metaball-refrac-example.cpp 27.1 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865
/*
 * 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/devel-api/images/texture-set-image.h>
#include <dali/public-api/rendering/renderer.h>
#include <dali-toolkit/dali-toolkit.h>

#include <cstdio>
#include <string>
#include "shared/utility.h"

using namespace Dali;
using namespace Dali::Toolkit;

namespace
{
const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-2.jpg" );
const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );

const float GRAVITY_X(0);
const float GRAVITY_Y(-0.09);
}

#define METABALL_NUMBER 4

const char*const METABALL_VERTEX_SHADER = DALI_COMPOSE_SHADER (
    attribute mediump vec2    aPosition;\n
    attribute mediump vec2    aTexture;\n
    attribute mediump vec3    aNormal;\n
    uniform   mediump mat4    uMvpMatrix;\n
    uniform   mediump vec3    uSize;\n
    uniform   lowp    vec4    uColor;\n
    varying   mediump vec2    vTexCoord;\n

    void main()\n
    {\n
      mediump vec4 vertexPosition = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n
      vertexPosition = uMvpMatrix * vertexPosition;\n
      gl_Position = vertexPosition;\n
      vTexCoord = aTexture;\n
    }\n
);


const char*const METABALL_FRAG_SHADER = DALI_COMPOSE_SHADER (
  precision mediump float;\n
  varying vec2 vTexCoord;\n
  uniform vec2 uPositionMetaball;\n
  uniform vec2 uPositionVar;\n
  uniform vec2 uGravityVector;\n
  uniform float uRadius;\n
  uniform float uRadiusVar;\n
  uniform float uAspect;\n
  void main()\n
  {\n
    vec2 adjustedCoords = vTexCoord * 2.0 - 1.0;\n
    vec2 finalMetaballPosition = uPositionMetaball + uGravityVector + uPositionVar;\n

    float distance = (adjustedCoords.x - finalMetaballPosition.x) * (adjustedCoords.x - finalMetaballPosition.x) +
                     (adjustedCoords.y - finalMetaballPosition.y) * (adjustedCoords.y - finalMetaballPosition.y);\n
    float finalRadius = uRadius + uRadiusVar;\n
    float color = finalRadius / sqrt( distance );\n
    vec2 bordercolor = vec2(0.0,0.0);\n
    if (vTexCoord.x < 0.1)\n
    {\n
      bordercolor.x = (0.1 - vTexCoord.x) * 0.8;\n
    }\n
    if (vTexCoord.x > 0.9)\n
    {\n
      bordercolor.x = (vTexCoord.x - 0.9) * 0.8;\n
    }\n
    if (vTexCoord.y < 0.1)\n
    {\n
      bordercolor.y = (0.1 - vTexCoord.y) * 0.8;\n
    }\n
    if (vTexCoord.y > (0.9 * uAspect))\n
    {\n
      bordercolor.y = (vTexCoord.y - (0.9 * uAspect)) * 0.8;\n
    }\n
    float border = (bordercolor.x + bordercolor.y) * 0.5;\n
    gl_FragColor = vec4(color + border,color + border,color + border,1.0);\n
  }\n
);

const char*const REFRACTION_FRAG_SHADER = DALI_COMPOSE_SHADER (
  precision mediump float;\n
  varying vec2 vTexCoord;\n
  uniform sampler2D sTexture;\n
  uniform sampler2D sEffect;\n
  void main()\n
  {\n
    vec4 metaColor = texture2D(sEffect, vTexCoord);\n
    vec2 zoomCoords;\n
    float bright = 1.0;\n
    if (metaColor.r > 0.85)\n
    {\n
      zoomCoords = ((vTexCoord - 0.5) * 0.95) + 0.5;\n
    }\n
    else if (metaColor.r > 0.81)\n
    {\n
      float interpolation = mix(0.95, 1.05, (0.85 - metaColor.r) * 50.0);\n
      zoomCoords = ((vTexCoord - 0.5) * interpolation) + 0.5;\n
      bright = 1.2;\n
    }\n
    else\n
    {\n
      zoomCoords = vTexCoord;\n
    }\n

    gl_FragColor = texture2D(sTexture, zoomCoords) * bright;\n
  }\n
 );

const char*const FRAG_SHADER = DALI_COMPOSE_SHADER (
  precision mediump float;\n
  varying vec2 vTexCoord;\n
  uniform sampler2D sTexture;\n
  void main()\n
  {\n
    gl_FragColor = texture2D(sTexture, vTexCoord);\n
  }\n
);


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;
};


/***************************************************************************/
/* Demo using Metaballs for Refraction when clicking the screen ************/
/* The concept is similar to the Note 5 ScreenLock              ************/
/***************************************************************************/
class MetaballRefracController : public ConnectionTracker
{
public:
  MetaballRefracController( Application& application );
  ~MetaballRefracController();

  void Create( Application& app );
  bool OnTouch( Actor actor, const TouchData& touch );
  void OnKeyEvent(const KeyEvent& event);

  void SetGravity(const Vector2 & gravity);


private:
  Application&      mApplication;
  Vector2           mScreenSize;

  Layer             mContentLayer;

  Image             mBackImage;
  FrameBufferImage  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 functions
  Geometry          CreateGeometry();
  Geometry          CreateGeometryComposition();

  void              CreateMetaballActors();
  void              CreateMetaballImage();
  void              AddRefractionImage();
  void              CreateAnimations();

  void              LaunchRadiusIncSlowAnimations(Animation &source);
  void              LaunchGetBackToPositionAnimation(Animation &source);

  void              StopClickAnimations();
  void              StopAfterClickAnimations();

  void              ResetMetaballsState();

  void              SetPositionToMetaballs(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;
}

/*
 * Setter function for gravity
 */
void MetaballRefracController::SetGravity(const Vector2 & gravity)
{
  mGravity = gravity;
}

/**
 * Main create function, it creates the metaballs and all the
 */
void MetaballRefracController::Create( Application& app )
{
  Stage stage = Stage::GetCurrent();

  stage.KeyEventSignal().Connect(this, &MetaballRefracController::OnKeyEvent);

  mScreenSize = stage.GetSize();

  stage.SetBackgroundColor(Color::BLACK);

  //Set background image for the view
  mBackImage = DemoHelper::LoadImage( BACKGROUND_IMAGE );

  mGravity = Vector2(GRAVITY_X,GRAVITY_Y);
  mGravityVar = Vector2(0,0);

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

  CreateAnimations();

  // Connect the callback to the touch signal on the mesh actor
  stage.GetRootLayer().TouchSignal().Connect( this, &MetaballRefracController::OnTouch );
}

/**
 * Create a mesh data with the geometry for the metaball rendering
 */
Geometry MetaballRefracController::CreateGeometry()
{
  float aspect = (float)mScreenSize.y / (float)mScreenSize.x;

  // Create vertices and specify their color
  float xsize = mScreenSize.x * 0.5;

  //We create the meshdata for the metaballs
  struct VertexPosition { Vector2 position; };
  struct VertexTexture { Vector2 texture; };
  struct VertexNormal { Vector3 normal; };

  VertexPosition vertices[] = {
    { Vector2( -xsize, -xsize * aspect) },
    { Vector2(  xsize, -xsize * aspect) },
    { Vector2( -xsize,  xsize * aspect) },
    { Vector2(  xsize,  xsize * aspect) }
  };

  VertexTexture textures[] = {
    { Vector2(0.0f, 0.0f) },
    { Vector2(1.0f, 0.0f) },
    { Vector2(0.0f, 1.0f * aspect) },
    { Vector2(1.0f, 1.0f * aspect) }
  };

  VertexNormal normals [] = {
    { Vector3(0.0f, 0.0f, 1.0f) },
    { Vector3(0.0f, 0.0f, 1.0f) },
    { Vector3(0.0f, 0.0f, 1.0f) },
    { Vector3(0.0f, 0.0f, 1.0f) }
  };

  unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);

  //Vertices
  Property::Map positionVertexFormat;
  positionVertexFormat["aPosition"] = Property::VECTOR2;
  PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
  positionVertices.SetData( vertices, numberOfVertices );

  //Textures
  Property::Map textureVertexFormat;
  textureVertexFormat["aTexture"] = Property::VECTOR2;
  PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
  textureVertices.SetData( textures, numberOfVertices );

  //Normals
  Property::Map normalVertexFormat;
  normalVertexFormat["aNormal"] = Property::VECTOR3;
  PropertyBuffer normalVertices = PropertyBuffer::New( normalVertexFormat );
  normalVertices.SetData( normals, numberOfVertices );

  //Indices
  unsigned short indices[] = { 0, 3, 1, 0, 2, 3 };

  // Create the geometry object
  Geometry texturedQuadGeometry = Geometry::New();
  texturedQuadGeometry.AddVertexBuffer( positionVertices );
  texturedQuadGeometry.AddVertexBuffer( textureVertices );
  texturedQuadGeometry.AddVertexBuffer( normalVertices );

  texturedQuadGeometry.SetIndexBuffer ( &indices[0], 6 );

  return texturedQuadGeometry;
}

/**
 * Create a mesh data with the geometry for the metaball rendering
 */
Geometry MetaballRefracController::CreateGeometryComposition()
{
  float aspect = (float)mScreenSize.y / (float)mScreenSize.x;

  // Create vertices and specify their color
  float xsize = mScreenSize.x * 0.5;

  //We create the meshdata for the metaballs
  struct VertexPosition { Vector2 position; };
  struct VertexTexture { Vector2 texture; };
  struct VertexNormal { Vector3 normal; };

  VertexPosition vertices[] = {
    { Vector2( -xsize, -xsize * aspect) },
    { Vector2(  xsize, -xsize * aspect) },
    { Vector2( -xsize,  xsize * aspect) },
    { Vector2(  xsize,  xsize * aspect) }
  };

  VertexTexture textures[] = {
    { Vector2(0.0f, 0.0f) },
    { Vector2(1.0f, 0.0f) },
    { Vector2(0.0f, 1.0f) },
    { Vector2(1.0f, 1.0f) }
  };

  VertexNormal normals [] = {
    { Vector3(0.0f, 0.0f, 1.0f) },
    { Vector3(0.0f, 0.0f, 1.0f) },
    { Vector3(0.0f, 0.0f, 1.0f) },
    { Vector3(0.0f, 0.0f, 1.0f) }
  };

  unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);

  //Vertices
  Property::Map positionVertexFormat;
  positionVertexFormat["aPosition"] = Property::VECTOR2;
  PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
  positionVertices.SetData( vertices, numberOfVertices );

  //Textures
  Property::Map textureVertexFormat;
  textureVertexFormat["aTexture"] = Property::VECTOR2;
  PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
  textureVertices.SetData( textures, numberOfVertices );

  //Normals
  Property::Map normalVertexFormat;
  normalVertexFormat["aNormal"] = Property::VECTOR3;
  PropertyBuffer normalVertices = PropertyBuffer::New( normalVertexFormat );
  normalVertices.SetData( normals, numberOfVertices );

  //Indices
  unsigned short indices[] = { 0, 3, 1, 0, 2, 3 };

  // Create the geometry object
  Geometry texturedQuadGeometry = Geometry::New();
  texturedQuadGeometry.AddVertexBuffer( positionVertices );
  texturedQuadGeometry.AddVertexBuffer( textureVertices );
  texturedQuadGeometry.AddVertexBuffer( normalVertices );

  texturedQuadGeometry.SetIndexBuffer ( &indices[0], sizeof( indices )/ sizeof( indices[0] ) );

  return texturedQuadGeometry;
}

/**
 * Create a mesh actor for the metaballs
 */
void MetaballRefracController::CreateMetaballActors()
{
  //We create metaball structures
  //With MeshData Textured
  float aspect = (float)mScreenSize.y / (float)mScreenSize.x;

  //Create the renderer for the metaballs
  Shader shader = Shader::New( METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER );
  Geometry metaballGeom = CreateGeometry();
  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  );

  //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 (int i = 0 ; i < METABALL_NUMBER ; i++)
  {
    mMetaballs[i].position = Vector2(0.0f, 0.0f);

    mMetaballs[i].actor = Actor::New( );
    mMetaballs[i].actor.SetName("Metaball");
    mMetaballs[i].actor.SetScale( 1.0f );
    mMetaballs[i].actor.SetParentOrigin( 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 );

    mMetaballs[i].actor.SetSize(400, 400);
  }

  //Root creation
  mMetaballRoot = Actor::New();
  mMetaballRoot.SetParentOrigin( ParentOrigin::CENTER );
  for (int i = 0 ; i < METABALL_NUMBER ; i++)
  {
    mMetaballRoot.Add( mMetaballs[i].actor );
  }

  //Initialization of variables related to metaballs
  mMetaballPosVariation = Vector2(0,0);
  mMetaballPosVariationFrom = Vector2(0,0);
  mMetaballPosVariationTo = Vector2(0,0);
  mCurrentTouchPosition = Vector2(0,0);
}

/**
 * Create the render task and FBO to render the metaballs into a texture
 */
void MetaballRefracController::CreateMetaballImage()
{
  //We create an FBO and a render task to create to render the metaballs with a fragment shader
  Stage stage = Stage::GetCurrent();
  mMetaballFBO = FrameBufferImage::New(mScreenSize.x, mScreenSize.y );

  stage.Add(mMetaballRoot);

  //Creation of the render task used to render the metaballs
  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
  RenderTask task = taskList.CreateTask();
  task.SetRefreshRate( RenderTask::REFRESH_ALWAYS );
  task.SetSourceActor( mMetaballRoot );
  task.SetExclusive(true);
  task.SetClearColor( Color::BLACK );
  task.SetClearEnabled( true );
  task.SetTargetFrameBuffer( mMetaballFBO );
}

/**
 * Create a mesh image to render the final composition
 */
void MetaballRefracController::AddRefractionImage()
{
  //Creation of the composition image

  //Create geometry
  Geometry metaballGeom = CreateGeometryComposition();

  //Create Refraction shader and renderer
  mShaderRefraction = Shader::New( METABALL_VERTEX_SHADER, REFRACTION_FRAG_SHADER );

  //Create new texture set
  mTextureSetRefraction = TextureSet::New();
  TextureSetImage( mTextureSetRefraction, 0u, mBackImage );
  TextureSetImage( mTextureSetRefraction, 1u, mMetaballFBO );

  //Create normal shader
  mShaderNormal = Shader::New( METABALL_VERTEX_SHADER, FRAG_SHADER );

  //Create new texture set
  mTextureSetNormal = TextureSet::New();
  TextureSetImage( mTextureSetNormal, 0u, mBackImage );

  //Create actor
  mCompositionActor = Actor::New( );
  mCompositionActor.SetParentOrigin(ParentOrigin::CENTER);
  mCompositionActor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
  mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y);

  mRendererRefraction = Renderer::New( metaballGeom, mShaderNormal );
  mRendererRefraction.SetTextures( mTextureSetNormal );
  mCompositionActor.AddRenderer( mRendererRefraction );

  Stage stage = Stage::GetCurrent();
  stage.Add( mCompositionActor );
}

/**
 * Creation of all the metaballs animations (gravity, movement, size, etc.)
 */
void MetaballRefracController::CreateAnimations()
{
  int 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 * (-sin(i * Math::PI/180.f) + cos(i * Math::PI/180.f));
    sinCosVariation.y = 0.05f * (sin(i * Math::PI/180.f) - cos(i * Math::PI/180.f));
    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 * (-sin(i * Math::PI/180.f) - cos(i * Math::PI/180.f));
    cosSinVariation.y = 0.05f * (sin(i * Math::PI/180.f) + cos(i * Math::PI/180.f));
    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 );
}

/**
 * Function to launch the animation to get the metaball[1] back to the center
 */
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();
}

/**
 * Function to launch the gro slow radius for the metaballs, and also the small variations for metaball[2] and [3]
 */
void MetaballRefracController::LaunchRadiusIncSlowAnimations(Animation &source)
{
  for (int i = 0 ; i < METABALL_NUMBER ; i++)
  {
    mRadiusIncSlowAnimation[i].Play();
  }
  mPositionVarAnimation[2].Play();
  mPositionVarAnimation[3].Play();
}

/**
 * Function to stop all animations related to the click of the user in the screen
 */
void MetaballRefracController::StopClickAnimations()
{
  for (int i = 0 ; i < METABALL_NUMBER ; i++)
  {
    mRadiusIncSlowAnimation[i].Stop();
    mRadiusIncFastAnimation[i].Stop();
  }
  mPositionVarAnimation[1].Stop();
  mPositionVarAnimation[2].Stop();
  mPositionVarAnimation[3].Stop();
}

/**
 * Function to stop all animations related to the after click of the user in the screen
 */
void MetaballRefracController::StopAfterClickAnimations()
{
  for (int 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();
}

/*
 * Function that resets the sate of the different Metaballs
 */
void MetaballRefracController::ResetMetaballsState()
{
  mRendererRefraction.SetTextures(mTextureSetNormal);
  mRendererRefraction.SetShader( mShaderNormal );

  for (int 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);
}

/**
 * Function to set the actual position of the metaballs when the user clicks the screen
 */
void MetaballRefracController::SetPositionToMetaballs(Vector2 & metaballCenter)
{
  //We set the position for the metaballs based on click position
  for (int i = 0 ; i < METABALL_NUMBER ; i++)
  {
    mMetaballs[i].position = metaballCenter;
    mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[0].position);  // 0 y no i ?!?!?!
  }
}

bool MetaballRefracController::OnTouch( Actor actor, const TouchData& touch )
{
  float aspectR = mScreenSize.y / mScreenSize.x;
  switch( touch.GetState( 0 ) )
  {
    case PointState::DOWN:
    {
      StopAfterClickAnimations();
      for (int 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) - 0.5, (aspectR * (mScreenSize.y - mCurrentTouchPosition.y) / mScreenSize.y) - 0.5) * 2.0;
      SetPositionToMetaballs(metaballCenter);
      break;
    }
    case PointState::MOTION:
    {
      Vector2 screen = touch.GetScreenPosition( 0 );
      Vector2 displacement = screen - mCurrentTouchPosition;
      mCurrentTouchPosition = screen;

      mMetaballPosVariationTo.x += (displacement.x / mScreenSize.x) * 2.2;
      mMetaballPosVariationTo.y += (- displacement.y / mScreenSize.y) * 2.2;

      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) - 0.5, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5) * 2.0;
      SetPositionToMetaballs(metaballCenter);
      break;
    }
    case PointState::UP:
    case PointState::LEAVE:
    case PointState::INTERRUPTED:
    {
      //Stop click animations
      StopClickAnimations();

      //Launch out of screen animations
      for (int i = 0 ; i < METABALL_NUMBER ; i++)
        mGravityAnimation[i].Play();

      for (int i = 0 ; i < METABALL_NUMBER ; i++)
        mRadiusDecAnimation[i].Play();

      break;
    }
    default:
      break;
    }
  return true;
}


void MetaballRefracController::OnKeyEvent(const KeyEvent& event)
{
  if(event.state == KeyEvent::Down)
  {
    if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
    {
      mApplication.Quit();
    }
  }
}


//
//
//-----------------------------------------------------------------------------------------------

void RunTest( Application& application )
{
  MetaballRefracController test( application );

  application.MainLoop();
}

// Entry point for Linux & Tizen applications
//
int DALI_EXPORT_API main( int argc, char **argv )
{
  Application application = Application::New( &argc, &argv );

  RunTest( application );

  return 0;
}