bubble-effect-example.cpp
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//
// Copyright (c) 2014 Samsung Electronics Co., Ltd.
//
// Licensed under the Flora License, Version 1.0 (the License);
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://floralicense.org/license/
//
// 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 <stdio.h>
#include <unistd.h>
#include <getopt.h>
#include <sstream>
#include <dali/dali.h>
#include "dali-toolkit/dali-toolkit.h"
#include "../shared/view.h"
using namespace Dali;
using Dali::Material;
namespace
{
const char * const TEXTURE_IMAGE ( DALI_IMAGE_DIR "bubble-effect-texture-border.png" );
const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
const char * const APPLICATION_TITLE( "Bubble Effect" );
const char * const CHANGE_IMAGE_ICON( DALI_IMAGE_DIR "icon_mode.png" );
const char* BACKGROUND_IMAGES[]=
{
DALI_IMAGE_DIR "background-1.jpg",
DALI_IMAGE_DIR "background-2.jpg",
DALI_IMAGE_DIR "background-3.jpg",
DALI_IMAGE_DIR "background-4.jpg",
};
const unsigned int NUM_BACKGROUND_IMAGES( sizeof(BACKGROUND_IMAGES) / sizeof(BACKGROUND_IMAGES[0]) );
const float MIN_DISTANCE( 2.f);
const float MAX_DISTANCE( 200.f);
const float BUBBLE_SIZE( 40.f );
const float BUBBLE_MIN_SIZE( 5.f );
const unsigned long MAX_TIME_INTERVAL(100);
const unsigned int NUMBER_OF_BUBBLES( 100 ); //this value cannot be bigger than 100;
const unsigned int NUMBER_OF_GROUP( 7 );
const unsigned int TOTAL_NUMBER_OF_BUBBLES( NUMBER_OF_BUBBLES * NUMBER_OF_GROUP );
} // unnamed namespace
class BubbleEffect : public ShaderEffect
{
public:
BubbleEffect()
{}
static BubbleEffect New( unsigned int numberOfBubble )
{
std::ostringstream meshVertexStringStream;
meshVertexStringStream << "#define NUMBER_OF_BUBBLE "<< numberOfBubble << "\n";
std::string meshVertex(
" uniform float uGravity; \n"
" uniform vec4 uStartAndEndPos[NUMBER_OF_BUBBLE];\n"
" uniform float uEasing[NUMBER_OF_BUBBLE];\n"
" uniform float uPercentage[NUMBER_OF_BUBBLE];\n"
" uniform vec2 uStageSize; \n"
" uniform vec2 offset[9]; \n"
" varying float vPercentage;\n"
" varying vec2 vEffectTexCoord;\n"
" void main()\n"
" {\n"
" mediump vec4 position = vec4( aPosition.x, aPosition.y, 0.0, 1.0 );\n"
" int zCoord = int(aPosition.z); \n"
" int idx = int(mod(aPosition.z, float(NUMBER_OF_BUBBLE)));\n"
" int groupIdx = (zCoord - idx) / NUMBER_OF_BUBBLE;\n"
" vec4 startAndEnd = uStartAndEndPos[idx]; \n"
" startAndEnd.zw += offset[groupIdx];\n"
"\n"
" if( uPercentage[idx] < 1.0 )\n"
" {\n"
" float positionDelta = uPercentage[idx];\n"
" if (mod(uEasing[idx], 4.0) > 1.5) { positionDelta = pow(uPercentage[idx], 2.0); } \n"
" else if (mod(uEasing[idx], 8.0) > 3.5) { positionDelta = 1.0 - pow((1.0-uPercentage[idx]),2.0); }\n"
" else if (mod(uEasing[idx], 16.0) > 7.5) { positionDelta = pow(2.0, 10.0 * (uPercentage[idx] - 1.0)) - 0.001; }\n"
" else if (mod(uEasing[idx], 32.0) > 15.5) { positionDelta = 1.001 * (-pow(2.0, -10.0 * uPercentage[idx]) + 1.0); }\n"
" position.xy = position.xy + startAndEnd.xy + startAndEnd.zw * positionDelta; \n"
" if (mod(uEasing[idx],64.0) > 31.5) { position.y = position.y - (0.5*uGravity * pow(uPercentage[idx]+0.1, 2.0)); }\n"
" }\n"
" gl_Position = uMvpMatrix * position;\n"
"\n"
" mediump vec2 start = uCustomTextureCoords.xy;\n"
" mediump vec2 scale = uCustomTextureCoords.zw;\n"
" vTexCoord = vec2( start.x + aTexCoord.x * scale.x, start.y + aTexCoord.y * scale.y );\n"
" vPercentage = uPercentage[idx];\n"
" vEffectTexCoord = startAndEnd.xy / uStageSize; \n"
" }\n" );
meshVertexStringStream << meshVertex;
std::string meshFragment(
" varying float vPercentage;\n"
" varying vec2 vEffectTexCoord;\n"
"\n"
" void main()\n"
" {\n"
" vec4 fragColor = texture2D(sEffect, vEffectTexCoord);\n"
" fragColor.rgb *= 1.2; \n"
" fragColor *= uColor;\n"
" fragColor.a *= texture2D(sTexture, vTexCoord).a * ( 1.0-vPercentage*vPercentage );\n"
" gl_FragColor = fragColor;\n"
" }\n");
ShaderEffect shaderEffect = ShaderEffect::New( meshVertexStringStream.str(), meshFragment,
GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
BubbleEffect handle( shaderEffect );
handle.mNumOfBubbles = numberOfBubble;
handle.SetUniform( "uGravity", 100.f );
handle.SetUniform( "uStageSize", Stage::GetCurrent().GetSize() );
for( unsigned int i=0; i<numberOfBubble; i++ )
{
handle.SetPercentage( i, 1.f);
}
srand(time(NULL));
return handle;
}
void SetBubbleParameter(unsigned int idx, const Vector2& emitPosition, Vector2 direction)
{
Vector2 randomVec(rand()%400-200, rand()%400-200);
float length = randomVec.Length();
randomVec /= length;
direction.Normalize();
Vector2 endPos = (randomVec - direction*4.f);
endPos.Normalize();
Vector4 startAndEndPos( emitPosition.x, emitPosition.y, endPos.x*length, endPos.y*length );
SetStartAndEndPos( idx, startAndEndPos );
float easing = pow( 2, rand()%5-1 ) + ( rand()%2-1 )*32;
SetEasing( idx, easing );
SetPercentage( idx, 0.f);
float offset = 100.f;
SetUniform("offset[0]", Vector2(0.f,0.f));
SetUniform("offset[1]", Vector2(offset,0.f));
SetUniform("offset[2]", Vector2(-offset,0.f));
SetUniform("offset[3]", Vector2(0.f,offset));
SetUniform("offset[4]", Vector2(0.f,-offset));
SetUniform("offset[5]", Vector2(offset,offset)*0.707f );
SetUniform("offset[6]", Vector2(offset,-offset)*0.707f);
SetUniform("offset[7]", Vector2(-offset,offset)*0.707f);
SetUniform("offset[8]", Vector2(-offset,-offset)*0.707f);
}
std::string GetPercentagePropertyName( unsigned int idx ) const
{
assert( idx < mNumOfBubbles );
std::ostringstream oss;
oss<< "uPercentage["<< idx << "]";
return oss.str();
}
private:
// Helper for New()
BubbleEffect( ShaderEffect handle )
: ShaderEffect( handle )
{}
void SetStartAndEndPos( unsigned int idx, const Vector4& startAndEndPos )
{
assert( idx < mNumOfBubbles );
std::ostringstream oss;
oss<< "uStartAndEndPos["<< idx << "]";
SetUniform( oss.str(), startAndEndPos );
}
void SetEasing( unsigned int idx, float easing )
{
assert( idx < mNumOfBubbles );
std::ostringstream oss;
oss<< "uEasing["<< idx << "]";
SetUniform( oss.str(), easing );
}
void SetPercentage( unsigned int idx, float percentage )
{
assert( idx < mNumOfBubbles );
std::ostringstream oss;
oss<< "uPercentage["<< idx << "]";
SetUniform( oss.str(), percentage );
}
private:
unsigned int mNumOfBubbles;
};
class BubbleEffectExample : public ConnectionTracker
{
public:
BubbleEffectExample(Application &app)
: mApp(app),
mCurrentUniform( 0 ),
mTouchable( false ),
mLastTouchTime( 0 ),
mRescoucesCleared( false ),
mCurrentBackgroundImageId( 0 )
{
app.InitSignal().Connect(this, &BubbleEffectExample::Create);
}
~BubbleEffectExample()
{
}
public:
void Create(Application& app)
{
Stage stage = Stage::GetCurrent();
Vector2 size = stage.GetSize();
// Creates a default view with a default tool bar.
// The view is added to the stage.
Toolkit::ToolBar toolBar;
mContent = DemoHelper::CreateView( app,
mView,
toolBar,
"",
TOOLBAR_IMAGE,
APPLICATION_TITLE );
// Create a effect toggle button. (right of toolbar)
Image imageLayout = Image::New( CHANGE_IMAGE_ICON );
Toolkit::PushButton layoutButton = Toolkit::PushButton::New();
layoutButton.SetBackgroundImage(imageLayout);
layoutButton.ClickedSignal().Connect( this, &BubbleEffectExample::OnImageChageIconClicked );
toolBar.AddControl( layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
mRoot = Actor::New();
mRoot.SetParentOrigin( ParentOrigin::CENTER );
stage.Add(mRoot);
mFrameBufferImage = FrameBufferImage::New( size.width/4.f, size.height/4.f, Pixel::RGBA8888, Dali::Image::Unused );
mTimer = Timer::New( 1000 );
mTimer.TickSignal().Connect( this, &BubbleEffectExample::ClearBlurResource );
SetImage( BACKGROUND_IMAGES[ mCurrentBackgroundImageId ] );
GenMaterial();
MeshData meshData;
ConstructBubbleMesh( meshData, NUMBER_OF_BUBBLES*9, BUBBLE_SIZE);
for(unsigned int i=0; i < NUMBER_OF_GROUP; i++ )
{
mMesh[i] = Mesh::New( meshData );
mMeshActor[i] = MeshActor::New( mMesh[i] );
mMeshActor[i].SetAffectedByLighting( false );
mMeshActor[i].SetParentOrigin(ParentOrigin::TOP_LEFT);
stage.Add( mMeshActor[i] );
mEffect[i] = BubbleEffect::New( NUMBER_OF_BUBBLES );
mEffect[i].SetEffectImage( mFrameBufferImage );
mMeshActor[i].SetShaderEffect( mEffect[i] );
}
Stage::GetCurrent().KeyEventSignal().Connect(this, &BubbleEffectExample::OnKeyEvent);
}
void OnKeyEvent(const KeyEvent& event)
{
if(event.state == KeyEvent::Down)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{
mApp.Quit();
}
}
}
void SetImage( const std::string& imagePath )
{
mTouchable = false;
if( mScreen )
{
mScreen.TouchedSignal().Disconnect( this, &BubbleEffectExample::OnTouch );
mRoot.Remove( mScreen );
ClearBlurResource();
}
Stage stage = Stage::GetCurrent();
Image image = Image::New( imagePath );
mScreen = ImageActor::New( image );
mScreen.SetSize( stage.GetSize() );
mScreen.SetZ( -1.f );
mScreen.SetParentOrigin(ParentOrigin::CENTER);
mRoot.Add(mScreen);
mScreen.TouchedSignal().Connect( this, &BubbleEffectExample::OnTouch );
mGaussianBlurView = Toolkit::GaussianBlurView::New( 7, 2.5f, Pixel::RGBA8888, 0.25f, 0.25f, true );
mGaussianBlurView.SetParentOrigin(ParentOrigin::CENTER);
mGaussianBlurView.SetSize(stage.GetSize());
mGaussianBlurView.SetUserImageAndOutputRenderTarget( image, mFrameBufferImage );
stage.Add( mGaussianBlurView );
mGaussianBlurView.Activate();
mRescoucesCleared = false;
mTimer.Start();
mTouchable = true;
}
bool ClearBlurResource()
{
if( !mRescoucesCleared )
{
Stage::GetCurrent().Remove( mGaussianBlurView );
mGaussianBlurView.Deactivate();
mGaussianBlurView.Reset();
mRescoucesCleared = true;
}
return false;
}
void GenMaterial()
{
mCustomMaterial = Material::New("CustomMaterial");
mCustomMaterial.SetOpacity(1.0f);
mCustomMaterial.SetDiffuseColor(Color::WHITE);
mCustomMaterial.SetAmbientColor(Vector4(0.0, 0.1, 0.1, 1.0));
mCustomMaterial.SetMapU( Material::MAPPING_MODE_WRAP );
mCustomMaterial.SetMapV( Material::MAPPING_MODE_WRAP );
mCustomMaterial.SetDiffuseTexture( Image::New( TEXTURE_IMAGE ) );
}
void AddVertex(MeshData::VertexContainer& vertices, Vector3 V, Vector2 UV)
{
MeshData::Vertex meshVertex;
meshVertex.x = V.x;
meshVertex.y = V.y;
meshVertex.z = V.z;
meshVertex.u = UV.x;
meshVertex.v = UV.y;
vertices.push_back(meshVertex);
}
void AddTriangle(MeshData::FaceIndices& faces,
size_t v0, size_t v1, size_t v2)
{
faces.push_back(v0);
faces.push_back(v1);
faces.push_back(v2);
}
void ConstructBubbleMesh( MeshData& meshData, unsigned int numOfBubble, int size )
{
MeshData::VertexContainer vertices;
MeshData::FaceIndices faces;
BoneContainer bones(0);
for(unsigned int index = 0; index < numOfBubble; index ++)
{
float curSize = static_cast<float>( rand()%size + BUBBLE_MIN_SIZE);
float depth = static_cast<float>( index );
AddVertex( vertices, Vector3(0.f,0.f,depth), Vector2(0.f,0.f) );
AddVertex( vertices, Vector3(0.f,curSize,depth), Vector2( 0.f,1.f ));
AddVertex( vertices, Vector3(curSize,curSize,depth), Vector2(1.f,1.f) );
AddVertex( vertices, Vector3(curSize,0.f,depth), Vector2(1.f,0.f) );
unsigned int idx = index * 4;
AddTriangle( faces, idx, idx+1, idx+2);
AddTriangle( faces, idx, idx+2, idx+3);
}
meshData.SetData(vertices, faces, bones, mCustomMaterial);
meshData.SetHasColor(false);
meshData.SetHasNormals(true);
meshData.SetHasTextureCoords(true);
}
void SetUpAnimation( Vector2 emitPosition, Vector2 direction )
{
unsigned int curUniform = mCurrentUniform % NUMBER_OF_BUBBLES;
unsigned int groupIdx = mCurrentUniform / NUMBER_OF_BUBBLES;
mEffect[groupIdx].SetBubbleParameter(curUniform, emitPosition, direction);
float duration = RandomRange( 1.f, 2.f );
mAnimation[mCurrentUniform] = Animation::New( duration );
mAnimationIndexPair[mAnimation[mCurrentUniform]] = mCurrentUniform;
mAnimation[mCurrentUniform].AnimateTo( Property( mEffect[groupIdx], mEffect[groupIdx].GetPercentagePropertyName(curUniform) ),
1.f, AlphaFunctions::DoubleEaseInOutSine60 );
mAnimation[mCurrentUniform].Play();
mAnimation[mCurrentUniform].FinishedSignal().Connect(this, &BubbleEffectExample::OnAnimationFinished);
mCurrentUniform = (mCurrentUniform + 1) % (TOTAL_NUMBER_OF_BUBBLES);
}
void OnAnimationFinished( Animation& source )
{
mAnimation[mAnimationIndexPair[source]].Reset();
mAnimationIndexPair.erase( source );
}
float RandomRange(float f0, float f1)
{
return f0 + (rand() & 0xfff) * (f1-f0) * (1.0f/4095.0f);
}
bool OnTouch(Dali::Actor actor, const Dali::TouchEvent& event)
{
if(!mTouchable)
{
return false;
}
if ( event.GetPointCount() > 0 )
{
const TouchPoint &point = event.GetPoint(0);
float distance = hypotf( point.local.x - mLastTouchPosition.x, point.local.y - mLastTouchPosition.y );
if ( distance > MIN_DISTANCE )
{
// when the finger moves fast, interpolate linearly between two touch points
if(event.time - mLastTouchTime < MAX_TIME_INTERVAL && distance < MAX_DISTANCE)
{
float num = floor(distance / MIN_DISTANCE);
unsigned int numStep = static_cast<unsigned int>( num );
Vector2 step = ( point.screen - mLastTouchPosition ) * MIN_DISTANCE / distance;
for(unsigned int i = 0; i<numStep; i++)
{
SetUpAnimation( mLastTouchPosition + step*i, step );
}
}
else
{
SetUpAnimation( point.screen, point.screen-mLastTouchPosition );
}
mLastTouchTime = event.time;
mLastTouchPosition = point.screen;
}
}
return true;
}
bool OnImageChageIconClicked( Toolkit::Button button )
{
mCurrentBackgroundImageId = (mCurrentBackgroundImageId + 1 ) % NUM_BACKGROUND_IMAGES;
SetImage( BACKGROUND_IMAGES[ mCurrentBackgroundImageId ] );
return true;
}
private:
Application& mApp;
Actor mRoot;
ImageActor mScreen;
Mesh mMesh[NUMBER_OF_GROUP];
MeshActor mMeshActor[NUMBER_OF_GROUP];
Material mCustomMaterial;
BubbleEffect mEffect[NUMBER_OF_GROUP];
unsigned int mCurrentUniform;
Animation mAnimation[TOTAL_NUMBER_OF_BUBBLES];
bool mTouchable;
std::map<Animation, unsigned int> mAnimationIndexPair;
unsigned long mLastTouchTime;
Vector2 mLastTouchPosition;
Toolkit::GaussianBlurView mGaussianBlurView;
FrameBufferImage mFrameBufferImage;
Timer mTimer;
bool mRescoucesCleared;
Layer mContent;
Toolkit::View mView;
unsigned int mCurrentBackgroundImageId;
};
/*****************************************************************************/
static void
RunTest(Application& app)
{
BubbleEffectExample theApp(app);
app.MainLoop();
}
/*****************************************************************************/
int
main(int argc, char **argv)
{
Application app = Application::New(&argc, &argv);
RunTest(app);
return 0;
}