sparkle-effect.h
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#ifndef DALI_SPARKLE_EFFECT_H
#define DALI_SPARKLE_EFFECT_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.
*
*/
#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
using namespace Dali;
using Dali::Toolkit::ImageView;
/************************************************************/
/* Custom sparkle effect shader******************************/
/************************************************************/
namespace SparkleEffect
{
// uniform which controls the position of particle on the path
const std::string PERCENTAGE_UNIFORM_NAME( "uPercentage" );
// uniform array of particle color, set their value as the PARTICLE_COLORS given below
const std::string PARTICLE_COLOR_UNIFORM_NAME("uParticleColors[");
// uniform array of particle opacity
const std::string OPACITY_UNIFORM_NAME("uOpacity[");
// uniform which offsets the path control point, with this values >=0, the paths are squeezed towards the GatheringPoint
const std::string ACCELARATION_UNIFORM_NAME("uAcceleration");
// uniform which indicates the ongoing tap animations
const std::string TAP_INDICES_UNIFORM_NAME("uTapIndices");
// uniform which controls how much the offset of the midpoints relative to the start/end points of the cubic bezier curve when the path is squeezed for tap animation
const std::string TAP_OFFSET_UNIFORM_NAME("uTapOffset[");
// uniform which gives the position of the tapping, in this way the particles will be pushed away from this point
const std::string TAP_POINT_UNIFORM_NAME("uTapPoint[");
// uniform which trigger the break animation, set to 1.0 when break animation is playing, otherwise set to 0.0
const std::string BREAK_UNIFORM_NAME("uBreak");
/****************particle colors******************/
struct ParticleColor
{
Vector3 RGB;
Vector2 AlphaRange;
unsigned int numParticle;
};
ParticleColor PARTICLE_COLORS[]=
{
{ Vector3( 0.f, 240.f, 255.f )/255.f, Vector2( 0.2f, 1.f ), 22 }, // 00f0ff, opacity 20%~100%
{ Vector3( 89.f, 151.f, 239.f )/255.f, Vector2( 0.2f, 0.5f ), 12 }, // 5997ef, opacity 20%~50%
{ Vector3( 181.f, 181.f, 207.f )/255.f, Vector2( 0.5f, 1.f ), 22 }, // b5b5cf, opacity 50%~100%
{ Vector3( 147.f, 147.f, 170.f )/255.f, Vector2( 0.5f, 0.5f ), 22 }, // 9393aa, opacity 50%~50%
{ Vector3( 145.f, 145.f, 201.f )/255.f, Vector2( 1.f, 1.f ), 12 }, // 91bdc9, opacity 100%~100%
{ Vector3( 145.f, 145.f, 201.f )/255.f, Vector2( 0.2f, 0.2f ), 21 } // 91bdc9, opacity 20%~20%
};
const unsigned int NUM_COLOR( sizeof( PARTICLE_COLORS ) / sizeof( PARTICLE_COLORS[0] ) );
/***************particle moving paths********************/
typedef int MovingPath[12];
// these paths are defined inside the circle which has the center at (250, 250) and the radius as 250
MovingPath PATHS[]=
{ // each path is composed of two cubic b-curves: (p0, p1, p2, p3) & (p3, p4, p5, p0)
// p0 p1 p2 p3 p4 p5
{ 280,273, 386,41, 489,141, 491,199, 494,256, 230,394 },
{ 129,226, 357,120, 150,491, 291,406, 433,320, 47,283 },
{ 96,264, 356,133, 446,196, 370,297, 294,399, -169,384 },
{ 345,110, 359,186, 14,393, 4,247, -6,101, 321,-28 },
{ 166,161, 128,353, 566,200, 487,304, 413,403, 203,-32 },
{ 193,286, 106,331, 206,569, 334,477, 462,385, 279,240 },
{ 336,247, 293,232, 301,465, 346,479, 390,493, 374,261 },
{ 250,72, 314,72, 332,495, 250,497, 168,499, 161,72 },
{ 48,387, 32,241, 452,558, 433,358, 411,121, 62,523 },
{ 300,32, 159,27, 442,568, 186,492, -70,415, 551,41 },
{ 479,150, 503,203, 216,403, 163,298, 110,193, 448,78 },
{ 346,75, 311,97, 336,196, 389,160, 442,123, 383,51 },
{ 90,61, 54,96, 218,373, 294,300, 370,227, 141,11 },
{ 126,225, 240,280, 378,29, 221,16, 64,4, 11,170 },
{ 308,101, 243,22, -10,271, 22,352, 49,422, 396,208 },
{ 193,188, 174,302, 502,389, 500,250, 498,111, 212,72 },
{ 227,3, 16,35, 577,309, 428,423, 279,537, 438,-28 },
{ 410,58, 387,18, 22,179, 154,277, 286,374, 459,142 },
{ 178,272, 109,299, 144,429, 218,396, 293,362, 221,254 },
{ 247,46, 98,5, -91,357, 160,431, 412,505, 397,88 },
{ 41,112, 22,144, 123,273, 158,187, 192,101, 75,56 },
{ 8,300, 23,340, 267,294, 238,218, 209,142, -20,226 },
{ 112,256, 24,270, -1,470, 154,433, 308,396, 201,242 },
{ 212,277, 267,346, 509,202, 452,103, 398,8, 150,199 },
{ 154,205, 146,287, 496,282, 492,194, 488,107, 160,140 },
{ 281,350, 365,318, 415,476, 332,482, 248,489, 204,379 },
{ 327,23, 346,81, 154,319, 123,207, 92,95, 313,-21 },
{ 323,233, 283,307, 454,420, 478,354, 501,288, 374,136 },
{ 318,186, 311,252, 488,248, 481,168, 474,87, 328,76 },
{ 7,192, -10,270, 249,398, 269,307, 290,216, 25,111 },
{ 148,22, 98,22, 25,458, 125,458, 225,458, 198,22 },
{ 349,32, 307,39, 492,416, 399,446, 305,477, 460,16 },
{ 147,474, 222,554, 392,154, 486,240, 581,325, 73,394 },
{ 57,186, 13,200, 51,398, 114,374, 178,349, 97,174 },
{ 257,192, 198,188, 162,345, 240,349, 319,354, 316,197 },
{ 242,4, 283,21, 30,172, 81,215, 133,257, 209,-10 },
{ 149,408, 165,442, 472,340, 444,275, 416,210, 120,348 },
{ 106,271, 136,359, 483,370, 422,186, 360,2, 76,186 },
{ 120,146, 29,224, 469,262, 346,390, 222,518, 393,-87 },
{ 318,265, 415,280, 398,537, 247,491, 96,446, 222,249 },
{ 171,275, 207,246, 274,469, 237,497, 199,525, 139,300 },
{ 196,84, 135,105, 256,510, 334,486, 412,462, 280,55 },
{ 485,314, 452,170, 158,606, 111,411, 55,179, 515,446 },
{ 134,54, 266,4, 175,607, 392,451, 609,296, -100,144 },
{ 3,229, -1,287, 334,383, 350,267, 366,150, 10,151 },
{ 105,115, 146,125, 154,227, 92,209, 30,192, 62,105 },
{ 343,20, 388,42, 323,357, 228,313, 132,269, 278,-10 },
{ 362,186, 271,274, 60,82, 204,19, 349,-44, 453,97 },
{ 145,128, 181,32, 501,185, 498,272, 495,347, 97,257 },
{ 286,172, 342,274, 59,463, 16,331, -27,198, 231,69 },
{ 194,7, 404,-32, -38,410, 140,469, 317,528, -16,45 },
{ 39,120, 48,74, 445,109, 352,244, 259,379, 20,215 },
{ 328,247, 402,250, 411,384, 330,377, 248,370, 281,244 },
{ 189,56, 317,-31, 610,240, 396,392, 183,543, 61,144 },
{ 402,53, 430,77, 376,231, 315,161, 255,91, 351,10 },
{ 496,218, 494,260, 249,296, 251,214, 254,133, 498,139 },
{ 381,210, 469,195, 557,376, 399,391, 241,407, 292,226 },
{ 297,263, 267,346, -8,289, 14,176, 35,69, 331,168 },
{ 329,187, 363,263, 30,371, 5,287, -19,203, 302,128 },
{ 257,354, 168,351, 171,516, 252,496, 333,475, 340,356 },
{ 106,60, 107,121, 366,284, 359,168, 352,52, 105,14 },
{ 178,257, 240,314, 115,476, 71,421, 28,367, 98,182 },
{ 163,213, 191,273, 22,327, 3,248, -17,170, 118,113 },
{ 459,117, 500,185, 297,390, 248,311, 199,232, 416,46 },
{ 270,3, 317,-14, 528,375, 434,407, 339,440, 223,19 },
{ 88,76, 130,68, 78,485, 176,483, 274,482, -22,96 },
{ 422,428, 378,528, 88,205, 26,317, -36,428, 467,328 },
{ 414,127, 460,125, 489,325, 421,322, 353,320, 372,128 },
{ 227,197, 281,174, 367,311, 294,340, 221,370, 173,220 },
{ 180,14, 147,44, 436,104, 401,161, 366,219, 207,-10 },
{ 400,367, 395,404, 71,406, 77,336, 82,265, 407,300 },
{ 396,222, 396,316, 71,439, 70,245, 68,51, 396,132 },
{ 342,109, 454,153, 49,332, 208,413, 367,494, 8,-23 },
{ 147,167, 222,137, 266,169, 231,199, 197,229, 129,178 },
{ 227,272, 310,243, 277,313, 322,266, 367,219, 207,313 },
{ 279,192, 339,233, 396,211, 367,182, 338,152, 228,194 },
{ 236,20, 283,75, 346,26, 338,71, 330,116, 207,17 },
{ 129,83, 164,23, 158,14, 179,11, 200,8, 91,78 },
{ 86,231, 129,293, 164,421, 104,348, 44,275, 66,200 },
{ 193,328, 197,278, 240,348, 276,305, 311,263, 199,354 },
{ 231,364, 241,209, 309,104, 326,236, 342,367, 225,424 },
{ 414,230, 398,328, 446,445, 467,363, 489,281, 373,254 },
{ 289,122, 332,123, 348,161, 322,158, 297,156, 275,125 },
{ 142,235, 199,308, 402,229, 283,218, 164,206, 130,206 },
{ 174,396, 210,387, 328,501, 246,455, 165,409, 138,394 },
{ 288,388, 366,357, 372,458, 393,400, 414,343, 249,431 },
{ 351,278, 409,369, 497,316, 437,288, 376,260, 351,243 },
{ 87,134, 181,77, 311,121, 206,140, 101,160, 61,159 },
{ 95,195, 126,208, 133,258, 110,236, 88,215, 95,195 },
{ 140,293, 158,330, 169,275, 184,299, 198,323, 126,313 },
{ 336,319, 383,357, 388,278, 393,333, 397,388, 311,325 },
{ 338,107, 434,209, -37,469, 151,287, 338,104, 285,50 },
{ 403,134, 446,182, 378,318, 386,233, 393,149, 360,98 },
{ 366,82, 413,93, 416,158, 390,118, 364,78, 336,75 },
{ 448,188, 448,230, 465,269, 470,225, 474,181, 448,177 },
{ 121,398, 142,418, 126,475, 111,436, 96,396, 100,382 },
{ 40,296, 90,352, 170,310, 143,350, 116,391, 7,300 },
{ 25,203, 45,241, 70,204, 45,248, 19,293, 4,204 },
{ 243,222, 225,275, 345,256, 296,237, 247,218, 249,199 },
{ 159,149, 282,133, 284,199, 226,191, 169,184, 147,160 },
{ 149,257, 290,322, 151,374, 166,338, 182,302, 116,263 },
{ 255,285, 354,327, 234,287, 279,327, 323,367, 193,290 },
{ 188,220, 353,190, 290,354, 348,293, 407,231, 152,248 },
{ 305,122, 382,174, 402,229, 366,198, 329,167, 297,127 },
{ 378,260, 406,267, 390,330, 384,293, 377,257, 366,263 },
{ 178,396, 357,365, 273,461, 248,431, 223,401, 157,412 },
{ 180,89, 258,88, 302,94, 255,115, 207,136, 166,96 },
{ 81,197, 139,232, 39,257, 94,259, 150,261, 58,200 },
{ 314,89, 378,40, 383,38, 389,42, 395,45, 267,90 },
{ 371,141, 482,233, 508,244, 498,272, 488,299, 307,157 },
{ 339,348, 361,465, 382,477, 406,442, 430,406, 269,369 }
};
const unsigned int NUM_PARTICLE( sizeof( PATHS ) / sizeof( PATHS[0] ) );
const float PARTICLE_SIZE = 13.f;
const float ACTOR_SCALE = 0.704f; // resize 500*500 to 352*352, a bit smaller than 360*360
const Vector3 ACTOR_POSITION( -176.f, -176.f, 1.f);
const int MAXIMUM_ANIMATION_COUNT = 30;
// Geometry format used by the SparkeEffect
struct Vertex
{
Vertex( const Vector2& texCoord,
const Vector2& aParticlePath0,
const Vector2& aParticlePath1,
const Vector2& aParticlePath2,
const Vector2& aParticlePath3,
const Vector2& aParticlePath4,
const Vector2& aParticlePath5 )
: aTexCoord( texCoord ),
aParticlePath0( aParticlePath0 ),
aParticlePath1( aParticlePath1 ),
aParticlePath2( aParticlePath2 ),
aParticlePath3( aParticlePath3 ),
aParticlePath4( aParticlePath4 ),
aParticlePath5( aParticlePath5 )
{
}
Vector2 aTexCoord;
Vector2 aParticlePath0;
Vector2 aParticlePath1;
Vector2 aParticlePath2;
Vector2 aParticlePath3;
Vector2 aParticlePath4;
Vector2 aParticlePath5;
};
/**
* Create a SparkleEffect object.
* @return A handle to a newly allocated SparkleEffect
*/
Shader New()
{
std::string vertexShader = DALI_COMPOSE_SHADER(
precision highp float;\n
\n
attribute vec2 aTexCoord;\n
uniform mat4 uMvpMatrix;\n
varying vec2 vTexCoord;\n
\n
attribute vec2 aParticlePath0;\n
attribute vec2 aParticlePath1;\n
attribute vec2 aParticlePath2;\n
attribute vec2 aParticlePath3;\n
attribute vec2 aParticlePath4;\n
attribute vec2 aParticlePath5;\n
\n
uniform float uPercentage;\n
uniform float uPercentageMarked;\n
uniform vec3 uParticleColors[NUM_COLOR];\n
uniform float uOpacity[NUM_PARTICLE];\n
uniform vec2 uTapIndices;
uniform float uTapOffset[MAXIMUM_ANIMATION_COUNT];\n
uniform vec2 uTapPoint[MAXIMUM_ANIMATION_COUNT];\n
uniform float uAcceleration;\n
uniform float uRadius;\n
uniform float uScale;\n
uniform float uBreak;\n
\n
varying lowp vec4 vColor;\n
\n
void main()\n
{\n
// we store the particle index inside texCoord attribute
float idx = abs(aTexCoord.y)-1.0;\n
\n
// early out if the particle is invisible
if(uOpacity[int(idx)]<1e-5)\n
{\n
gl_Position = vec4(0.0);\n
vColor = vec4(0.0);\n
return;\n
}\n
\n
// As the movement along the b-curve has nonuniform speed with a uniform increasing parameter 'uPercentage'
// we give different particles the different 'percentage' to make them looks more random
float increment = idx / float(NUM_PARTICLE)*5.0;
float percentage = mod(uPercentage +uAcceleration+increment, 1.0);
\n
vec2 p0; vec2 p1; vec2 p2; vec2 p3;
// calculate the particle position by using the cubic b-curve equation
if(percentage<0.5)\n // particle on the first b-curve
{\n
p0 = aParticlePath0;\n
p1 = aParticlePath1;\n
p2 = aParticlePath2;\n
p3 = aParticlePath3;\n
}\n
else\n
{\n
p0 = aParticlePath3;\n
p1 = aParticlePath4;\n
p2 = aParticlePath5;\n
p3 = aParticlePath0;\n
}\n
float t = mod( percentage*2.0, 1.0);\n
vec2 position = (1.0-t)*(1.0-t)*(1.0-t)*p0 + 3.0*(1.0-t)*(1.0-t)*t*p1+3.0*(1.0-t)*t*t*p2 + t*t*t*p3;\n
\n
vec2 referencePoint = mix(p0,p3,0.5);\n
float maxAnimationCount = float(MAXIMUM_ANIMATION_COUNT);\n
\n
for( float i=uTapIndices.x; i<uTapIndices.y; i+=1.0 )\n
{
int id = int( mod(i+0.5,maxAnimationCount ) );\n
vec2 edgePoint = normalize(referencePoint-uTapPoint[id])*uRadius+vec2(uRadius);\n
position = mix( position, edgePoint, uTapOffset[id] ) ;\n
}\n
\n
position = mix( position, vec2( 250.0,250.0 ),uBreak*(1.0-uOpacity[int(idx)]) ) ;
\n
// vertex position on the mesh: (sign(aTexCoord.x), sign(aTexCoord.y))*PARTICLE_HALF_SIZE
gl_Position = uMvpMatrix * vec4( position.x+sign(aTexCoord.x)*PARTICLE_HALF_SIZE/uScale,
position.y+sign(aTexCoord.y)*PARTICLE_HALF_SIZE/uScale,
0.0, 1.0 );\n
\n
// we store the color index inside texCoord attribute
float colorIndex = abs(aTexCoord.x);
vColor.rgb = uParticleColors[int(colorIndex)-1];\n
vColor.a = fract(colorIndex) * uOpacity[int(idx)];\n
\n
// produce a 'seemingly' random fade in/out
percentage = mod(uPercentage+increment+0.15, 1.0);\n
float ramdomOpacity = (min(percentage, 0.25)-0.15+0.9-max(percentage,0.9))*10.0;\n
vColor.a *=ramdomOpacity;\n
\n
vTexCoord = clamp(aTexCoord, 0.0, 1.0);\n
}\n
);
std::string fragmentShader = DALI_COMPOSE_SHADER(
precision highp float;\n
uniform sampler2D sTexture;\n
varying vec2 vTexCoord;\n
\n
varying lowp vec4 vColor;\n
\n
void main()\n
{\n
gl_FragColor = vColor;\n
gl_FragColor.a *= texture2D(sTexture, vTexCoord).a;\n
}\n
);
std::ostringstream vertexShaderStringStream;
vertexShaderStringStream<< "#define NUM_COLOR "<< NUM_COLOR << "\n"
<< "#define NUM_PARTICLE "<< NUM_PARTICLE << "\n"
<< "#define PARTICLE_HALF_SIZE "<< PARTICLE_SIZE*ACTOR_SCALE/2.f << "\n"
<< "#define MAXIMUM_ANIMATION_COUNT "<<MAXIMUM_ANIMATION_COUNT<<"\n"
<< vertexShader;
Shader handle = Shader::New( vertexShaderStringStream.str(), fragmentShader );
// set the particle colors
std::ostringstream oss;
for( unsigned int i = 0; i < NUM_COLOR; i++ )
{
oss.str("");
oss<< PARTICLE_COLOR_UNIFORM_NAME<< i << "]";
handle.RegisterProperty(oss.str(), PARTICLE_COLORS[i].RGB);
}
handle.RegisterProperty( "uRadius", 250.f );
handle.RegisterProperty( "uScale", ACTOR_SCALE );
// set the initial uniform values
for( unsigned int i = 0; i < NUM_PARTICLE; i++ )
{
oss.str("");
oss<< OPACITY_UNIFORM_NAME << i << "]";
handle.RegisterProperty(oss.str(), 1.f);
}
handle.RegisterProperty( PERCENTAGE_UNIFORM_NAME, 0.f );
handle.RegisterProperty( ACCELARATION_UNIFORM_NAME, 0.f );
handle.RegisterProperty( BREAK_UNIFORM_NAME, 0.f);
handle.RegisterProperty( TAP_INDICES_UNIFORM_NAME, Vector2::ZERO);
for( int i = 0; i < MAXIMUM_ANIMATION_COUNT; i++ )
{
oss.str("");
oss<< TAP_OFFSET_UNIFORM_NAME << i << "]";
handle.RegisterProperty(oss.str(), 0.f);
oss.str("");
oss<< TAP_POINT_UNIFORM_NAME << i << "]";
handle.RegisterProperty(oss.str(), Vector2( 250.0f,250.0f ));
}
return handle;
}
}; // namespace SparkleEffect
#endif // DALI_SPARKLE_EFFECT_H