metaball-refrac-example.cpp
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/*
* 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.
* 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.
*
*/
// EXTERNAL INCLUDES
#include <cstdint> // uint32_t, uint16_t etc
#include <cstdio>
#include <string>
#include <dali/public-api/rendering/frame-buffer.h>
#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/rendering/texture-set.h>
#include <dali/public-api/rendering/texture.h>
// INTERNAL INCLUDES
#include "shared/utility.h" // DemoHelper::LoadTexture
#include "generated/metaball-vert.h"
#include "generated/metaball-frag.h"
#include "generated/metaball-refraction-frag.h"
#include "generated/fragment-frag.h"
using namespace Dali;
namespace // unnamed namespace for constants
{
const char* const BACKGROUND_IMAGE(DEMO_IMAGE_DIR "background-2.jpg");
const float GRAVITY_X(0);
const float GRAVITY_Y(-0.09);
// number of metaballs
constexpr uint32_t METABALL_NUMBER = 6;
/**
* Metadata for each ball
*/
struct MetaballInfo
{
Actor actor;
Vector2 position;
float radius;
float initRadius;
//Properties needed for animations
Property::Index positionIndex;
Property::Index positionVarIndex;
Property::Index gravityIndex;
Property::Index radiusIndex;
Property::Index radiusVarIndex;
Property::Index aspectIndex;
};
} // unnamed namespace
/**
* Demo using Metaballs
*
* When the metaball is clicked it starts to grow and fuses into the closest edge of screen
*/
class MetaballRefracController : public ConnectionTracker
{
public:
/**
* Constructor
* @param application
*/
MetaballRefracController(Application& application);
/**
* Destructor
*/
virtual ~MetaballRefracController();
/**
* Creates the metaballs and initializes the scene
*/
void Create(Application& app);
/**
* Touch handler, start the grow animation and creates additional metaballs
*/
bool OnTouch(Actor actor, const TouchEvent& touch);
/**
* Key event callback to quit the application on escape or back key
*/
void OnKeyEvent(const KeyEvent& event);
private: // Data
Application& mApplication;
Vector2 mScreenSize;
Texture mBackgroundTexture;
FrameBuffer mMetaballFBO;
Actor mMetaballRoot;
MetaballInfo mMetaballs[METABALL_NUMBER];
Actor mCompositionActor;
//Motion
Vector2 mCurrentTouchPosition;
Vector2 mMetaballPosVariation;
Vector2 mMetaballPosVariationFrom;
Vector2 mMetaballPosVariationTo;
Vector2 mMetaballCenter;
Vector2 mGravity;
Vector2 mGravityVar;
Renderer mRendererRefraction;
TextureSet mTextureSetRefraction;
Shader mShaderRefraction;
TextureSet mTextureSetNormal;
Shader mShaderNormal;
// Animations
Animation mGravityAnimation[METABALL_NUMBER];
Animation mRadiusDecAnimation[METABALL_NUMBER];
Animation mRadiusIncFastAnimation[METABALL_NUMBER];
Animation mRadiusIncSlowAnimation[METABALL_NUMBER];
Animation mRadiusVarAnimation[METABALL_NUMBER];
Animation mPositionVarAnimation[METABALL_NUMBER];
// Private Helper functions
/**
* Create a mesh data with the geometry for the metaball rendering
* @param aspectMappedTexture whether texture coords should be mapped based on aspect ratio
*/
Geometry CreateGeometry(bool aspectMappedTexture = true);
/**
* Create a actor for the metaballs
*/
void CreateMetaballActors();
/**
* Create the render task and FBO to render the metaballs into a texture
*/
void CreateMetaballImage();
/**
* Create the the final composition
*/
void CreateComposition();
/**
* Create all the metaballs animations (gravity, movement, size, etc.)
*/
void CreateAnimations();
/**
* Function to launch the grow slow radius for the metaballs, and also the small variations for metaball[2] and [3]
*/
void LaunchRadiusIncSlowAnimations(Animation& source);
/**
* Function to launch the animation to get the metaball[1] back to the center
*/
void LaunchGetBackToPositionAnimation(Animation& source);
/**
* Function to stop all animations related to the click of the user in the screen
*/
void StopClickAnimations();
/**
* Function to stop all animations related to the after click of the user in the screen
*/
void StopAfterClickAnimations();
/**
* Function that resets the sate of the different Metaballs
*/
void ResetMetaballsState();
/**
* Function to set the actual position of the metaballs when the user clicks the screen
*/
void SetPositionToMetaballs(const Vector2& metaballCenter);
};
/**
* Implementation
*/
MetaballRefracController::MetaballRefracController(Application& application)
: mApplication(application)
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect(this, &MetaballRefracController::Create);
}
MetaballRefracController::~MetaballRefracController()
{
// Nothing to do here;
}
void MetaballRefracController::Create(Application& app)
{
Window window = app.GetWindow();
window.KeyEventSignal().Connect(this, &MetaballRefracController::OnKeyEvent);
mScreenSize = window.GetSize();
window.SetBackgroundColor(Color::BLACK);
// Load background texture
mBackgroundTexture = DemoHelper::LoadTexture(BACKGROUND_IMAGE);
mGravity = Vector2(GRAVITY_X, GRAVITY_Y);
mGravityVar = Vector2(0, 0);
CreateMetaballActors();
CreateMetaballImage();
CreateComposition();
CreateAnimations();
// Connect the callback to the touch signal on the mesh actor
window.GetRootLayer().TouchedSignal().Connect(this, &MetaballRefracController::OnTouch);
}
Geometry MetaballRefracController::CreateGeometry(bool aspectMappedTexture)
{
const float aspect = mScreenSize.y / mScreenSize.x;
// Create vertices and specify their color
const float xsize = mScreenSize.x * 0.5;
// Create the meshdata for the metaballs
struct VertexPosition
{
Vector2 position;
};
struct VertexTexture
{
Vector2 texture;
};
VertexPosition vertices[] =
{
{Vector2(-xsize, -xsize * aspect)},
{Vector2(xsize, -xsize * aspect)},
{Vector2(-xsize, xsize * aspect)},
{Vector2(xsize, xsize * aspect)}};
const float textureAspect = (aspectMappedTexture) ? aspect : 1.0f;
VertexTexture textures[] =
{
{Vector2(0.0f, 0.0f)},
{Vector2(1.0f, 0.0f)},
{Vector2(0.0f, 1.0f * textureAspect)},
{Vector2(1.0f, 1.0f * textureAspect)}};
uint32_t numberOfVertices = sizeof(vertices) / sizeof(VertexPosition);
// Vertices
Property::Map positionVertexFormat;
positionVertexFormat["aPosition"] = Property::VECTOR2;
VertexBuffer positionVertices = VertexBuffer::New(positionVertexFormat);
positionVertices.SetData(vertices, numberOfVertices);
// Textures
Property::Map textureVertexFormat;
textureVertexFormat["aTexture"] = Property::VECTOR2;
VertexBuffer textureVertices = VertexBuffer::New(textureVertexFormat);
textureVertices.SetData(textures, numberOfVertices);
// Indices
const uint16_t indices[] = {0, 3, 1, 0, 2, 3};
// Create the geometry object
Geometry texturedQuadGeometry = Geometry::New();
texturedQuadGeometry.AddVertexBuffer(positionVertices);
texturedQuadGeometry.AddVertexBuffer(textureVertices);
texturedQuadGeometry.SetIndexBuffer(&indices[0], sizeof(indices) / sizeof(indices[0]));
return texturedQuadGeometry;
}
void MetaballRefracController::CreateMetaballActors()
{
const float aspect = mScreenSize.y / mScreenSize.x;
// Create the renderer for the metaballs
Shader shader = Shader::New(SHADER_METABALL_VERT, SHADER_METABALL_FRAG, Shader::Hint::MODIFIES_GEOMETRY);
Geometry metaballGeometry = CreateGeometry();
Renderer renderer = Renderer::New(metaballGeometry, shader);
renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE);
renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE);
renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE);
renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE);
// Each metaball has a different radius
mMetaballs[0].radius = mMetaballs[0].initRadius = 0.0145f;
mMetaballs[1].radius = mMetaballs[1].initRadius = 0.012f;
mMetaballs[2].radius = mMetaballs[2].initRadius = 0.0135f;
mMetaballs[3].radius = mMetaballs[3].initRadius = 0.0135f;
// Initialization of each of the metaballs
for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
mMetaballs[i].position = Vector2(0.0f, 0.0f);
mMetaballs[i].actor = Actor::New();
mMetaballs[i].actor.SetProperty(Dali::Actor::Property::NAME, "Metaball");
mMetaballs[i].actor.SetProperty(Actor::Property::SCALE, 1.0f);
mMetaballs[i].actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mMetaballs[i].actor.AddRenderer(renderer);
mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty("uPositionMetaball", mMetaballs[i].position);
mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty("uPositionVar", Vector2(0.f, 0.f));
mMetaballs[i].gravityIndex = mMetaballs[i].actor.RegisterProperty("uGravityVector", Vector2(0.f, 0.f));
mMetaballs[i].radiusIndex = mMetaballs[i].actor.RegisterProperty("uRadius", mMetaballs[i].radius);
mMetaballs[i].radiusVarIndex = mMetaballs[i].actor.RegisterProperty("uRadiusVar", 0.f);
mMetaballs[i].aspectIndex = mMetaballs[i].actor.RegisterProperty("uAspect", aspect);
}
//Root creation
mMetaballRoot = Actor::New();
mMetaballRoot.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
mMetaballRoot.Add(mMetaballs[i].actor);
}
}
void MetaballRefracController::CreateMetaballImage()
{
// Create an FBO and a render task to create to render the metaballs with a fragment shader
Window window = mApplication.GetWindow();
mMetaballFBO = FrameBuffer::New(mScreenSize.x, mScreenSize.y);
window.Add(mMetaballRoot);
//Creation of the render task used to render the metaballs
RenderTaskList taskList = window.GetRenderTaskList();
RenderTask task = taskList.CreateTask();
task.SetRefreshRate(RenderTask::REFRESH_ALWAYS);
task.SetSourceActor(mMetaballRoot);
task.SetExclusive(true);
task.SetClearColor(Color::BLACK);
task.SetClearEnabled(true);
task.SetFrameBuffer(mMetaballFBO);
}
void MetaballRefracController::CreateComposition()
{
// Create Refraction shader and renderer
mShaderRefraction = Shader::New(SHADER_METABALL_VERT, SHADER_METABALL_REFRACTION_FRAG);
// Create new texture set
mTextureSetRefraction = TextureSet::New();
mTextureSetRefraction.SetTexture(0u, mBackgroundTexture);
mTextureSetRefraction.SetTexture(1u, mMetaballFBO.GetColorTexture());
// Create normal shader
mShaderNormal = Shader::New(SHADER_METABALL_VERT, SHADER_FRAGMENT_FRAG);
// Create new texture set
mTextureSetNormal = TextureSet::New();
mTextureSetNormal.SetTexture(0u, mBackgroundTexture);
// Create actor
mCompositionActor = Actor::New();
mCompositionActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mCompositionActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
mCompositionActor.SetProperty(Actor::Property::SIZE, Vector2(mScreenSize.x, mScreenSize.y));
// Create geometry
Geometry metaballGeometry = CreateGeometry(false);
mRendererRefraction = Renderer::New(metaballGeometry, mShaderNormal);
mRendererRefraction.SetTextures(mTextureSetNormal);
mCompositionActor.AddRenderer(mRendererRefraction);
Window window = mApplication.GetWindow();
window.Add(mCompositionActor);
}
void MetaballRefracController::CreateAnimations()
{
uint32_t i = 0;
float key;
mPositionVarAnimation[1] = Animation::New(2.f);
mPositionVarAnimation[1].SetLooping(false);
mPositionVarAnimation[1].Pause();
mPositionVarAnimation[1].FinishedSignal().Connect(this, &MetaballRefracController::LaunchGetBackToPositionAnimation);
KeyFrames keySinCosVariation = KeyFrames::New();
Vector2 sinCosVariation(0, 0);
for(i = 0; i < 360; i++)
{
sinCosVariation.x = 0.05f * (-sinf(i * Math::PI_OVER_180) + cosf(i * Math::PI_OVER_180));
sinCosVariation.y = 0.05f * (sinf(i * Math::PI_OVER_180) - cosf(i * Math::PI_OVER_180));
key = i / 360.f;
keySinCosVariation.Add(key, sinCosVariation);
}
mPositionVarAnimation[2] = Animation::New(6.f);
mPositionVarAnimation[2].AnimateBetween(Property(mMetaballs[2].actor, mMetaballs[2].positionVarIndex), keySinCosVariation);
mPositionVarAnimation[2].SetLooping(true);
mPositionVarAnimation[2].Pause();
KeyFrames keyCosSinVariation = KeyFrames::New();
Vector2 cosSinVariation(0, 0);
for(i = 0; i < 360; i++)
{
cosSinVariation.x = 0.05f * (-sinf(i * Math::PI_OVER_180) - cosf(i * Math::PI_OVER_180));
cosSinVariation.y = 0.05f * (sinf(i * Math::PI_OVER_180) + cosf(i * Math::PI_OVER_180));
key = i / 360.f;
keyCosSinVariation.Add(key, cosSinVariation);
}
mPositionVarAnimation[3] = Animation::New(6.f);
mPositionVarAnimation[3].AnimateBetween(Property(mMetaballs[3].actor, mMetaballs[3].positionVarIndex), keyCosSinVariation);
mPositionVarAnimation[3].SetLooping(true);
mPositionVarAnimation[3].Pause();
//Animations for gravity
for(i = 0; i < METABALL_NUMBER; i++)
{
mGravityAnimation[i] = Animation::New(25.f);
mGravityAnimation[i].AnimateBy(Property(mMetaballs[i].actor, mMetaballs[i].gravityIndex), mGravity * 25.f * 3.f);
mGravityAnimation[i].SetLooping(false);
mGravityAnimation[i].Pause();
}
//Animation to decrease size of metaballs when there is no click
for(i = 0; i < METABALL_NUMBER; i++)
{
mRadiusDecAnimation[i] = Animation::New(25.f);
mRadiusDecAnimation[i].AnimateBy(Property(mMetaballs[i].actor, mMetaballs[i].radiusIndex), -0.004f * 25.f * 3.f);
mRadiusDecAnimation[i].SetLooping(false);
mRadiusDecAnimation[i].Pause();
}
// Animation to grow the size of the metaballs the first second of the click
for(i = 0; i < METABALL_NUMBER; i++)
{
mRadiusIncFastAnimation[i] = Animation::New(0.3f);
mRadiusIncFastAnimation[i].AnimateBy(Property(mMetaballs[i].actor, mMetaballs[i].radiusIndex), 0.06f);
mRadiusIncFastAnimation[i].SetLooping(false);
mRadiusIncFastAnimation[i].Pause();
}
mRadiusIncFastAnimation[0].FinishedSignal().Connect(this, &MetaballRefracController::LaunchRadiusIncSlowAnimations);
// Animation to grow the size of the metaballs afterwards
for(i = 0; i < METABALL_NUMBER; i++)
{
mRadiusIncSlowAnimation[i] = Animation::New(20.f);
mRadiusIncSlowAnimation[i].AnimateBy(Property(mMetaballs[i].actor, mMetaballs[i].radiusIndex), 0.04f);
mRadiusIncSlowAnimation[i].SetLooping(false);
mRadiusIncSlowAnimation[i].Pause();
}
// Keyframes of a sin function
KeyFrames keySin = KeyFrames::New();
float val;
for(i = 0; i < 360; i++)
{
val = 0.01f * sin(i * Math::PI / 180.f);
key = i / 360.f;
keySin.Add(key, val);
}
//Animation to change the size of the metaball
mRadiusVarAnimation[2] = Animation::New(8.f);
mRadiusVarAnimation[2].AnimateBetween(Property(mMetaballs[2].actor, mMetaballs[2].radiusVarIndex), keySin);
mRadiusVarAnimation[2].SetLooping(true);
// Keyframes of a cos function
KeyFrames keyCos = KeyFrames::New();
for(i = 0; i < 360; i++)
{
val = 0.01f * cos(i * Math::PI / 180.f);
key = i / 360.f;
keyCos.Add(key, val);
}
//Animation to change the size of the metaball
mRadiusVarAnimation[3] = Animation::New(8.f);
mRadiusVarAnimation[3].AnimateBetween(Property(mMetaballs[3].actor, mMetaballs[3].radiusVarIndex), keyCos);
mRadiusVarAnimation[3].SetLooping(true);
}
void MetaballRefracController::LaunchGetBackToPositionAnimation(Animation& source)
{
mMetaballPosVariationTo = Vector2(0, 0);
mPositionVarAnimation[1] = Animation::New(1.f);
mPositionVarAnimation[1].SetLooping(false);
mPositionVarAnimation[1].AnimateTo(Property(mMetaballs[1].actor, mMetaballs[1].positionVarIndex), Vector2(0, 0));
mPositionVarAnimation[1].Play();
}
void MetaballRefracController::LaunchRadiusIncSlowAnimations(Animation& source)
{
for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
mRadiusIncSlowAnimation[i].Play();
}
mPositionVarAnimation[2].Play();
mPositionVarAnimation[3].Play();
}
void MetaballRefracController::StopClickAnimations()
{
for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
mRadiusIncSlowAnimation[i].Stop();
mRadiusIncFastAnimation[i].Stop();
}
mPositionVarAnimation[1].Stop();
mPositionVarAnimation[2].Stop();
mPositionVarAnimation[3].Stop();
}
void MetaballRefracController::StopAfterClickAnimations()
{
for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
mGravityAnimation[i].Stop();
mRadiusDecAnimation[i].Stop();
mMetaballs[i].radius = mMetaballs[i].initRadius;
mMetaballs[i].actor.SetProperty(mMetaballs[i].gravityIndex, Vector2(0, 0));
mMetaballs[i].actor.SetProperty(mMetaballs[i].radiusIndex, mMetaballs[i].radius);
mMetaballs[i].actor.SetProperty(mMetaballs[i].radiusVarIndex, 0.f);
}
mRadiusVarAnimation[2].Stop();
mRadiusVarAnimation[3].Stop();
}
void MetaballRefracController::ResetMetaballsState()
{
mRendererRefraction.SetTextures(mTextureSetNormal);
mRendererRefraction.SetShader(mShaderNormal);
for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
mMetaballs[i].radius = mMetaballs[i].initRadius;
}
mMetaballPosVariationTo = Vector2(0, 0);
mMetaballPosVariationFrom = Vector2(0, 0);
mMetaballPosVariation = Vector2(0, 0);
mGravityVar = Vector2(0, 0);
}
void MetaballRefracController::SetPositionToMetaballs(const Vector2& metaballCenter)
{
//We set the position for the metaballs based on click position
for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
mMetaballs[i].position = metaballCenter;
mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position);
}
}
bool MetaballRefracController::OnTouch(Actor actor, const TouchEvent& touch)
{
const float aspect = mScreenSize.y / mScreenSize.x;
switch(touch.GetState(0))
{
case PointState::DOWN:
{
StopAfterClickAnimations();
for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
mRadiusIncFastAnimation[i].Play();
}
mRadiusVarAnimation[2].Play();
mRadiusVarAnimation[3].Play();
//We draw with the refraction-composition shader
mRendererRefraction.SetTextures(mTextureSetRefraction);
mRendererRefraction.SetShader(mShaderRefraction);
mCurrentTouchPosition = touch.GetScreenPosition(0);
//we use the click position for the metaballs
Vector2 metaballCenter = Vector2((mCurrentTouchPosition.x / mScreenSize.x) - 0.5f,
(aspect * (mScreenSize.y - mCurrentTouchPosition.y) / mScreenSize.y) - 0.5f) *
2.0f;
SetPositionToMetaballs(metaballCenter);
break;
}
case PointState::MOTION:
{
Vector2 screen = touch.GetScreenPosition(0);
Vector2 displacement = screen - mCurrentTouchPosition;
mCurrentTouchPosition = screen;
mMetaballPosVariationTo.x += (displacement.x / mScreenSize.x) * 2.2f;
mMetaballPosVariationTo.y += (-displacement.y / mScreenSize.y) * 2.2f;
if(mPositionVarAnimation[1])
{
mPositionVarAnimation[1].FinishedSignal().Disconnect(this, &MetaballRefracController::LaunchGetBackToPositionAnimation);
mPositionVarAnimation[1].Stop();
}
mPositionVarAnimation[1] = Animation::New(1.f);
mPositionVarAnimation[1].SetLooping(false);
mPositionVarAnimation[1].AnimateTo(Property(mMetaballs[1].actor, mMetaballs[1].positionVarIndex), mMetaballPosVariationTo);
mPositionVarAnimation[1].FinishedSignal().Connect(this, &MetaballRefracController::LaunchGetBackToPositionAnimation);
mPositionVarAnimation[1].Play();
//we use the click position for the metaballs
Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5f,
(aspect * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f) *
2.0f;
SetPositionToMetaballs(metaballCenter);
break;
}
case PointState::UP:
case PointState::LEAVE:
case PointState::INTERRUPTED:
{
//Stop click animations
StopClickAnimations();
//Launch out of screen animations
for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
mGravityAnimation[i].Play();
}
for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
mRadiusDecAnimation[i].Play();
}
break;
}
default:
break;
}
return true;
}
void MetaballRefracController::OnKeyEvent(const KeyEvent& event)
{
if(event.GetState() == KeyEvent::DOWN)
{
if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
}
}
/**
* Main entry point
*/
int32_t DALI_EXPORT_API main(int argc, char** argv)
{
Application application = Application::New(&argc, &argv);
MetaballRefracController test(application);
application.MainLoop();
return 0;
}