Updated demos to use DALi clang-format
[platform/core/uifw/dali-demo.git] / examples / textured-mesh / textured-mesh-example.cpp
index 04b3e7b..9927620 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.
  */
 
 // EXTERNAL INCLUDES
-#include <dali/devel-api/rendering/renderer.h>
 #include <dali-toolkit/dali-toolkit.h>
 
 // INTERNAL INCLUDES
+#include "shared/utility.h"
 #include "shared/view.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
+#define MAKE_SHADER(A) #A
 
 const char* VERTEX_SHADER = MAKE_SHADER(
-attribute mediump vec2    aPosition;
-attribute highp   vec2    aTexCoord;
-varying   mediump vec2    vTexCoord;
-uniform   mediump mat4    uMvpMatrix;
-uniform   mediump vec3    uSize;
-uniform   lowp    vec4    uFadeColor;
-
-void main()
-{
-  mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
-  vertexPosition.xyz *= uSize;
-  vertexPosition = uMvpMatrix * vertexPosition;
-  vTexCoord = aTexCoord;
-  gl_Position = vertexPosition;
-}
-);
+  attribute mediump vec2 aPosition;
+  attribute highp vec2   aTexCoord;
+  varying mediump vec2   vTexCoord;
+  uniform mediump mat4   uMvpMatrix;
+  uniform mediump vec3   uSize;
+  uniform lowp vec4      uFadeColor;
+
+  void main() {
+    mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
+    vertexPosition.xyz *= uSize;
+    vertexPosition = uMvpMatrix * vertexPosition;
+    vTexCoord      = aTexCoord;
+    gl_Position    = vertexPosition;
+  });
 
 const char* FRAGMENT_SHADER = MAKE_SHADER(
-varying mediump vec2  vTexCoord;
-uniform lowp    vec4  uColor;
-uniform sampler2D     sTexture;
-uniform lowp    vec4  uFadeColor;
+  varying mediump vec2 vTexCoord;
+  uniform lowp vec4    uColor;
+  uniform sampler2D    sTexture;
+  uniform lowp vec4    uFadeColor;
 
-void main()
-{
-  gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * uFadeColor;
-}
-);
-
-Geometry CreateGeometry()
-{
-  // 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( texturedQuadVertexFormat, 4 );
-  texturedQuadVertices.SetData(texturedQuadVertexData);
-
-  // Create indices
-  unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 };
-  Property::Map indexFormat;
-  indexFormat["indices"] = Property::UNSIGNED_INTEGER;
-  PropertyBuffer indices = PropertyBuffer::New( indexFormat, sizeof(indexData)/sizeof(indexData[0]) );
-  indices.SetData(indexData);
-
-  // Create the geometry object
-  Geometry texturedQuadGeometry = Geometry::New();
-  texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices );
-  texturedQuadGeometry.SetIndexBuffer( indices );
-
-  return texturedQuadGeometry;
-}
+  void main() {
+    gl_FragColor = texture2D(sTexture, vTexCoord) * uColor * uFadeColor;
+  });
 
 /**
  * Sinusoidal curve starting at zero with 2 cycles
@@ -108,16 +72,15 @@ float AlphaFunctionSineX2(float progress)
 class ExampleController : public ConnectionTracker
 {
 public:
-
   /**
    * The example controller constructor.
    * @param[in] application The application instance
    */
-  ExampleController( Application& application )
-  : mApplication( application )
+  ExampleController(Application& application)
+  : mApplication(application)
   {
     // Connect to the Application's Init signal
-    mApplication.InitSignal().Connect( this, &ExampleController::Create );
+    mApplication.InitSignal().Connect(this, &ExampleController::Create);
   }
 
   /**
@@ -132,118 +95,81 @@ public:
    * Invoked upon creation of application
    * @param[in] application The application instance
    */
-  void Create( Application& application )
+  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();
-
-    // Hide the indicator bar
-    application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
+    Window window = application.GetWindow();
+    window.KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
 
-    mImage = ResourceImage::New( MATERIAL_SAMPLE, ResourceImage::ON_DEMAND, Image::NEVER );
-    mSampler1 = Sampler::New(mImage, "sTexture");
+    mWindowSize = window.GetSize();
 
-    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 );
-    mMaterial1 = Material::New( mShader );
-    mMaterial1.AddSampler( mSampler1 );
+    mShader      = Shader::New(VERTEX_SHADER, FRAGMENT_SHADER);
+    mTextureSet1 = TextureSet::New();
+    mTextureSet1.SetTexture(0u, texture1);
 
-    mMaterial2 = Material::New( mShader );
-    mMaterial2.AddSampler( mSampler2 );
+    mTextureSet2 = TextureSet::New();
+    mTextureSet2.SetTexture(0u, texture2);
 
-    mGeometry = CreateGeometry();
+    mGeometry = DemoHelper::CreateTexturedQuad();
 
-    mRenderer = Renderer::New( mGeometry, mMaterial1 );
+    mRenderer = Renderer::New(mGeometry, mShader);
+    mRenderer.SetTextures(mTextureSet1);
 
     mMeshActor = Actor::New();
-    mMeshActor.AddRenderer( mRenderer );
-    mMeshActor.SetSize(400, 400);
+    mMeshActor.AddRenderer(mRenderer);
+    mMeshActor.SetProperty(Actor::Property::SIZE, Vector2(400, 400));
 
-    Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "uFadeColor", Color::GREEN );
+    Property::Index fadeColorIndex = mRenderer.RegisterProperty("uFadeColor", Color::MAGENTA);
+    mRenderer.SetProperty(Renderer::Property::DEPTH_INDEX, 0);
 
-    fadeColorIndex = mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA );
-    mRenderer.SetDepthIndex(0);
+    mMeshActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER);
+    mMeshActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER);
+    window.Add(mMeshActor);
 
-    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.AddRenderer(mRenderer2);
+    mMeshActor2.SetProperty(Actor::Property::SIZE, Vector2(400, 400));
 
-    mMeshActor2.RegisterProperty( "a-n-other-property", Color::GREEN );
-    Property::Index fadeColorIndex2 = mMeshActor2.RegisterProperty( "uFadeColor", Color::GREEN );
+    mMeshActor2.RegisterProperty("anotherProperty", Color::GREEN);
 
-    mRenderer2.RegisterProperty( "a-n-other-property", Vector3::ZERO );
-    mRenderer2.RegisterProperty( "a-coefficient", 0.008f );
-    fadeColorIndex2 = mRenderer2.RegisterProperty( "uFadeColor", Color::BLUE );
-    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 );
-    stage.Add( mMeshActor2 );
+    mMeshActor2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER);
+    mMeshActor2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER);
+    window.Add(mMeshActor2);
 
-    Animation  animation = Animation::New(5);
+    Animation animation = Animation::New(5);
     KeyFrames keyFrames = KeyFrames::New();
     keyFrames.Add(0.0f, Vector4::ZERO);
-    keyFrames.Add(1.0f, Vector4( Color::GREEN ));
+    keyFrames.Add(1.0f, Vector4(Color::GREEN));
 
     KeyFrames keyFrames2 = KeyFrames::New();
     keyFrames2.Add(0.0f, Vector4::ZERO);
     keyFrames2.Add(1.0f, Color::MAGENTA);
 
-    animation.AnimateBetween( Property( mRenderer, fadeColorIndex ), keyFrames, AlphaFunction(AlphaFunction::SIN) );
-    animation.AnimateBetween( Property( mRenderer2, fadeColorIndex2 ), keyFrames2, AlphaFunction(AlphaFunctionSineX2) );
+    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));;
-  }
-
-  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;
+    window.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));
   }
 
   /**
    * Invoked whenever the quit button is clicked
    * @param[in] button the quit button
    */
-  bool OnQuitButtonClicked( Toolkit::Button button )
+  bool OnQuitButtonClicked(Toolkit::Button button)
   {
     // quit the application
     mApplication.Quit();
@@ -252,9 +178,9 @@ public:
 
   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();
       }
@@ -262,38 +188,24 @@ public:
   }
 
 private:
-
-  Application&  mApplication;                             ///< Application instance
-  Vector3 mStageSize;                                     ///< The size of the stage
-
-  Image    mImage;
-  Sampler  mSampler1;
-  Sampler  mSampler2;
-  Shader   mShader;
-  Material mMaterial1;
-  Material mMaterial2;
-  Geometry mGeometry;
-  Renderer mRenderer;
-  Actor    mMeshActor;
-  Renderer mRenderer2;
-  Actor    mMeshActor2;
-  Timer    mChangeImageTimer;
+  Application& mApplication; ///< Application instance
+  Vector3      mWindowSize;  ///< The size of the window
+
+  Shader     mShader;
+  TextureSet mTextureSet1;
+  TextureSet mTextureSet2;
+  Geometry   mGeometry;
+  Renderer   mRenderer;
+  Actor      mMeshActor;
+  Renderer   mRenderer2;
+  Actor      mMeshActor2;
+  Timer      mChangeImageTimer;
 };
 
-void RunTest( Application& application )
+int DALI_EXPORT_API main(int argc, char** argv)
 {
-  ExampleController test( application );
-
+  Application       application = Application::New(&argc, &argv);
+  ExampleController test(application);
   application.MainLoop();
-}
-
-// Entry point for Linux & SLP applications
-//
-int main( int argc, char **argv )
-{
-  Application application = Application::New( &argc, &argv );
-
-  RunTest( application );
-
   return 0;
 }