particle-field.h
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#ifndef PARTICLES_PARTICLE_FIELD_H_
#define PARTICLES_PARTICLE_FIELD_H_
/*
* 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.
*
*/
#include <vector>
#include "dali/public-api/math/vector2.h"
#include "dali/public-api/math/vector3.h"
#include "dali/public-api/math/vector4.h"
#include "dali/public-api/rendering/geometry.h"
#include "float-rand.h"
#include "utils.h"
struct ParticleField
{
float mSize;
Dali::Vector3 mBoxSize;
Dali::Vector3 mParticlesPerAxis;
float mSizeVariance;
float mNoiseAmount; // affects color, motion (phase), twinkle (frequency, phase, size, opacity),
float mDisperse;
float mMotionScale;
float mMotionCycleLength; // seconds
float mTwinkleFrequency; // per motion cycle
float mTwinkleSizeScale;
float mTwinkleOpacityWeight;
Dali::Vector3 GetParticlesPerAxisSafe() const
{
using namespace Dali;
return Vector3(std::max(1.f, FastFloor(mParticlesPerAxis.x)),
std::max(1.f, FastFloor(mParticlesPerAxis.y)),
std::max(1.f, FastFloor(mParticlesPerAxis.z)));
}
Dali::Geometry MakeGeometry() const
{
using namespace Dali;
FloatRand frandPath;
FloatRand frandSeed;
FloatRand frandPos;
FloatRand frandDisperse;
FloatRand frandSize;
struct Vertex
{
Vector3 aPosition;
float aSeed;
Vector4 aPath;
Vector2 aSubPosition;
float aSize;
};
const int numPatternVertices = 6;
Vector2 vertexPattern[numPatternVertices] = {
Vector2(-1.f, 1.f),
Vector2(-1.f, -1.f),
Vector2(1.f, 1.f),
Vector2(1.f, 1.f),
Vector2(-1.f, -1.f),
Vector2(1.f, -1.f),
};
Vector3 particlesPerAxis = GetParticlesPerAxisSafe();
auto numParticles = particlesPerAxis.x * particlesPerAxis.y * particlesPerAxis.z;
std::vector<Vertex> vertices;
vertices.reserve(numParticles * numPatternVertices);
Vector3 invBoxSize(1. / std::max(mBoxSize.x, 1.f),
1. / std::max(mBoxSize.y, 1.f),
1. / std::max(mBoxSize.z, 1.f));
Vector3 spacing(mBoxSize.x / particlesPerAxis.x,
mBoxSize.y / particlesPerAxis.y,
mBoxSize.z / particlesPerAxis.z);
auto offset = (mBoxSize - spacing) * .5;
int nx = particlesPerAxis.x;
int ny = particlesPerAxis.y;
int nxy = nx * ny;
for(size_t i = 0; i < numParticles; ++i)
{
Vertex v;
float x = float(i % nx);
float y = float((i / nx) % ny);
float z = float(i / nxy);
v.aPosition = Vector3(x, y, z) * spacing - offset;
Vector3 disperseDir(frandDisperse() - .5, frandDisperse() - .5, frandDisperse() - .5);
disperseDir.Normalize();
v.aPosition += disperseDir * (frandDisperse() * mDisperse);
v.aPosition *= invBoxSize;
v.aSeed = frandSeed() * mNoiseAmount;
v.aPath = Vector4(frandPath() - .5, frandPath() - .5, frandPath() - .5, frandPath() - .5) * mMotionScale;
const float size = mSize * ((1.f + (frandSize() - .5) * mSizeVariance) * .5f);
for(int j = 0; j < numPatternVertices; ++j)
{
v.aSubPosition = vertexPattern[j];
v.aSize = size;
vertices.push_back(v);
}
}
VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
.Add("aPosition", Property::VECTOR3)
.Add("aSeed", Property::FLOAT)
.Add("aPath", Property::VECTOR4)
.Add("aSubPosition", Property::VECTOR2)
.Add("aSize", Property::FLOAT));
vertexBuffer.SetData(vertices.data(), vertices.size());
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer(vertexBuffer);
geometry.SetType(Geometry::TRIANGLES);
return geometry;
}
};
#endif //PARTICLES_PARTICLE_FIELD_H_