metaball-explosion-example.cpp 16.4 KB
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/*
 * Copyright (c) 2021 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/math/random.h>
#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 "generated/metaball-frag.h"
#include "generated/metaball-refraction-frag.h"
#include "generated/metaball-vert.h"
#include "shared/utility.h" // DemoHelper::LoadTexture

using namespace Dali;

namespace // unnamed namespace for constants
{
// background image
const char* const BACKGROUND_IMAGE(DEMO_IMAGE_DIR "background-2.jpg");

// number of metaballs
constexpr uint32_t METABALL_NUMBER = 6;

/**
 * Metadata for each ball
 */
struct MetaballInfo
{
  Actor   actor;
  Vector2 position;
  float   radius;
  float   initRadius;

  //new shader stuff
  Property::Index positionIndex;
  Property::Index positionVarIndex;
};

} // unnamed namespace

/**
 * Demo using Metaballs
 *
 * When the metaball is clicked it explodes to smaller balls
 */
class MetaballExplosionController : public ConnectionTracker
{
public:
  /**
   * Constructor
   * @param application
   */
  MetaballExplosionController(Application& application);

  /**
   * Destructor
   */
  virtual ~MetaballExplosionController();

  /**
   * Creates the metaballs and initializes the scene
   */
  void Create(Application& app);

  /**
   * Touch event handler to center metaballs at touch position
   * and start explosion animation on release
   */
  bool OnTouch(Actor actor, const TouchEvent& touch);

  /**
   * Key event handler to quit 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];

  Property::Index mPositionIndex;
  Actor           mCompositionActor;

  //Motion
  Vector2 mCurrentTouchPosition;
  Vector2 mMetaballPosVariation;
  Vector2 mMetaballPosVariationFrom;
  Vector2 mMetaballPosVariationTo;
  Vector2 mMetaballCenter;

  //Animations
  Animation mPositionVarAnimation[METABALL_NUMBER];

  uint32_t  mDispersion;
  Animation mDispersionAnimation[METABALL_NUMBER];

  Timer mTimerDispersion;

  float mTimeMultiplier;

  // 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 actors and renderers 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();

  /**
   * Function to create animations for the small variations of position inside the metaball
   */
  void CreateAnimations();

  /**
   * Function to reset metaball state
   */
  void ResetMetaballs(bool resetAnims);

  /**
   * Function to create disperse each of the ball that compose the metaball when exploding
   */
  void DisperseBallAnimation(uint32_t ball);

  /**
   * Function to make metaballs come back to reset position
   */
  void LaunchResetMetaballPosition(Animation& source);

  /**
   * Function to set things at the end of the animation
   */
  void EndDisperseAnimation(Animation& source);

  /**
   * Function to init dispersion of the metaballs one by one using a timer
   * (so not all the balls begin moving at the same time)
   */
  bool OnTimerDispersionTick();

  /**
   * Function to set the actual position of the metaballs when the user clicks the screen
   */
  void SetPositionToMetaballs(const Vector2& metaballCenter);
};

/**
 * Implementation
 */

MetaballExplosionController::MetaballExplosionController(Application& application)
: mApplication(application),
  mScreenSize(),
  mBackgroundTexture(),
  mMetaballFBO(),
  mMetaballRoot(),
  mMetaballs(),
  mPositionIndex(),
  mCompositionActor(),
  mCurrentTouchPosition(),
  mMetaballPosVariation(),
  mMetaballPosVariationFrom(),
  mMetaballPosVariationTo(),
  mMetaballCenter(),
  mPositionVarAnimation(),
  mDispersion(0),
  mDispersionAnimation(),
  mTimerDispersion(),
  mTimeMultiplier(1.0f)
{
  // Connect to the Application's Init signal
  mApplication.InitSignal().Connect(this, &MetaballExplosionController::Create);
}

MetaballExplosionController::~MetaballExplosionController()
{
  // Nothing to do here;
}

void MetaballExplosionController::Create(Application& app)
{
  Window window = app.GetWindow();

  window.KeyEventSignal().Connect(this, &MetaballExplosionController::OnKeyEvent);

  mScreenSize = window.GetSize();

  mTimeMultiplier = 1.0f;

  window.SetBackgroundColor(Color::BLACK);

  // Load background texture
  mBackgroundTexture = DemoHelper::LoadTexture(BACKGROUND_IMAGE);

  srand(static_cast<uint32_t>(time(0)));

  //Create internal data
  CreateMetaballActors();
  CreateMetaballImage();
  CreateComposition();

  CreateAnimations();

  mDispersion      = 0;
  mTimerDispersion = Timer::New(150);
  mTimerDispersion.TickSignal().Connect(this, &MetaballExplosionController::OnTimerDispersionTick);

  // Connect the callback to the touch signal on the mesh actor
  window.GetRootLayer().TouchedSignal().Connect(this, &MetaballExplosionController::OnTouch);
}

Geometry MetaballExplosionController::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 MetaballExplosionController::CreateMetaballActors()
{
  // Create the shader for the metaballs, tell DALi that shader modifies geometry so we dont need to set a meaningless size
  Shader shader = Shader::New(SHADER_METABALL_VERT, SHADER_METABALL_FRAG, Shader::Hint::MODIFIES_GEOMETRY);

  Geometry metaballGeom = CreateGeometry();
  // Reuse same renderer for each actor
  Renderer renderer = Renderer::New(metaballGeom, 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);

  //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].radius = mMetaballs[i].initRadius = Random::Range(0.05f, 0.07f);

    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].actor.RegisterProperty("uGravityVector", Vector2(Random::Range(-0.2, 0.2), Random::Range(-0.2, 0.2)));
    mMetaballs[i].actor.RegisterProperty("uRadius", mMetaballs[i].radius);
    mMetaballs[i].actor.RegisterProperty("uRadiusVar", 0.f);
  }

  // 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 MetaballExplosionController::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);

  // Create 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 MetaballExplosionController::CreateComposition()
{
  //Create new shader
  Shader shader = Shader::New(SHADER_METABALL_VERT, SHADER_METABALL_REFRACTION_FRAG);

  // Create new texture set
  auto textureSet = TextureSet::New();
  textureSet.SetTexture(0u, mBackgroundTexture);
  textureSet.SetTexture(1u, mMetaballFBO.GetColorTexture());

  // Create geometry
  Geometry metaballGeom = CreateGeometry(false);

  Renderer mRenderer = Renderer::New(metaballGeom, shader);
  mRenderer.SetTextures(textureSet);

  // 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));
  mCompositionActor.AddRenderer(mRenderer);

  Vector2 metaballCenter(0.0, 0);
  metaballCenter.x = metaballCenter.x * 0.5;
  metaballCenter.y = metaballCenter.y * 0.5;
  mPositionIndex   = mCompositionActor.RegisterProperty("uPositionMetaball", metaballCenter);

  SetPositionToMetaballs(metaballCenter);

  mCompositionActor.SetProperty(Actor::Property::SIZE, Vector2(mScreenSize.x, mScreenSize.y));

  Window window = mApplication.GetWindow();
  window.Add(mCompositionActor);
}

void MetaballExplosionController::CreateAnimations()
{
  Vector2 direction;

  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
  {
    KeyFrames keySinCosVariation = KeyFrames::New();
    Vector2   sinCosVariation(0, 0);

    direction.x = Random::Range(-100.f, 100.f);
    direction.y = Random::Range(-100.f, 100.f);

    direction.Normalize();
    direction *= 0.1f;

    for(uint32_t j = 0; j < 360; j++)
    {
      sinCosVariation.x = sinf(j * Math::PI / 180.f) * direction.x;
      sinCosVariation.y = cosf(j * Math::PI / 180.f) * direction.y;
      float key         = j / 360.f;
      keySinCosVariation.Add(key, sinCosVariation);
    }

    mPositionVarAnimation[i] = Animation::New(3.f);
    mPositionVarAnimation[i].AnimateBetween(Property(mMetaballs[i].actor, mMetaballs[i].positionVarIndex), keySinCosVariation);
    mPositionVarAnimation[i].SetLooping(true);
    mPositionVarAnimation[i].Play();
  }
}

void MetaballExplosionController::ResetMetaballs(bool resetAnims)
{
  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
  {
    if(mDispersionAnimation[i])
    {
      mDispersionAnimation[i].Clear();
    }

    mMetaballs[i].position = Vector2(0.0f, 0.0f);
    mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position);
  }
  mTimerDispersion.Stop();
  mDispersion = 0;

  mCompositionActor.SetProperty(mPositionIndex, Vector2(0, 0));
}

void MetaballExplosionController::DisperseBallAnimation(uint32_t ball)
{
  Vector2 position;
  position.x = Random::Range(-1.5f, 1.5f);
  position.y = Random::Range(-1.5f, 1.5f);

  mDispersionAnimation[ball] = Animation::New(2.0f * mTimeMultiplier);
  mDispersionAnimation[ball].AnimateTo(Property(mMetaballs[ball].actor, mMetaballs[ball].positionIndex), position);
  mDispersionAnimation[ball].Play();

  if(ball == METABALL_NUMBER - 1)
  {
    mDispersionAnimation[ball].FinishedSignal().Connect(this, &MetaballExplosionController::LaunchResetMetaballPosition);
  }
}

void MetaballExplosionController::LaunchResetMetaballPosition(Animation& source)
{
  for(uint32_t i = 0; i < METABALL_NUMBER; i++)
  {
    mDispersionAnimation[i] = Animation::New(1.5f + i * 0.25f * mTimeMultiplier);
    mDispersionAnimation[i].AnimateTo(Property(mMetaballs[i].actor, mMetaballs[i].positionIndex), Vector2(0, 0));
    mDispersionAnimation[i].Play();

    if(i == METABALL_NUMBER - 1)
    {
      mDispersionAnimation[i].FinishedSignal().Connect(this, &MetaballExplosionController::EndDisperseAnimation);
    }
  }
}

void MetaballExplosionController::EndDisperseAnimation(Animation& source)
{
  mCompositionActor.SetProperty(mPositionIndex, Vector2(0, 0));
}

bool MetaballExplosionController::OnTimerDispersionTick()
{
  if(mDispersion < METABALL_NUMBER)
  {
    DisperseBallAnimation(mDispersion);
    mDispersion++;
  }
  return true;
}

void MetaballExplosionController::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);
  }

  mCompositionActor.SetProperty(mPositionIndex, metaballCenter);
}

bool MetaballExplosionController::OnTouch(Actor actor, const TouchEvent& touch)
{
  float aspectR = mScreenSize.y / mScreenSize.x;

  switch(touch.GetState(0))
  {
    case PointState::DOWN:
    {
      ResetMetaballs(true);

      const Vector2 screen         = touch.GetScreenPosition(0);
      Vector2       metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5f, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f) * 2.0f;
      SetPositionToMetaballs(metaballCenter);

      break;
    }
    case PointState::MOTION:
    {
      const Vector2 screen         = touch.GetScreenPosition(0);
      Vector2       metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5f, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f) * 2.0f;
      SetPositionToMetaballs(metaballCenter);
      break;
    }
    case PointState::UP:
    case PointState::LEAVE:
    case PointState::INTERRUPTED:
    {
      mTimerDispersion.Start();
      break;
    }
    default:
      break;
  }
  return true;
}

void MetaballExplosionController::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);

  MetaballExplosionController test(application);

  application.MainLoop();

  return 0;
}