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author | Gonzalo Reynaga <g.reynaga@samsung.com> | 2017-04-28 13:55:07 +0100 |
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committer | Paul Wisbey <p.wisbey@samsung.com> | 2017-05-03 19:17:50 +0100 |
commit | 7a0e60c023ed452ad4fe58d9d452e3ffec47ca85 (patch) | |
tree | ef6fbf5d0ded4a28cffeea067b3d37609561c807 /examples/rendering-basic-light | |
parent | c0e4586a62648c89a91bc4bf617716704bb0e5d5 (diff) | |
download | dali-demo-7a0e60c023ed452ad4fe58d9d452e3ffec47ca85.tar.gz dali-demo-7a0e60c023ed452ad4fe58d9d452e3ffec47ca85.tar.bz2 dali-demo-7a0e60c023ed452ad4fe58d9d452e3ffec47ca85.zip |
Rendering API example: basic light
Change-Id: Ice5ef50aa0bde7ddac16414dfac8615d76d9ec18
Diffstat (limited to 'examples/rendering-basic-light')
-rw-r--r-- | examples/rendering-basic-light/rendering-basic-light-example.cpp | 428 |
1 files changed, 428 insertions, 0 deletions
diff --git a/examples/rendering-basic-light/rendering-basic-light-example.cpp b/examples/rendering-basic-light/rendering-basic-light-example.cpp new file mode 100644 index 00000000..aafa9918 --- /dev/null +++ b/examples/rendering-basic-light/rendering-basic-light-example.cpp @@ -0,0 +1,428 @@ +/* + * 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. + * 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. + * + */ + +#include <dali/dali.h> +#include <dali-toolkit/dali-toolkit.h> + +using namespace Dali; +using namespace Toolkit; + +#define MATERIALS_MAX 24 + +namespace +{ + +const char* BASIC_LIGHT_THEME( DEMO_STYLE_DIR "basic-light-theme.json" ); +const char* const CUSTOM_BASIC_LIGHT_THEME = "BasicLightButton"; + +struct Material +{ + const char *name; + Vector3 ambient; + Vector3 diffuse; + Vector3 specular; + float shininess; +}; + +Material material[] = +{ + {"Emerald", Vector3( 0.0215f, 0.1745f, 0.0215f ), Vector3( 0.07568f, 0.61424f, 0.07568f ), Vector3( 0.633, 0.727811f, 0.633f ), 0.6f }, + {"Jade", Vector3( 0.135f, 0.2225f, 0.1575f ), Vector3( 0.54f, 0.89f, 0.63f ), Vector3( 0.316228f, 0.316228f, 0.316228f ), 0.1f }, + {"Obsidian", Vector3( 0.05375f, 0.05f, 0.06625f ), Vector3( 0.18275f, 0.17f, 0.22525f ), Vector3( 0.332741f, 0.328634f, 0.346435f ), 0.3f }, + {"Perl", Vector3( 0.25f, 0.20725f, 0.20725f ), Vector3( 1.0f, 0.829f, 0.829f ), Vector3( 0.296648f, 0.296648f, 0.296648f ), 0.088f }, + {"Ruby", Vector3( 0.1745f, 0.01175f, 0.01175f ), Vector3( 0.61424f, 0.04136f, 0.04136f ), Vector3( 0.727811f, 0.626959f, 0.626959f ), 0.6f }, + {"Turquoise", Vector3( 0.1f, 0.18725f, 0.1745f ), Vector3( 0.396f, 0.74151f, 0.69102f ), Vector3( 0.297254, 0.30829f, 0.306678f ), 0.1f }, + {"Brass", Vector3( 0.329412f, 0.223529f, 0.027451f ), Vector3( 0.780392f, 0.568627f, 0.113725f ), Vector3( 0.992157f, 0.941176f, 0.807843f ), 0.21794872f }, + {"Bronze", Vector3( 0.2125f, 0.1275f, 0.054f ), Vector3( 0.714f, 0.4284f, 0.18144f ), Vector3( 0.393548f, 0.271906f, 0.166721f ), 0.2f }, + {"Chrome", Vector3( 0.25f, 0.25f, 0.25f ), Vector3( 0.4f, 0.4f, 0.4f), Vector3( 0.774597f, 0.774597f, 0.774597f ), 0.6f }, + {"Copper", Vector3( 0.19125f, 0.0735f, 0.0225f ), Vector3( 0.7038f, 0.27048f, 0.0828f ), Vector3( 0.256777f, 0.137622f, 0.086014f ), 0.1f }, + {"Gold", Vector3( 0.24725f, 0.1995f, 0.0745f ), Vector3( 0.75164f, 0.60648f, 0.22648f ), Vector3( 0.628281f, 0.555802f, 0.366065f ), 0.4f }, + {"Silver", Vector3( 0.19225f, 0.19225f, 0.19225f ), Vector3( 0.50754f, 0.50754f, 0.50754f ), Vector3( 0.508273f, 0.508273f, 0.508273f ), 0.4f }, + {"Black plastic", Vector3( 0.0f, 0.0f, 0.0f ), Vector3( 0.01f, 0.01f, 0.01f ), Vector3( 0.50f, 0.50f, 0.50f ), 0.25f }, + {"Cyan plastic", Vector3( 0.0f, 0.1f, 0.06f ), Vector3( 0.0f, 0.50980392f, 0.50980392f ), Vector3( 0.50196078f, 0.50196078f, 0.50196078f ), 0.25f }, + {"Green plastic", Vector3( 0.0f, 0.0f, 0.0f ), Vector3( 0.1f, 0.35f, 0.1f ), Vector3( 0.45, 0.55, 0.45 ), 0.25f }, + {"Red plastic", Vector3( 0.0f, 0.0f, 0.0f ), Vector3( 0.5f, 0.0f, 0.0f ), Vector3( 0.7f, 0.6f, 0.6f ), 0.25f }, + {"White plastic", Vector3( 0.0f, 0.0f, 0.0f ), Vector3( 0.55f, 0.55f, 0.55f ), Vector3( 0.7f, 0.7f, 0.7f ), 0.25f }, + {"Yellow plastic", Vector3( 0.0f, 0.0f, 0.0f ), Vector3( 0.5f, 0.5f, 0.0f ), Vector3( 0.6f, 0.6f, 0.5f ), 0.25f }, + {"Black rubber", Vector3( 0.02f, 0.02f, 0.02f ), Vector3( 0.01f, 0.01f, 0.01f ), Vector3( 0.4f, 0.4f, 0.4f ), 0.078125f }, + {"Cyan rubber", Vector3( 0.0f, 0.05f, 0.05f ), Vector3( 0.4f, 0.5f, 0.5f ), Vector3( 0.04f, 0.7f, 0.7f ), 0.078125f }, + {"Green rubber", Vector3( 0.0f, 0.05f, 0.0f ), Vector3( 0.4f, 0.5f, 0.4f ), Vector3( 0.04f, 0.7f, 0.04f ), 0.078125f }, + {"Red rubber", Vector3( 0.05f, 0.0f, 0.0f ), Vector3( 0.5f, 0.4f, 0.4f ), Vector3( 0.7f, 0.04f, 0.04f ), 0.078125f }, + {"White rubber", Vector3( 0.05f, 0.05f, 0.05f ), Vector3( 0.5f, 0.5f, 0.5f ), Vector3( 0.7f, 0.7f, 0.7f ), 0.078125f }, + {"Yellow rubber", Vector3( 0.05f, 0.05f, 0.0f ), Vector3( 0.5f, 0.5f, 0.4f ), Vector3( 0.7f, 0.7f, 0.04f ), 0.078125f } +}; + +int MaterialID = 0; + +/* + * Vertex shader + */ +const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( +attribute mediump vec3 aPosition;\n // DALi shader builtin +attribute mediump vec3 aNormal;\n // DALi shader builtin +uniform mediump mat4 uMvpMatrix;\n // DALi shader builtin +uniform mediump vec3 uSize;\n // DALi shader builtin +uniform mediump mat4 uModelView;\n // DALi shader builtin +uniform mediump mat3 uNormalMatrix;\n // DALi shader builtin +\n +varying mediump vec3 vNormal;\n +varying mediump vec3 vFragPos;\n +\n +void main()\n +{\n + mediump vec4 vertexPosition = vec4(aPosition, 1.0);\n + vertexPosition.xyz *= uSize;\n + vFragPos = vec3(uModelView * vertexPosition);\n + vNormal = uNormalMatrix * aNormal;\n + \n + gl_Position = uMvpMatrix * vertexPosition;\n +}\n +); + +/* + * Fragment shader + */ +const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( +varying mediump vec3 vNormal;\n +varying mediump vec3 vFragPos;\n +uniform mediump vec3 viewPos;\n // custom uniform +\n +struct Material {\n + mediump vec3 ambient;\n + mediump vec3 diffuse;\n + mediump vec3 specular;\n + mediump float shininess;\n +};\n +struct Light {\n + mediump vec3 position;\n + mediump vec3 color;\n +};\n +uniform Material material;\n // custom uniform +uniform Light light;\n // custom uniform +\n +void main()\n +{\n +\n // Ambient + mediump vec3 ambient = material.ambient * light.color;\n +\n // Diffuse + mediump vec3 norm = normalize(vNormal);\n + mediump vec3 lightDir = normalize(light.position - vFragPos);\n + mediump float diff = max(dot(norm, lightDir), 0.0);\n + mediump vec3 diffuse = material.diffuse * diff * light.color;\n + \n +\n // Specular + mediump vec3 viewDir = normalize(viewPos - vFragPos);\n + mediump vec3 reflectDir = reflect(-lightDir, norm); \n + mediump float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);\n + mediump vec3 specular = material.specular * spec * light.color; \n + mediump vec3 result = (ambient + diffuse + specular);\n + gl_FragColor = vec4(result, 1.0);\n +}\n +); + +} + +// This example shows per-pixel lighting of materials with different ambient, diffuse, specular and shininess parameters +// +class BasicLightController : public ConnectionTracker +{ +public: + + BasicLightController( Application& application ) + : mApplication( application ) + { + // Connect to the Application's Init signal + mApplication.InitSignal().Connect( this, &BasicLightController::Create ); + } + + ~BasicLightController() + { + // Nothing to do here; + } + + // The Init signal is received once (only) during the Application lifetime + void Create( Application& application ) + { + // Get a handle to the stage + Stage stage = Stage::GetCurrent(); + stage.SetBackgroundColor( Color::BLACK ); + mLabel = TextLabel::New( material[MaterialID].name ); + mLabel.SetAnchorPoint( AnchorPoint::TOP_CENTER ); + mLabel.SetParentOrigin( Vector3( 0.5f, 0.0f, 0.5f ) ); + mLabel.SetSize( stage.GetSize().x * 0.5f, stage.GetSize().y * 0.083f ); + mLabel.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" ); + mLabel.SetProperty( TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" ); + mLabel.SetProperty( TextLabel::Property::TEXT_COLOR, Vector4( 1.0f, 1.0f, 1.0f, 1.0f )); + stage.Add( mLabel ); + mButton = PushButton::New(); + mButton.SetProperty( Button::Property::LABEL, "Exit" ); + mButton.SetParentOrigin( ParentOrigin::CENTER ); + mButton.SetAnchorPoint( AnchorPoint::CENTER ); + mButton.ClickedSignal().Connect( this, &BasicLightController::OnExit ); + mButton.SetParentOrigin( Vector3( 0.5f, 0.1f, 0.5f ) ); + mButton.SetStyleName(CUSTOM_BASIC_LIGHT_THEME); + mButton.SetColor( Vector4( material[MaterialID].diffuse) + Vector4( 0.0f, 0.0f, 0.0f, 1.0f ) ); + stage.Add(mButton); + + // Step 1. Create shader + CreateCubeShader(); + + // Step 2. Prepare geometry + CreateCubeGeometry(); + + // Step 3. Create a renderer + CreateRenderer(); + + // Step 4. Create an Actor + CreateActor(); + + // Step 5. Play animation to rotate the cube + PlayAnimation(); + + // Respond to a click anywhere on the stage + stage.GetRootLayer().TouchSignal().Connect( this, &BasicLightController::OnTouch ); + + // Respond to key events + stage.KeyEventSignal().Connect( this, &BasicLightController::OnKeyEvent ); + } + + /** + * This function will change the material of the cube when touched + */ + bool OnTouch( Actor actor, const TouchData& touch ) + { + if(touch.GetState(0) == PointState::UP) + { + MaterialID++; + MaterialID %= MATERIALS_MAX; + + mShader.SetProperty( mShader.GetPropertyIndex( "material.ambient" ), material[MaterialID].ambient ); + mShader.SetProperty( mShader.GetPropertyIndex( "material.diffuse" ), material[MaterialID].diffuse ); + mShader.SetProperty( mShader.GetPropertyIndex( "material.specular" ), material[MaterialID].specular ); + mShader.SetProperty( mShader.GetPropertyIndex( "material.shininess" ), material[MaterialID].shininess * 128.0f ); + mLabel.SetProperty( TextLabel::Property::TEXT, material[MaterialID].name ); + mButton.SetColor( Vector4(material[MaterialID].diffuse) + Vector4(0.0f, 0.0f, 0.0f, 1.0f) ); + } + return true; + } + + /** + * This function will the terminate the application when the exit button is pressed + */ + bool OnExit( Button button ) + { + mApplication.Quit(); + return true; + } + + /** + * @brief Called when any key event is received + * + * Will use this to quit the application if Back or the Escape key is received + * @param[in] event The key event information + */ + void OnKeyEvent( const KeyEvent& event ) + { + if( event.state == KeyEvent::Down ) + { + if ( IsKey( event, Dali::DALI_KEY_ESCAPE ) || IsKey( event, Dali::DALI_KEY_BACK ) ) + { + mApplication.Quit(); + } + } + } + + /** + * This function creates a cube geometry including texture coordinates. + * Also it demonstrates using the indexed draw feature by setting an index array. + */ + void CreateCubeGeometry() + { + struct Vertex + { + Vector3 aPosition; + Vector3 aNormal; + }; + + const Vector3 NORMAL0(-1.0f, 0.0f, 0.0f ); + const Vector3 NORMAL1( 0.0f, 1.0f, 0.0f ); + const Vector3 NORMAL2( 0.0f,-1.0f, 0.0f ); + const Vector3 NORMAL3( 0.0f, 0.0f, 1.0f ); + const Vector3 NORMAL4( 1.0f, 0.0f, 0.0f ); + const Vector3 NORMAL5( 0.0f, 0.0f,-1.0f ); + + Vertex vertices[] = { + { Vector3( 1.0f,-1.0f,-1.0f ), NORMAL5 }, + { Vector3( -1.0f, 1.0f,-1.0f ), NORMAL5 }, + { Vector3( 1.0f, 1.0f,-1.0f ), NORMAL5 }, + { Vector3( -1.0f, 1.0f, 1.0f ), NORMAL3 }, + { Vector3( 1.0f,-1.0f, 1.0f ), NORMAL3 }, + { Vector3( 1.0f, 1.0f, 1.0f ), NORMAL3 }, + { Vector3( 1.0f, 1.0f, 1.0f ), NORMAL4 }, + { Vector3( 1.0f,-1.0f,-1.0f ), NORMAL4 }, + { Vector3( 1.0f, 1.0f,-1.0f ), NORMAL4 }, + { Vector3( 1.0f,-1.0f, 1.0f ), NORMAL1 }, + { Vector3( -1.0f,-1.0f,-1.0f ), NORMAL1 }, + { Vector3( 1.0f,-1.0f,-1.0f ), NORMAL1 }, + { Vector3( -1.0f,-1.0f,-1.0f ), NORMAL0 }, + { Vector3( -1.0f, 1.0f, 1.0f ), NORMAL0 }, + { Vector3( -1.0f, 1.0f,-1.0f ), NORMAL0 }, + { Vector3( 1.0f, 1.0f,-1.0f ), NORMAL2 }, + { Vector3( -1.0f, 1.0f, 1.0f ), NORMAL2 }, + { Vector3( 1.0f, 1.0f, 1.0f ), NORMAL2 }, + { Vector3( 1.0f,-1.0f,-1.0f ), NORMAL5 }, + { Vector3( -1.0f,-1.0f,-1.0f ), NORMAL5 }, + { Vector3( -1.0f, 1.0f,-1.0f ), NORMAL5 }, + { Vector3( -1.0f, 1.0f, 1.0f ), NORMAL3 }, + { Vector3( -1.0f,-1.0f, 1.0f ), NORMAL3 }, + { Vector3( 1.0f,-1.0f, 1.0f ), NORMAL3 }, + { Vector3( 1.0f, 1.0f, 1.0f ), NORMAL4 }, + { Vector3( 1.0f,-1.0f, 1.0f ), NORMAL4 }, + { Vector3( 1.0f,-1.0f,-1.0f ), NORMAL4 }, + { Vector3( 1.0f,-1.0f, 1.0f ), NORMAL1 }, + { Vector3( -1.0f,-1.0f, 1.0f ), NORMAL1 }, + { Vector3( -1.0f,-1.0f,-1.0f ), NORMAL1 }, + { Vector3( -1.0f,-1.0f,-1.0f ), NORMAL0 }, + { Vector3( -1.0f,-1.0f, 1.0f ), NORMAL0 }, + { Vector3( -1.0f, 1.0f, 1.0f ), NORMAL0 }, + { Vector3( 1.0f, 1.0f,-1.0f ), NORMAL2 }, + { Vector3( -1.0f, 1.0f,-1.0f ), NORMAL2 }, + { Vector3( -1.0f, 1.0f, 1.0f ), NORMAL2 }, + }; + + Property::Map property; + property.Insert( "aPosition", Property::VECTOR3 ); + property.Insert( "aNormal", Property::VECTOR3 ); + + PropertyBuffer vertexBuffer = PropertyBuffer::New( property ); + + vertexBuffer.SetData( vertices, sizeof(vertices) / sizeof(Vertex) ); + + // create indices + const unsigned short INDEX_CUBE[] = { + 2, 1, 0, + 5, 4, 3, + 8, 7, 6, + 11, 10, 9, + 14, 13, 12, + 17, 16, 15, + 20, 19, 18, + 23, 22, 21, + 26, 25, 24, + 29, 28, 27, + 32, 31, 30, + 35, 34, 33 + }; + mGeometry = Geometry::New(); + mGeometry.AddVertexBuffer( vertexBuffer ); + mGeometry.SetIndexBuffer( INDEX_CUBE, + sizeof(INDEX_CUBE)/sizeof(INDEX_CUBE[0]) + ); + mGeometry.SetType( Geometry::TRIANGLES ); + } + + /** + * Creates a shader using inlined variable VERTEX_SHADER and FRAGMENT_SHADER + * + * Shaders are very basic and all they do is transforming vertices and interpolating + * input per-vertex color. + */ + void CreateCubeShader() + { + mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + + float scale = 120.0f; + mShader.RegisterProperty( "light.position",Vector3( 1.2 * scale, scale, 2.0 * scale ) ); + mShader.RegisterProperty( "light.color", Vector3( 1.0f, 1.0f, 1.0f ) ); + mShader.RegisterProperty( "viewPos", Vector3( 0, 0, 3.0 * scale ) ); + + mShader.RegisterProperty( "material.ambient", material[MaterialID].ambient ); + mShader.RegisterProperty( "material.diffuse", material[MaterialID].diffuse ); + mShader.RegisterProperty( "material.specular", material[MaterialID].specular ); + mShader.RegisterProperty( "material.shininess", material[MaterialID].shininess * 128.0f ); + } + + /** + * Function creates renderer. It turns on depth test and depth write. + */ + void CreateRenderer() + { + mRenderer = Renderer::New( mGeometry, mShader ); + + // Face culling is enabled to hide the backwards facing sides of the cube + // This is sufficient to render a single object; for more complex scenes depth-testing might be required + mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK ); + } + + /** + * Creates new actor and attaches renderer. + */ + void CreateActor() + { + Stage stage = Stage::GetCurrent(); + + float quarterStageWidth = stage.GetSize().x * 0.25f; + mActor = Actor::New(); + mActor.SetColor( Vector4( 1.0f, 1.0f, 0.6f, 1.0f ) ); + mActor.SetAnchorPoint( AnchorPoint::CENTER ); + mActor.SetParentOrigin( ParentOrigin::CENTER ); + mActor.SetSize( Vector3( quarterStageWidth, quarterStageWidth, quarterStageWidth ) ); + mActor.AddRenderer( mRenderer ); + stage.Add( mActor ); + } + + /** + * Plays animation + */ + void PlayAnimation() + { + mAnimation = Animation::New( 15.0f ); + mAnimation.SetLooping( true ); + mAnimation.AnimateBy( Property( mActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( 360 )), Vector3::ZAXIS ) ); + mAnimation.AnimateBy( Property( mActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( 360 )), Vector3::YAXIS ) ); + mAnimation.AnimateBy( Property( mActor, Actor::Property::ORIENTATION ), Quaternion( Radian( Degree( 360 )), Vector3::XAXIS ) ); + mAnimation.Play(); + } + +private: + Application& mApplication; + TextLabel mLabel; + PushButton mButton; + Renderer mRenderer; + Shader mShader; + Geometry mGeometry; + Actor mActor; + Animation mAnimation; +}; + +void RunTest( Application& application ) +{ + BasicLightController test( application ); + + application.MainLoop(); +} + +// Entry point for Linux & Tizen applications +// +int DALI_EXPORT_API main( int argc, char **argv ) +{ + Application application = Application::New( &argc, &argv, BASIC_LIGHT_THEME); + + RunTest( application ); + + return 0; +} |