--- /dev/null
+/*
+ * Copyright (c) 2016 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// CLASS HEADER
+#include "primitive-renderer.h"
+
+// EXTERNAL INCLUDES
+#include <dali/integration-api/debug.h>
+#include <dali/public-api/common/stage.h>
+#include <dali/public-api/common/constants.h>
+
+//INTERNAL INCLUDES
+#include <dali-toolkit/internal/controls/renderers/renderer-string-constants.h>
+#include <dali-toolkit/internal/controls/renderers/control-renderer-data-impl.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+namespace
+{
+
+//Primitive property defaults
+const int DEFAULT_SLICES = 128; ///< For spheres and conics
+const int DEFAULT_STACKS = 128; ///< For spheres and conics
+const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums
+const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums
+const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
+const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
+const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
+const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
+const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 0.0 ); ///< Grey, for all.
+
+//Property limits
+const int MIN_SLICES = 1; ///< Minimum number of slices for spheres and conics
+const int MIN_STACKS = 1; ///< Minimum number of stacks for spheres and conics
+const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
+const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
+const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
+const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
+const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
+
+const char * const RENDERER_TYPE_VALUE( "PRIMITIVE" );
+
+//Specific shape labels.
+const char * const SPHERE_LABEL( "SPHERE" );
+const char * const CONE_LABEL( "CONE" );
+const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" );
+const char * const CYLINDER_LABEL( "CYLINDER" );
+const char * const CUBE_LABEL( "CUBE" );
+const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
+const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
+
+//Shader properties
+const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
+const char * const COLOR_UNIFORM_NAME( "uColor" );
+const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
+const char * const STAGE_SIZE_UNIFORM_NAME( "uStageSize" );
+
+//Vertex properties
+const char * const POSITION( "aPosition");
+const char * const NORMAL( "aNormal" );
+const char * const INDICES( "aIndices" );
+
+//A simple shader that applies diffuse lighting to a mono-coloured object.
+const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
+ attribute highp vec3 aPosition;\n
+ attribute highp vec2 aTexCoord;\n
+ attribute highp vec3 aNormal;\n
+ varying mediump vec3 vIllumination;\n
+ uniform mediump vec3 uSize;\n
+ uniform mediump vec3 uObjectDimensions;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump mat4 uModelView;\n
+ uniform mediump mat4 uViewMatrix;\n
+ uniform mediump mat3 uNormalMatrix;\n
+ uniform mediump mat4 uObjectMatrix;\n
+ uniform mediump vec3 uLightPosition;\n
+ uniform mediump vec3 uStageSize;\n
+
+ void main()\n
+ {\n
+ float xRatio = uSize.x / uObjectDimensions.x;\n
+ float yRatio = uSize.y / uObjectDimensions.y;\n
+ float scaleFactor = min( xRatio, yRatio );\n
+
+ vec4 normalisedVertexPosition = vec4( aPosition * scaleFactor, 1.0 );\n
+ vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
+ vertexPosition = uMvpMatrix * vertexPosition;\n
+
+ //Illumination in Model-View space - Transform attributes and uniforms\n
+ vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
+ vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
+
+ vec3 stageOffset = vec3( uStageSize.xy, 0 ) / 2.0;\n
+ vec4 lightPosition = vec4( ( uLightPosition - stageOffset ), 1.0 );\n
+ lightPosition = uViewMatrix * lightPosition;\n
+ vec3 vectorToLight = normalize( lightPosition.xyz - mvVertexPosition.xyz );\n
+
+ float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
+ vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
+
+ gl_Position = vertexPosition;\n
+ }\n
+);
+
+//Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
+const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
+ precision mediump float;\n
+ varying mediump vec3 vIllumination;\n
+ uniform lowp vec4 uColor;\n
+
+ void main()\n
+ {\n
+ gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );\n
+ }\n
+);
+
+} // namespace
+
+PrimitiveRenderer::PrimitiveRenderer( RendererFactoryCache& factoryCache )
+: ControlRenderer( factoryCache ),
+ mColor( DEFAULT_COLOR ),
+ mScaleDimensions( Vector3::ONE ),
+ mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
+ mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
+ mScaleHeight( DEFAULT_SCALE_HEIGHT ),
+ mScaleRadius( DEFAULT_SCALE_RADIUS ),
+ mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
+ mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
+ mSlices( DEFAULT_SLICES ),
+ mStacks( DEFAULT_STACKS ),
+ mPrimitiveType( SPHERE )
+{
+}
+
+PrimitiveRenderer::~PrimitiveRenderer()
+{
+}
+
+void PrimitiveRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+{
+ //Find out which shape to renderer.
+ Property::Value* primitiveType = propertyMap.Find( PRIMITIVE_SHAPE );
+ if( primitiveType )
+ {
+ if( primitiveType->Get( mShape ) )
+ {
+ //Set property type as an enum.
+ if( mShape == SPHERE_LABEL )
+ {
+ mPrimitiveType = SPHERE;
+ }
+ else if( mShape == CONE_LABEL )
+ {
+ mPrimitiveType = CONE;
+ }
+ else if( mShape == CONICAL_FRUSTRUM_LABEL )
+ {
+ mPrimitiveType = CONICAL_FRUSTRUM;
+ }
+ else if( mShape == CYLINDER_LABEL )
+ {
+ mPrimitiveType = CYLINDER;
+ }
+ else if( mShape == CUBE_LABEL )
+ {
+ mPrimitiveType = CUBE;
+ }
+ else if( mShape == OCTAHEDRON_LABEL )
+ {
+ mPrimitiveType = OCTAHEDRON;
+ }
+ else if( mShape == BEVELLED_CUBE_LABEL )
+ {
+ mPrimitiveType = BEVELLED_CUBE;
+ }
+ else
+ {
+ DALI_LOG_ERROR( "No known shape in PrimitiveRenderer.\n" );
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid type for shape in PrimitiveRenderer.\n" );
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveRenderer object.\n" );
+ }
+
+ //Read in other potential properties.
+
+ Property::Value* color = propertyMap.Find( SHAPE_COLOR );
+ if( color && !color->Get( mColor ) )
+ {
+ DALI_LOG_ERROR( "Invalid type for color in PrimitiveRenderer.\n" );
+ }
+
+ Property::Value* slices = propertyMap.Find( SLICES );
+ if( slices )
+ {
+ if( slices->Get( mSlices ) )
+ {
+ //Clamp value.
+ if( mSlices > MAX_PARTITIONS )
+ {
+ mSlices = MAX_PARTITIONS;
+ }
+ else if ( mSlices < MIN_SLICES )
+ {
+ mSlices = MIN_SLICES;
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid type for slices in PrimitiveRenderer.\n" );
+ }
+ }
+
+ Property::Value* stacks = propertyMap.Find( STACKS );
+ if( stacks )
+ {
+ if( stacks->Get( mStacks ) )
+ {
+ //Clamp value.
+ if( mStacks > MAX_PARTITIONS )
+ {
+ mStacks = MAX_PARTITIONS;
+ }
+ else if ( mStacks < MIN_STACKS )
+ {
+ mStacks = MIN_STACKS;
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveRenderer.\n" );
+ }
+ }
+
+ Property::Value* scaleTop = propertyMap.Find( SCALE_TOP_RADIUS );
+ if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
+ {
+ DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveRenderer.\n" );
+ }
+
+ Property::Value* scaleBottom = propertyMap.Find( SCALE_BOTTOM_RADIUS );
+ if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
+ {
+ DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveRenderer.\n" );
+ }
+
+ Property::Value* scaleHeight = propertyMap.Find( SCALE_HEIGHT );
+ if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
+ {
+ DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveRenderer.\n" );
+ }
+
+ Property::Value* scaleRadius = propertyMap.Find( SCALE_RADIUS );
+ if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
+ {
+ DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveRenderer.\n" );
+ }
+
+ Property::Value* dimensions = propertyMap.Find( SCALE_DIMENSIONS );
+ if( dimensions )
+ {
+ if( dimensions->Get( mScaleDimensions ) )
+ {
+ //If any dimension is invalid, set it to a sensible default.
+ if( mScaleDimensions.x <= 0.0 )
+ {
+ mScaleDimensions.x = 1.0;
+ }
+ if( mScaleDimensions.y <= 0.0 )
+ {
+ mScaleDimensions.y = 1.0;
+ }
+ if( mScaleDimensions.z <= 0.0 )
+ {
+ mScaleDimensions.z = 1.0;
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveRenderer.\n" );
+ }
+ }
+
+ Property::Value* bevel = propertyMap.Find( BEVEL_PERCENTAGE );
+ if( bevel )
+ {
+ if( bevel->Get( mBevelPercentage ) )
+ {
+ //Clamp value.
+ if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
+ {
+ mBevelPercentage = MIN_BEVEL_PERCENTAGE;
+ }
+ else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
+ {
+ mBevelPercentage = MAX_BEVEL_PERCENTAGE;
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveRenderer.\n" );
+ }
+ }
+
+ Property::Value* smoothness = propertyMap.Find( BEVEL_SMOOTHNESS );
+ if( smoothness )
+ {
+ if( smoothness->Get( mBevelSmoothness ) )
+ {
+ //Clamp value.
+ if( mBevelSmoothness < MIN_SMOOTHNESS )
+ {
+ mBevelSmoothness = MIN_SMOOTHNESS;
+ }
+ else if( mBevelSmoothness > MAX_SMOOTHNESS )
+ {
+ mBevelSmoothness = MAX_SMOOTHNESS;
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveRenderer.\n" );
+ }
+ }
+
+ //Read in light position.
+ Property::Value* lightPosition = propertyMap.Find( LIGHT_POSITION_UNIFORM_NAME );
+ if( lightPosition )
+ {
+ if( !lightPosition->Get( mLightPosition ) )
+ {
+ DALI_LOG_ERROR( "Invalid value passed for light position in MeshRenderer object.\n" );
+ mLightPosition = Vector3::ZERO;
+ }
+ }
+ else
+ {
+ //Default behaviour is to place the light directly in front of the object,
+ // at a reasonable distance to light everything on screen.
+ Stage stage = Stage::GetCurrent();
+
+ mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
+ }
+}
+
+void PrimitiveRenderer::SetSize( const Vector2& size )
+{
+ ControlRenderer::SetSize( size );
+
+ // ToDo: renderer responds to the size change
+}
+
+void PrimitiveRenderer::SetClipRect( const Rect<int>& clipRect )
+{
+ ControlRenderer::SetClipRect( clipRect );
+
+ //ToDo: renderer responds to the clipRect change
+}
+
+void PrimitiveRenderer::SetOffset( const Vector2& offset )
+{
+ //ToDo: renderer applies the offset
+}
+
+void PrimitiveRenderer::DoSetOnStage( Actor& actor )
+{
+ InitializeRenderer();
+}
+
+void PrimitiveRenderer::DoCreatePropertyMap( Property::Map& map ) const
+{
+ map.Clear();
+ map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE );
+ map.Insert( PRIMITIVE_SHAPE, mShape );
+ map.Insert( SHAPE_COLOR, mColor );
+ map.Insert( SLICES, mSlices );
+ map.Insert( STACKS, mStacks );
+ map.Insert( SCALE_TOP_RADIUS, mScaleTopRadius );
+ map.Insert( SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
+ map.Insert( SCALE_HEIGHT, mScaleHeight );
+ map.Insert( SCALE_RADIUS, mScaleRadius );
+ map.Insert( SCALE_DIMENSIONS, mScaleDimensions );
+ map.Insert( BEVEL_PERCENTAGE, mBevelPercentage );
+ map.Insert( BEVEL_SMOOTHNESS, mBevelSmoothness );
+ map.Insert( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
+}
+
+void PrimitiveRenderer::InitializeRenderer()
+{
+ if( !mGeometry )
+ {
+ CreateGeometry();
+ }
+
+ if( !mShader )
+ {
+ CreateShader();
+ }
+
+ mImpl->mRenderer = Renderer::New( mGeometry, mShader );
+}
+
+void PrimitiveRenderer::UpdateShaderUniforms()
+{
+ Stage stage = Stage::GetCurrent();
+ float width = stage.GetSize().width;
+ float height = stage.GetSize().height;
+
+ //Flip model to account for DALi starting with (0, 0) at the top left.
+ Matrix scaleMatrix;
+ scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
+
+ mShader.RegisterProperty( STAGE_SIZE_UNIFORM_NAME, Vector3( width, height, std::min( width, height ) ) );
+ mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
+ mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
+ mShader.RegisterProperty( COLOR_UNIFORM_NAME, mColor );
+ mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
+}
+
+void PrimitiveRenderer::CreateShader()
+{
+ mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ UpdateShaderUniforms();
+}
+
+void PrimitiveRenderer::CreateGeometry()
+{
+ Dali::Vector<Vertex> vertices;
+ Dali::Vector<unsigned short> indices;
+
+ switch( mPrimitiveType )
+ {
+ case SPHERE:
+ {
+ CreateSphere( vertices, indices, mSlices, mStacks );
+ break;
+ }
+ case CONE:
+ {
+ //Create a conic with zero top radius.
+ CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
+ break;
+ }
+ case CONICAL_FRUSTRUM:
+ {
+ CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
+ break;
+ }
+ case CYLINDER:
+ {
+ //Create a conic with equal radii on the top and bottom.
+ CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
+ break;
+ }
+ case CUBE:
+ {
+ //Create a cube by creating a bevelled cube with minimum bevel.
+ CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
+ break;
+ }
+ case OCTAHEDRON:
+ {
+ //Create an octahedron by creating a bevelled cube with maximum bevel.
+ CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
+ break;
+ }
+ case BEVELLED_CUBE:
+ {
+ CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
+ break;
+ }
+ }
+
+ mGeometry = Geometry::New();
+
+ //Vertices
+ Property::Map vertexFormat;
+ vertexFormat[POSITION] = Property::VECTOR3;
+ vertexFormat[NORMAL] = Property::VECTOR3;
+ PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
+ surfaceVertices.SetData( &vertices[0], vertices.Size() );
+
+ mGeometry.AddVertexBuffer( surfaceVertices );
+
+ //Indices for triangle formulation
+ mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
+}
+
+void PrimitiveRenderer::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
+{
+ ComputeSphereVertices( vertices, slices, stacks );
+ FormSphereTriangles( indices, slices, stacks );
+
+ mObjectDimensions = Vector3::ONE;
+}
+
+void PrimitiveRenderer::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
+ float scaleBottomRadius, float scaleHeight, int slices )
+{
+ ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
+ FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
+
+ //Determine object dimensions, and scale them to be between 0.0 and 1.0.
+ float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
+ float yDimension = scaleHeight;
+ float largestDimension = std::max( xDimension, yDimension );
+
+ mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
+ xDimension / largestDimension );
+}
+
+void PrimitiveRenderer::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
+ Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
+{
+ dimensions.Normalize();
+
+ if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
+ {
+ ComputeCubeVertices( vertices, dimensions );
+ FormCubeTriangles( indices );
+ }
+ else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
+ {
+ ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
+ FormOctahedronTriangles( indices );
+ }
+ else //In between, form a bevelled cube.
+ {
+ ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
+ FormBevelledCubeTriangles( indices );
+ }
+
+ mObjectDimensions = dimensions;
+}
+
+void PrimitiveRenderer::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
+ bool halfCircle )
+{
+ if( divisions < 0 )
+ {
+ return;
+ }
+
+ const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
+
+ sinTable.Resize( divisions );
+ cosTable.Resize( divisions );
+
+ for( int i = 0; i < divisions; i++ )
+ {
+ sinTable[i] = sin( angleDivision * i );
+ cosTable[i] = cos( angleDivision * i );
+ }
+}
+
+void PrimitiveRenderer::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
+{
+ //Tables for calculating slices angles and stacks angles, respectively.
+ Vector<float> sinTable1;
+ Vector<float> cosTable1;
+ Vector<float> sinTable2;
+ Vector<float> cosTable2;
+
+ ComputeCircleTables( sinTable1, cosTable1, slices, false );
+ ComputeCircleTables( sinTable2, cosTable2, stacks, true );
+
+ int numVertices = slices * ( stacks - 1 ) + 2;
+ vertices.Resize( numVertices );
+
+ int vertexIndex = 0; //Track progress through vertices.
+ float x;
+ float y;
+ float z;
+
+ //Top stack.
+ vertices[vertexIndex].position = Vector3( 0.0, 0.0, 0.5 );
+ vertices[vertexIndex].normal = Vector3( 0.0, 0.0, 1.0 );
+ vertexIndex++;
+
+ //Middle stacks.
+ for( int i = 1; i < stacks; i++ )
+ {
+ for( int j = 0; j < slices; j++, vertexIndex++ )
+ {
+ x = cosTable1[j] * sinTable2[i];
+ y = sinTable1[j] * sinTable2[i];
+ z = cosTable2[i];
+
+ vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
+ vertices[vertexIndex].normal = Vector3( x, y, z );
+ }
+ }
+
+ //Bottom stack.
+ vertices[vertexIndex].position = Vector3( 0.0, 0.0, -0.5 );
+ vertices[vertexIndex].normal = Vector3( 0.0, 0.0, -1.0 );
+}
+
+void PrimitiveRenderer::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
+{
+ if( stacks <= 1 )
+ {
+ //Set indices to placeholder "error" values.
+ //This will display nothing, which is the expected behaviour for this edge case.
+ indices.Resize( 3 );
+ return;
+ }
+
+ int numTriangles = 2 * slices * ( stacks - 1 );
+
+ indices.Resize( 3 * numTriangles );
+
+ int indiceIndex = 0; //Used to keep track of progress through indices.
+ int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
+ int currentCycleBeginning = 1 + slices;
+
+ //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
+ for( int i = 1; i <= slices; i++, indiceIndex += 3 )
+ {
+ indices[indiceIndex] = 0;
+ indices[indiceIndex + 1] = i;
+ if( i == slices )
+ {
+ //End, so loop around.
+ indices[indiceIndex + 2] = 1;
+ }
+ else
+ {
+ indices[indiceIndex + 2] = i + 1;
+ }
+ }
+
+ //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
+ for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
+ {
+ for( int j = 0; j < slices; j++, indiceIndex += 6 )
+ {
+ if( j == slices - 1 )
+ {
+ //End, so loop around.
+ indices[indiceIndex] = previousCycleBeginning + j;
+ indices[indiceIndex + 1] = currentCycleBeginning + j;
+ indices[indiceIndex + 2] = previousCycleBeginning;
+ indices[indiceIndex + 3] = currentCycleBeginning + j;
+ indices[indiceIndex + 4] = currentCycleBeginning;
+ indices[indiceIndex + 5] = previousCycleBeginning;
+ }
+ else
+ {
+ indices[indiceIndex] = previousCycleBeginning + j;
+ indices[indiceIndex + 1] = currentCycleBeginning + j;
+ indices[indiceIndex + 2] = previousCycleBeginning + 1 + j;
+ indices[indiceIndex + 3] = currentCycleBeginning + j;
+ indices[indiceIndex + 4] = currentCycleBeginning + 1 + j;
+ indices[indiceIndex + 5] = previousCycleBeginning + 1 + j;
+ }
+ }
+ }
+
+ //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
+ for( int i = 0; i < slices; i++, indiceIndex += 3 )
+ {
+ indices[indiceIndex] = previousCycleBeginning + slices;
+ indices[indiceIndex + 1] = previousCycleBeginning + i;
+ if( i == slices - 1 )
+ {
+ //End, so loop around.
+ indices[indiceIndex + 2] = previousCycleBeginning;
+ }
+ else
+ {
+ indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
+ }
+ }
+}
+
+void PrimitiveRenderer::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
+ float scaleBottomRadius, float scaleHeight, int slices )
+{
+ int vertexIndex = 0; //Track progress through vertices.
+ Vector<float> sinTable;
+ Vector<float> cosTable;
+
+ ComputeCircleTables( sinTable, cosTable, slices, false );
+
+ int numVertices = 2; //Always will have one at the top and one at the bottom.
+
+ //Add vertices for each circle. Need two per point for different face normals.
+ if( scaleTopRadius > 0.0 )
+ {
+ numVertices += 2 * slices;
+ }
+ if( scaleBottomRadius > 0.0 )
+ {
+ numVertices += 2 * slices;
+ }
+
+ vertices.Resize( numVertices );
+
+
+ //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
+ float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
+ scaleTopRadius = scaleTopRadius / biggestObjectDimension;
+ scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
+
+ //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
+ float x;
+ float y = scaleHeight / biggestObjectDimension / 2.0f;
+ float z;
+
+ //Top center.
+ vertices[0].position = Vector3( 0, y, 0 );
+ vertices[0].normal = Vector3( 0, 1, 0 );
+ vertexIndex++;
+
+ //Top circle.
+ if( scaleTopRadius > 0.0 )
+ {
+ //Loop around the circle.
+ for( int i = 0; i < slices; i++, vertexIndex++ )
+ {
+ x = sinTable[i] * scaleTopRadius;
+ z = cosTable[i] * scaleTopRadius;
+
+ //Upward-facing normal.
+ vertices[vertexIndex].position = Vector3( x, y, z );
+ vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
+
+ //Outward-facing normal.
+ vertices[vertexIndex + slices].position = Vector3( x, y, z );
+ vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
+ }
+
+ vertexIndex += slices;
+ }
+
+ //Bottom circle.
+ if( scaleBottomRadius > 0.0 )
+ {
+ //Loop around the circle.
+ for( int i = 0; i < slices; i++, vertexIndex++ )
+ {
+ x = sinTable[i] * scaleBottomRadius;
+ z = cosTable[i] * scaleBottomRadius;
+
+ //Outward-facing normal.
+ vertices[vertexIndex].position = Vector3( x, -y, z );
+ vertices[vertexIndex].normal = Vector3( x, 0, z );
+
+ //Downward-facing normal.
+ vertices[vertexIndex + slices].position = Vector3( x, -y, z );
+ vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
+ }
+
+ vertexIndex += slices;
+ }
+
+ //Bottom center.
+ vertices[vertexIndex].position = Vector3( 0, -y, 0 );
+ vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
+ vertexIndex++;
+}
+
+void PrimitiveRenderer::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
+ float scaleBottomRadius, int slices )
+{
+ int indiceIndex = 0; //Track progress through indices.
+ int numTriangles = 0;
+ bool coneTop = scaleTopRadius <= 0.0;
+ bool coneBottom = scaleBottomRadius <= 0.0;
+
+ if( coneTop && coneBottom )
+ {
+ //Set indices to placeholder "error" values.
+ //This will display nothing, which is the expected behaviour for this edge case.
+ indices.Resize( 3 );
+ return;
+ }
+
+ if( !coneTop )
+ {
+ numTriangles += 2 * slices;
+ }
+ if( !coneBottom )
+ {
+ numTriangles += 2 * slices;
+ }
+
+ indices.Resize( 3 * numTriangles );
+
+ //Switch on the type of conic we have.
+ if( !coneTop && !coneBottom )
+ {
+ //Top circle. Start at index of first outer point and go around.
+ for( int i = 1; i <= slices; i++, indiceIndex += 3 )
+ {
+ indices[indiceIndex] = 0;
+ indices[indiceIndex + 1] = i;
+ if( i == slices )
+ {
+ //End, so loop around.
+ indices[indiceIndex + 2] = 1;
+ }
+ else
+ {
+ indices[indiceIndex + 2] = i + 1;
+ }
+ }
+
+ int topCycleBeginning = slices + 1;
+ int bottomCycleBeginning = topCycleBeginning + slices;
+
+ //Vertical edges.
+ for( int i = 0; i < slices; i++, indiceIndex += 6 )
+ {
+ if( i == slices - 1 )
+ {
+ //End, so loop around.
+ indices[indiceIndex] = topCycleBeginning + i;
+ indices[indiceIndex + 1] = bottomCycleBeginning + i;
+ indices[indiceIndex + 2] = topCycleBeginning;
+ indices[indiceIndex + 3] = bottomCycleBeginning + i;
+ indices[indiceIndex + 4] = bottomCycleBeginning;
+ indices[indiceIndex + 5] = topCycleBeginning;
+ }
+ else
+ {
+ indices[indiceIndex] = topCycleBeginning + i;
+ indices[indiceIndex + 1] = bottomCycleBeginning + i;
+ indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
+ indices[indiceIndex + 3] = bottomCycleBeginning + i;
+ indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
+ indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
+ }
+ }
+
+ int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
+
+ //Bottom circle.
+ for( int i = 0; i < slices; i++, indiceIndex += 3 )
+ {
+ indices[indiceIndex] = bottomFaceCycleBeginning;
+ indices[indiceIndex + 1] = bottomFaceCycleBeginning + i;
+ if( i == slices - 1 )
+ {
+ //End, so loop around.
+ indices[indiceIndex + 2] = bottomFaceCycleBeginning;
+ }
+ else
+ {
+ indices[indiceIndex + 2] = bottomFaceCycleBeginning + i + 1;
+ }
+ }
+ }
+ else if( !coneTop || !coneBottom )
+ {
+ //Top circle/edges. Start at index of first outer point and go around.
+ for( int i = 1; i <= slices; i++, indiceIndex += 3 )
+ {
+ indices[indiceIndex] = 0;
+ indices[indiceIndex + 1] = i;
+ if( i == slices )
+ {
+ //End, so loop around.
+ indices[indiceIndex + 2] = 1;
+ }
+ else
+ {
+ indices[indiceIndex + 2] = i + 1;
+ }
+ }
+
+ //Bottom circle/edges. Start at index of first outer point and go around.
+ for( int i = 1; i <= slices; i++, indiceIndex += 3 )
+ {
+ indices[indiceIndex] = 2 * slices + 1;
+ indices[indiceIndex + 1] = slices + i;
+ if( i == slices )
+ {
+ //End, so loop around.
+ indices[indiceIndex + 2] = slices + 1;
+ }
+ else
+ {
+ indices[indiceIndex + 2] = slices + i + 1;
+ }
+ }
+ }
+}
+
+void PrimitiveRenderer::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
+{
+ int numVertices = 4 * 6; //Four per face.
+ int vertexIndex = 0; //Tracks progress through vertices.
+ float scaledX = 0.5 * dimensions.x;
+ float scaledY = 0.5 * dimensions.y;
+ float scaledZ = 0.5 * dimensions.z;
+
+ vertices.Resize( numVertices );
+
+ Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
+ positions.Resize(8);
+ Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
+ normals.Resize(6);
+
+ positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
+ positions[1] = Vector3( scaledX, scaledY, -scaledZ );
+ positions[2] = Vector3( scaledX, scaledY, scaledZ );
+ positions[3] = Vector3( -scaledX, scaledY, scaledZ );
+ positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
+ positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
+ positions[6] = Vector3( scaledX, -scaledY, scaledZ );
+ positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
+
+ normals[0] = Vector3( 0, 1, 0 );
+ normals[1] = Vector3( 0, 0, -1 );
+ normals[2] = Vector3( 1, 0, 0 );
+ normals[3] = Vector3( 0, 0, 1 );
+ normals[4] = Vector3( -1, 0, 0 );
+ normals[5] = Vector3( 0, -1, 0 );
+
+ //Top face, upward normals.
+ for( int i = 0; i < 4; i++, vertexIndex++ )
+ {
+ vertices[vertexIndex].position = positions[i];
+ vertices[vertexIndex].normal = normals[0];
+ }
+
+ //Top face, outward normals.
+ for( int i = 0; i < 4; i++, vertexIndex += 2 )
+ {
+ vertices[vertexIndex].position = positions[i];
+ vertices[vertexIndex].normal = normals[i + 1];
+
+ if( i == 3 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex + 1].position = positions[0];
+ }
+ else
+ {
+ vertices[vertexIndex + 1].position = positions[i + 1];
+ }
+ vertices[vertexIndex + 1].normal = normals[i + 1];
+ }
+
+ //Bottom face, outward normals.
+ for( int i = 0; i < 4; i++, vertexIndex += 2 )
+ {
+ vertices[vertexIndex].position = positions[i + 4];
+ vertices[vertexIndex].normal = normals[i + 1];
+
+ if( i == 3 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex + 1].position = positions[4];
+ }
+ else
+ {
+ vertices[vertexIndex + 1].position = positions[i + 5];
+ }
+ vertices[vertexIndex + 1].normal = normals[i + 1];
+ }
+
+ //Bottom face, downward normals.
+ for( int i = 0; i < 4; i++, vertexIndex++ )
+ {
+ vertices[vertexIndex].position = positions[i + 4];
+ vertices[vertexIndex].normal = normals[5];
+ }
+
+}
+
+void PrimitiveRenderer::FormCubeTriangles( Vector<unsigned short>& indices )
+{
+ int numTriangles = 12;
+ int triangleIndex = 0; //Track progress through indices.
+
+ indices.Resize( 3 * numTriangles );
+
+ //Top face.
+ indices[triangleIndex] = 0;
+ indices[triangleIndex + 1] = 1;
+ indices[triangleIndex + 2] = 2;
+ indices[triangleIndex + 3] = 2;
+ indices[triangleIndex + 4] = 3;
+ indices[triangleIndex + 5] = 0;
+ triangleIndex += 6;
+
+ int topFaceStart = 4;
+ int bottomFaceStart = 12;
+
+ //Side faces.
+ for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
+ {
+ indices[triangleIndex ] = i + topFaceStart;
+ indices[triangleIndex + 1] = i + bottomFaceStart + 1;
+ indices[triangleIndex + 2] = i + topFaceStart + 1;
+ indices[triangleIndex + 3] = i + topFaceStart;
+ indices[triangleIndex + 4] = i + bottomFaceStart;
+ indices[triangleIndex + 5] = i + bottomFaceStart + 1;
+ }
+
+ //Bottom face.
+ indices[triangleIndex] = 20;
+ indices[triangleIndex + 1] = 21;
+ indices[triangleIndex + 2] = 22;
+ indices[triangleIndex + 3] = 22;
+ indices[triangleIndex + 4] = 23;
+ indices[triangleIndex + 5] = 20;
+}
+
+void PrimitiveRenderer::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
+{
+ int numVertices = 3 * 8; //Three per face
+ int vertexIndex = 0; //Tracks progress through vertices.
+ float scaledX = 0.5 * dimensions.x;
+ float scaledY = 0.5 * dimensions.y;
+ float scaledZ = 0.5 * dimensions.z;
+
+ vertices.Resize( numVertices );
+
+ Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
+ positions.Resize(6);
+ Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
+ normals.Resize(8);
+ Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
+ outerNormals.Resize( 6 );
+
+ positions[0] = Vector3( 0.0, scaledY, 0.0 );
+ positions[1] = Vector3( -scaledX, 0.0, 0.0 );
+ positions[2] = Vector3( 0.0, 0.0, -scaledZ );
+ positions[3] = Vector3( scaledX, 0.0, 0.0 );
+ positions[4] = Vector3( 0.0, 0.0, scaledZ );
+ positions[5] = Vector3( 0.0, -scaledY, 0.0 );
+
+ normals[0] = Vector3( -1, 1, -1 );
+ normals[1] = Vector3( 1, 1, -1 );
+ normals[2] = Vector3( 1, 1, 1 );
+ normals[3] = Vector3( -1, 1, 1 );
+ normals[4] = Vector3( -1, -1, -1 );
+ normals[5] = Vector3( 1, -1, -1 );
+ normals[6] = Vector3( 1, -1, 1 );
+ normals[7] = Vector3( -1, -1, 1 );
+
+ outerNormals[0] = Vector3( 0, 1, 0 );
+ outerNormals[1] = Vector3( -1, 0, 0 );
+ outerNormals[2] = Vector3( 0, 0, -1 );
+ outerNormals[3] = Vector3( 1, 0, 0 );
+ outerNormals[4] = Vector3( 0, 0, 1 );
+ outerNormals[5] = Vector3( 0, -1, 0 );
+
+ //Loop through top faces.
+ for( int i = 0; i < 4; i++, vertexIndex += 3 )
+ {
+ if( i == 3 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex ].position = positions[0];
+ vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex + 1].position = positions[i + 1];
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex + 2].position = positions[1];
+ vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
+ }
+ else
+ {
+ vertices[vertexIndex ].position = positions[0];
+ vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex + 1].position = positions[i + 1];
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex + 2].position = positions[i + 2];
+ vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
+ }
+ }
+
+ //Loop through bottom faces.
+ for( int i = 0; i < 4; i++, vertexIndex += 3 )
+ {
+ if( i == 3 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex ].position = positions[5];
+ vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex + 1].position = positions[i + 1];
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex + 2].position = positions[1];
+ vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
+ }
+ else
+ {
+ vertices[vertexIndex ].position = positions[5];
+ vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex + 1].position = positions[i + 1];
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex + 2].position = positions[i + 2];
+ vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
+ }
+ }
+}
+
+void PrimitiveRenderer::FormOctahedronTriangles( Vector<unsigned short>& indices )
+{
+ int numTriangles = 8;
+ int numIndices = numTriangles * 3;
+
+ indices.Resize( numIndices );
+
+ for( unsigned short i = 0; i < numIndices; i++ )
+ {
+ indices[i] = i;
+ }
+}
+
+void PrimitiveRenderer::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
+ float bevelPercentage, float bevelSmoothness )
+{
+ int numPositions = 24;
+ int numFaces = 26;
+ int numOuterFaces = 6;
+ int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
+ int vertexIndex = 0; //Track progress through vertices.
+ int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
+
+ float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
+ float bevelScale = 1.0 - bevelPercentage;
+ float bevelAmount = 0.5 * bevelScale * minDimension;
+
+ float outerX = 0.5 * dimensions.x;
+ float outerY = 0.5 * dimensions.y;
+ float outerZ = 0.5 * dimensions.z;
+
+ float bevelX = outerX - ( 0.5 * minDimension - bevelAmount );
+ float bevelY = outerY - ( 0.5 * minDimension - bevelAmount );
+ float bevelZ = outerZ - ( 0.5 * minDimension - bevelAmount );
+
+ Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
+ positions.Resize( numPositions );
+ Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
+ normals.Resize( numFaces );
+ Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
+ outerNormals.Resize( numOuterFaces );
+ vertices.Resize( numVertices );
+
+ //Topmost face positions.
+ positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
+ positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
+ positions[2 ] = Vector3( bevelX, outerY, bevelZ );
+ positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
+
+ //Second layer positions.
+ positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
+ positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
+ positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
+ positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
+ positions[8 ] = Vector3( outerX, bevelY, bevelZ );
+ positions[9 ] = Vector3( bevelX, bevelY, outerZ );
+ positions[10] = Vector3( -bevelX, bevelY, outerZ );
+ positions[11] = Vector3( -outerX, bevelY, bevelZ );
+
+ //Third layer positions.
+ positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
+ positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
+ positions[14] = Vector3( bevelX, -bevelY, -outerZ );
+ positions[15] = Vector3( outerX, -bevelY, -bevelZ );
+ positions[16] = Vector3( outerX, -bevelY, bevelZ );
+ positions[17] = Vector3( bevelX, -bevelY, outerZ );
+ positions[18] = Vector3( -bevelX, -bevelY, outerZ );
+ positions[19] = Vector3( -outerX, -bevelY, bevelZ );
+
+ //Bottom-most face positions.
+ positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
+ positions[21] = Vector3( bevelX, -outerY, -bevelZ );
+ positions[22] = Vector3( bevelX, -outerY, bevelZ );
+ positions[23] = Vector3( -bevelX, -outerY, bevelZ );
+
+ //Top face normal.
+ normals[0 ] = Vector3( 0, 1, 0 );
+
+ //Top slope normals.
+ normals[1 ] = Vector3( -1, 1, -1 );
+ normals[2 ] = Vector3( 0, 1, -1 );
+ normals[3 ] = Vector3( 1, 1, -1 );
+ normals[4 ] = Vector3( 1, 1, 0 );
+ normals[5 ] = Vector3( 1, 1, 1 );
+ normals[6 ] = Vector3( 0, 1, 1 );
+ normals[7 ] = Vector3( -1, 1, 1 );
+ normals[8 ] = Vector3( -1, 1, 0 );
+
+ //Side normals.
+ normals[9 ] = Vector3( -1, 0, -1 );
+ normals[10] = Vector3( 0, 0, -1 );
+ normals[11] = Vector3( 1, 0, -1 );
+ normals[12] = Vector3( 1, 0, 0 );
+ normals[13] = Vector3( 1, 0, 1 );
+ normals[14] = Vector3( 0, 0, 1 );
+ normals[15] = Vector3( -1, 0, 1 );
+ normals[16] = Vector3( -1, 0, 0 );
+
+ //Bottom slope normals.
+ normals[17] = Vector3( -1, -1, -1 );
+ normals[18] = Vector3( 0, -1, -1 );
+ normals[19] = Vector3( 1, -1, -1 );
+ normals[20] = Vector3( 1, -1, 0 );
+ normals[21] = Vector3( 1, -1, 1 );
+ normals[22] = Vector3( 0, -1, 1 );
+ normals[23] = Vector3( -1, -1, 1 );
+ normals[24] = Vector3( -1, -1, 0 );
+
+ //Bottom face normal.
+ normals[25] = Vector3( 0, -1, 0 );
+
+ //Top, back, right, front, left and bottom faces, respectively.
+ outerNormals[0] = Vector3( 0, 1, 0 );
+ outerNormals[1] = Vector3( 0, 0, -1 );
+ outerNormals[2] = Vector3( 1, 0, 0 );
+ outerNormals[3] = Vector3( 0, 0, 1 );
+ outerNormals[4] = Vector3( -1, 0, 0 );
+ outerNormals[5] = Vector3( 0, -1, 0 );
+
+ //Topmost face vertices.
+ for( int i = 0; i < 4; i++, vertexIndex++ )
+ {
+ vertices[vertexIndex].position = positions[i];
+ vertices[vertexIndex].normal = normals[normalIndex];
+ }
+
+ normalIndex++;
+
+ //Top slope vertices.
+ for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
+ {
+ //Triangle part
+ vertices[vertexIndex ].position = positions[i];
+ vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 1].position = positions[2 * i + 4];
+ vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 2].position = positions[2 * i + 5];
+ vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+
+ //Rectangle part
+ if( i == 3 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex + 3].position = positions[i];
+ vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 4].position = positions[0];
+ vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 5].position = positions[2 * i + 5];
+ vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 6].position = positions[4];
+ vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ }
+ else
+ {
+ vertices[vertexIndex + 3].position = positions[i];
+ vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 4].position = positions[i + 1];
+ vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 5].position = positions[2 * i + 5];
+ vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 6].position = positions[2 * i + 6];
+ vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ }
+ }
+
+ int secondCycleBeginning = 4;
+ int thirdCycleBeginning = secondCycleBeginning + 8;
+ int bottomCycleBeginning = thirdCycleBeginning + 8;
+
+ //Side vertices.
+ for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
+ {
+ if( i == 7 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
+ vertices[vertexIndex ].normal = normals[normalIndex];
+ vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
+ vertices[vertexIndex + 1].normal = normals[normalIndex];
+ vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
+ vertices[vertexIndex + 2].normal = normals[normalIndex];
+ vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
+ vertices[vertexIndex + 3].normal = normals[normalIndex];
+ }
+ else if( (i % 2) == 0 )
+ {
+ //'even' faces are corner ones, and need smoothing.
+ vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
+ vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
+ vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
+ vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
+ vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ }
+ else
+ {
+ //'odd' faces are outer ones, and so don't need smoothing.
+ vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
+ vertices[vertexIndex ].normal = normals[normalIndex];
+ vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
+ vertices[vertexIndex + 1].normal = normals[normalIndex];
+ vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
+ vertices[vertexIndex + 2].normal = normals[normalIndex];
+ vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
+ vertices[vertexIndex + 3].normal = normals[normalIndex];
+ }
+ }
+
+ //Bottom slope vertices.
+ for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
+ {
+ //Triangle part
+ vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
+ vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
+ vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+
+ //Rectangle part
+ if( i == 3 )
+ {
+ //End, so loop around.
+ vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
+ vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
+ vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
+ vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
+ vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ }
+ else
+ {
+ vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
+ vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
+ vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
+ vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
+ vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ }
+ }
+
+ //Bottom-most face vertices.
+ for( int i = 0; i < 4; i++, vertexIndex++ )
+ {
+ vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
+ vertices[vertexIndex].normal = normals[normalIndex];
+ }
+
+ normalIndex++;
+}
+
+void PrimitiveRenderer::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
+{
+ int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
+ int indiceIndex = 0; //Track progress through indices.
+ int vertexIndex = 0; //Track progress through vertices as they're processed.
+
+ indices.Resize( 3 * numTriangles );
+
+ //Top face.
+ indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex + 1] = vertexIndex + 1;
+ indices[indiceIndex + 2] = vertexIndex + 2;
+ indices[indiceIndex + 3] = vertexIndex + 0;
+ indices[indiceIndex + 4] = vertexIndex + 2;
+ indices[indiceIndex + 5] = vertexIndex + 3;
+ indiceIndex += 6;
+ vertexIndex += 4;
+
+ //Top slopes.
+ for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
+ {
+ //Triangle part.
+ indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex + 1] = vertexIndex + 1;
+ indices[indiceIndex + 2] = vertexIndex + 2;
+
+ //Rectangle part.
+ indices[indiceIndex + 3] = vertexIndex + 3;
+ indices[indiceIndex + 4] = vertexIndex + 4;
+ indices[indiceIndex + 5] = vertexIndex + 5;
+ indices[indiceIndex + 6] = vertexIndex + 4;
+ indices[indiceIndex + 7] = vertexIndex + 5;
+ indices[indiceIndex + 8] = vertexIndex + 6;
+ }
+
+ //Side faces.
+ for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
+ {
+ indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex + 1] = vertexIndex + 1;
+ indices[indiceIndex + 2] = vertexIndex + 2;
+ indices[indiceIndex + 3] = vertexIndex + 1;
+ indices[indiceIndex + 4] = vertexIndex + 2;
+ indices[indiceIndex + 5] = vertexIndex + 3;
+ }
+
+ //Bottom slopes.
+ for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
+ {
+ //Triangle part.
+ indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex + 1] = vertexIndex + 1;
+ indices[indiceIndex + 2] = vertexIndex + 2;
+
+ //Rectangle part.
+ indices[indiceIndex + 3] = vertexIndex + 3;
+ indices[indiceIndex + 4] = vertexIndex + 4;
+ indices[indiceIndex + 5] = vertexIndex + 5;
+ indices[indiceIndex + 6] = vertexIndex + 4;
+ indices[indiceIndex + 7] = vertexIndex + 5;
+ indices[indiceIndex + 8] = vertexIndex + 6;
+ }
+
+ //Bottom face.
+ indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex + 1] = vertexIndex + 1;
+ indices[indiceIndex + 2] = vertexIndex + 2;
+ indices[indiceIndex + 3] = vertexIndex + 0;
+ indices[indiceIndex + 4] = vertexIndex + 2;
+ indices[indiceIndex + 5] = vertexIndex + 3;
+ indiceIndex += 6;
+ vertexIndex += 4;
+}
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
--- /dev/null
+#ifndef DALI_TOOLKIT_INTERNAL_PRIMITIVE_RENDERER_H
+#define DALI_TOOLKIT_INTERNAL_PRIMITIVE_RENDERER_H
+
+/*
+ * Copyright (c) 2016 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+/*
+ * The geometry creation logic was based off similar methods provided by freeGLUT.
+ * Original copyright and licence information:
+ *
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Creation date: Fri Dec 3 1999
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/controls/renderers/control-renderer-impl.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+/**
+ * The renderer which renders a simple 3D shape to the control's quad
+ *
+ * The following properties are required to create a PrimitiveRender
+ *
+ * | %Property Name | Type |
+ * |-----------------|-------------|
+ * | shape | STRING |
+ *
+ * In addition, the following properties can be (optionally) supplied to modify the shape's parameters
+ *
+ * | %Property Name | Type | Shapes Affected |
+ * |-------------------|-------------|------------------------------------------|
+ * | color | VECTOR4 | all |
+ * | slices | INTEGER | sphere, cone, conical frustrum, cylinder |
+ * | stacks | INTEGER | sphere |
+ * | scaleTopRadius | FLOAT | conical frustrum |
+ * | scaleBottomRadius | FLOAT | cone, conical frustrum |
+ * | scaleHeight | FLOAT | cone, conical frustrum, cylinder |
+ * | scaleRadius | FLOAT | cylinder |
+ * | scaleDimensions | VECTOR3 | cube, octahedron, bevelled cube |
+ * | bevelPercentage | FLOAT | bevelled cube |
+ * | bevelSmoothness | FLOAT | bevelled cube |
+ *
+ * Note: slices and stacks both have an upper limit of 255.
+ *
+ * Finally, the following can be used to affect the renderer's shader
+ *
+ * | %Property Name | Type | Representing |
+ * |-----------------|-------------|-----------------------------------------|
+ * | uLightPosition | VECTOR3 | The position (on stage) of the light |
+ */
+class PrimitiveRenderer: public ControlRenderer
+{
+public:
+
+ /**
+ * @brief Constructor.
+ *
+ * @param[in] factoryCache A pointer pointing to the RendererFactoryCache object
+ */
+ PrimitiveRenderer( RendererFactoryCache& factoryCache );
+
+ /**
+ * @brief A reference counted object may only be deleted by calling Unreference().
+ */
+ virtual ~PrimitiveRenderer();
+
+public: // from ControlRenderer
+
+ /**
+ * @copydoc ControlRenderer::SetSize
+ */
+ virtual void SetSize( const Vector2& size );
+
+ /**
+ * @copydoc ControlRenderer::SetClipRect
+ */
+ virtual void SetClipRect( const Rect<int>& clipRect );
+
+ /**
+ * @copydoc ControlRenderer::SetOffset
+ */
+ virtual void SetOffset( const Vector2& offset );
+
+ /**
+ * @copydoc ControlRenderer::CreatePropertyMap
+ */
+ virtual void DoCreatePropertyMap( Property::Map& map ) const;
+
+protected:
+
+ /**
+ * @copydoc ControlRenderer::DoInitialize
+ */
+ virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+
+ /**
+ * @copydoc ControlRenderer::DoSetOnStage
+ */
+ virtual void DoSetOnStage( Actor& actor );
+
+private:
+
+ enum PrimitiveType
+ {
+ SPHERE,
+ CONE,
+ CONICAL_FRUSTRUM,
+ CYLINDER,
+ CUBE,
+ OCTAHEDRON,
+ BEVELLED_CUBE
+ };
+
+ //Simple struct to store the position and normal of a single vertex.
+ struct Vertex
+ {
+ Vertex()
+ {}
+
+ Vertex( const Vector3& position, const Vector3& normal, const Vector2& textureCoord )
+ : position( position ), normal( normal )
+ {}
+
+ Vector3 position;
+ Vector3 normal;
+ };
+
+ /**
+ * @brief Initialize the renderer with the geometry and shader from the cache, if not available, create and save to the cache for sharing.
+ */
+ void InitializeRenderer();
+
+ /**
+ * @brief Create a shader for the object to use.
+ */
+ void CreateShader();
+
+ /**
+ * @brief Update shader related info, uniforms, etc. for the new shader.
+ */
+ void UpdateShaderUniforms();
+
+ /**
+ * @brief Create the geometry of the given primitive type.
+ */
+ void CreateGeometry();
+
+ /**
+ * @brief Compute the vertices and the triangles for a sphere.
+ * @param[in, out] vertices The vector of vertices.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ * @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
+ * @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
+ */
+ void CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks );
+
+ /**
+ * @brief Compute the vertices and the triangles for a conic shape.
+ * @param[in, out] vertices The vector of vertices.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ * @param[in] scaleTopRadius The scale of the radius of the top circle, compared to the other dimensions.
+ * @param[in] scaleBottomRadius The scale of the radius of the bottom circle, compared to the other dimensions.
+ * @param[in] scaleHeight The scale of the height of the object, compared to the other dimensions.
+ * @param[in] slices The number of slices as you go around the conic shape. Affects the smoothness of the surface.
+ */
+ void CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
+ float scaleBottomRadius, float scaleHeight, int slices );
+
+ /**
+ * @brief Compute the vertices and the triangles for a bevelled cube.
+ * @param[in, out] vertices The vector of vertices.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ * @Param[in] dimensions The dimensions of the object. Scales in the same fashion as a 9-patch image.
+ * @param[in] bevelPercentage The ratio of the outer face widths to the cube's width. Between 0.0 and 1.0.
+ * @param[in] bevelSmoothness The smoothness of the bevelled edges. Between 0.0 and 1.0.
+ */
+ void CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices, Vector3 dimensions,
+ float bevelPercentage, float bevelSmoothness );
+
+ /**
+ * @brief Computes look-up tables for sin and cos, over angle divisions of (2 * Pi) / divisions
+ * @param[in, out] sinTable The table of sin values.
+ * @param[in, out] cosTable The table of cos values.
+ * @param[in] divisions Determines the angle coverage of the table. E.g divisions of '4' will have the sin values 0 = sin(0), 1 = sin(Pi/2), 2 = sin(Pi), 3 = sin(3Pi/2)
+ * @Param[in] halfCircle If true, go from 0 to Pi instead of 0 to 2Pi.
+ */
+ void ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions, bool halfCircle );
+
+ /**
+ * @brief Compute the vertices for a sphere.
+ * @param[in, out] vertices The vector of vertices.
+ * @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
+ * @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
+ */
+ void ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks );
+
+ /**
+ * @brief Compute the triangles for a sphere.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ * @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
+ * @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
+ */
+ void FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks );
+
+ /**
+ * @brief Compute the vertices for a conical.
+ * @param[in, out] vertices The vector of vertices.
+ * @param[in] scaleTopRadius The scale of the radius of the top circle, compared to the other dimensions.
+ * @param[in] scaleBottomRadius The scale of the radius of the bottom circle, compared to the other dimensions.
+ * @param[in] scaleHeight The scale of the height of the object, compared to the other dimensions.
+ * @param[in] slices The number of slices as you go around the conical. Affects the smoothness of the surface.
+ */
+ void ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius, float scaleBottomRadius,
+ float scaleHeight, int slices );
+
+ /**
+ * @brief Compute the triangles for a conic.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ * @param[in] coneTop True if the top circle has a radius of zero, i.e. the object is a complete cone.
+ * @param[in] coneBottom True if the bottom circle has a radius of zero, i.e. the object is an inverted complete cone.
+ * @param[in] slices The number of slices as you go around the conic. Affects the smoothness of the surface.
+ */
+ void FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius, float scaleBottomRadius,
+ int slices );
+
+ /**
+ * @brief Compute the vertices for a cube.
+ * @param[in, out] vertices The vector of vertices.
+ * @Param[in] dimensions The dimensions of the object.
+ */
+ void ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions );
+
+ /**
+ * @brief Compute the triangles for a cube.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ */
+ void FormCubeTriangles( Vector<unsigned short>& indices );
+
+ /**
+ * @brief Compute the vertices for an octahedron (maximumly bevelled cube).
+ * @param[in, out] vertices The vector of vertices.
+ * @Param[in] dimensions The dimensions of the object.
+ * @Param[in] smoothness Defines how rounded the edges appear under lighting. Between 0.0 and 1.0.
+ */
+ void ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness );
+
+ /**
+ * @brief Compute the triangles for an octahedron.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ */
+ void FormOctahedronTriangles( Vector<unsigned short>& indices );
+
+ /**
+ * @brief Compute the vertices for a bevelled cube.
+ * @param[in, out] vertices The vector of vertices.
+ * @Param[in] dimensions The dimensions of the object. Scales in the same fashion as a 9-patch image.
+ * @param[in] bevelPercentage The ratio of the outer face widths to the cube's width. Between 0.0 and 1.0.
+ * @param[in] bevelSmoothness The smoothness of the bevelled edges. Between 0.0 and 1.0.
+ */
+ void ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions, float bevelPercentage,
+ float bevelSmoothness );
+
+ /**
+ * @brief Compute the triangles for a bevelled cube.
+ * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
+ */
+ void FormBevelledCubeTriangles( Vector<unsigned short>& indices );
+
+private:
+
+ // Undefined
+ PrimitiveRenderer( const PrimitiveRenderer& PrimitiveRenderer );
+
+ // Undefined
+ PrimitiveRenderer& operator=( const PrimitiveRenderer& PrimitiveRenderer );
+
+private:
+ Shader mShader;
+ Geometry mGeometry;
+
+ std::string mShape; //Shape to render, as string.
+ Vector4 mColor; //Color of shape.
+ Vector3 mObjectDimensions; //Dimensions of shape, scaled to be between 0.0 and 1.0.
+
+ Vector3 mSceneCenter;
+ Vector3 mSceneSize;
+
+ //Shader properties.
+ Vector3 mLightPosition;
+
+ //Shape properties.
+ Vector3 mScaleDimensions; ///< Scale of dimensions of bevelled cube and sub-shapes.
+ float mScaleTopRadius; ///< Scale of radius of top circle, to use when creating certain objects.
+ float mScaleBottomRadius; ///< Scale of radius of bottom circle, to use when creating certain objects.
+ float mScaleHeight; ///< Scale of height, to use when creating certain objects.
+ float mScaleRadius; ///< Scale of radius, to use when creating certain objects.
+ float mBevelPercentage; ///< Used to determine bevel amount when creating certain objects.
+ float mBevelSmoothness; ///< Used to determine the smoothness of bevelled edges.
+ int mSlices; ///< Number of slices to use when creating certain objects.
+ int mStacks; ///< Number of stacks to use when creating certain objects.
+
+ PrimitiveType mPrimitiveType; //Shape to render, as enum.
+};
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
+
+#endif /* DALI_TOOLKIT_INTERNAL_PRIMITIVE_RENDERER_H */