mTextureSet1;
+  TextureSet mTextureSet2;
   Geometry mGeometry;
   Renderer mRenderer;
   Actor    mMeshActor;
@@ -256,7 +250,7 @@ void RunTest( Application& application )
 
 // Entry point for Linux & SLP applications
 //
-int main( int argc, char **argv )
+int DALI_EXPORT_API main( int argc, char **argv )
 {
   Application application = Application::New( &argc, &argv );