Dali 3D User Interface Engine
mesh-builder.cpp
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1 /*
2  * Copyright (c) 2015 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17 #include "mesh-builder.h"
18 
19 namespace Dali
20 {
21 
23 {
24  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
25  Material material = Material::New(shader);
26 
27  return material;
28 }
29 
31 {
32  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
33  Material material = Material::New(shader);
34 
35  material.AddTexture( image, "sTexture" );
36 
37  return material;
38 }
39 
41 {
42  Property::Map texturedQuadVertexFormat;
43  texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
44  texturedQuadVertexFormat["aVertexCoord"] = Property::VECTOR2;
45 
46  PropertyBuffer vertexData = PropertyBuffer::New( texturedQuadVertexFormat, 4 );
47  return vertexData;
48 }
49 
51 {
52  PropertyBuffer vertexData = CreatePropertyBuffer();
53  return CreateQuadGeometryFromBuffer( vertexData );
54 }
55 
57 {
58  const float halfQuadSize = .5f;
59  struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
60  TexturedQuadVertex texturedQuadVertexData[4] = {
61  { Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) },
62  { Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) },
63  { Vector2(-halfQuadSize, halfQuadSize), Vector2(0.f, 1.f) },
64  { Vector2( halfQuadSize, halfQuadSize), Vector2(1.f, 1.f) } };
65  vertexData.SetData(texturedQuadVertexData);
66 
67  unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 };
68  Property::Map indexFormat;
69  indexFormat["indices"] = Property::INTEGER;
70  PropertyBuffer indices = PropertyBuffer::New( indexFormat, sizeof(indexData)/sizeof(indexData[0]) );
71  indices.SetData(indexData);
72 
73  Geometry geometry = Geometry::New();
74  geometry.AddVertexBuffer( vertexData );
75  geometry.SetIndexBuffer( indices );
76 
77  return geometry;
78 }
79 
80 
81 
82 } // namespace Dali
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