particle-view.cpp
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/*
* Copyright (c) 2020 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 "particle-view.h"
#include "utils.h"
#include "dali/public-api/animation/constraints.h"
//#define ENABLE_DEBUG_VOLUME
#define USE_GLSL_VERSION(version) "#version " #version "\n"
using namespace Dali;
namespace
{
const uint32_t POPULATION_GRANULARITY = 128;
///@brief Shader for billboarded particles, where the vertices of the particles
/// are supplied as vec3 position (particle position) + vec2 sub-position.
const char* const PARTICLES_VSH = USE_GLSL_VERSION(300 es)
DALI_COMPOSE_SHADER(
precision lowp float;
uniform mat4 uModelView; // DALi
uniform mat4 uProjection; // DALi
uniform vec3 uSize; // DALi
uniform vec4 uColor; // DALi
uniform vec3 uSecondaryColor;
uniform vec2 uDepthRange; // x is zNear, y is 1.f / (zFar - zNear)
uniform float uTwinkleFrequency;
uniform float uTwinkleSizeScale;
uniform float uTwinkleOpacityWeight;
uniform float uTime;
uniform float uFocalLength;
uniform float uAperture;
uniform float uPopulation;
struct Scatter
{
float radiusSqr;
float amount;
vec3 ray;
};
const int SCATTER_VARS = 6; // Must match ParticleView::mScatterProps' size.
uniform Scatter uScatter[SCATTER_VARS];
const int POPULATION_GRANULARITY = 128;
uniform float uOrderLookUp[POPULATION_GRANULARITY];
in vec3 aPosition;
in float aSeed;
in vec4 aPath;
in vec2 aSubPosition;
in float aSize;
flat out float vDepth;
flat out float vFocalDistance;
out vec2 vUvUnit;
flat out float vOpacity;
flat out vec3 vColor; // ignore alpha
float bezier(vec3 control, float alpha)
{
return mix(mix(control.x, control.y, alpha), mix(control.y, control.z, alpha), alpha);
}
void main() {
// Get random order from the look-up table, based on particle ID.
int particleId = gl_VertexID / 6;
float order = uOrderLookUp[particleId & (POPULATION_GRANULARITY - 1)];
// Get twinkle scalar
float twinkle = sin(uTime * floor(uTwinkleFrequency * aSeed) + fract(aSeed * 1.17137));
// Add Motion
float s = sin(uTime + aSeed) * .5f + .5f; // different phase for all
// NOTE: you'd think that taking the bezier() calls apart would save 4 mix() calls, since
// the mix()es (of xy / yz / zw / wx) are all calculated twice. It turns out that the MALI
// compiler is already doing this; leaving it as is for readability.
float bx0 = bezier(aPath.xyz, s);
float bx1 = bezier(aPath.zwx, s);
float by0 = bezier(aPath.yzw, s);
float by1 = bezier(aPath.wxy, s);
vec3 motion = vec3(mix(bx0, bx1, s), mix(by0, by1, s), 0.f);
// Model to view position
vec3 position3 = aPosition * uSize + motion;
vec4 position = uModelView * vec4(position3, 1.f);
// Add scatter - calculated in view space, using view ray
vec3 normalizedPos = position.xyz / uSize;
for (int i = 0; i < SCATTER_VARS; ++i)
{
vec2 scatterDist = (normalizedPos - uScatter[i].ray * dot(uScatter[i].ray, normalizedPos)).xy;
// NOTE: replacing the division with a multiplication (by inverse) oddly results in more instructions (MALI).
float scatter = max(0.f, uScatter[i].radiusSqr - dot(scatterDist, scatterDist)) *
uScatter[i].amount / aSize;
position.xy += scatter * normalize(scatterDist) * uSize.xy;
}
// Calculate normalised depth and distance from focal plane
float depth = (position.z - uDepthRange.x) * uDepthRange.y;
vDepth = depth;
float focalDist = (uFocalLength - depth) * uAperture;
focalDist *= focalDist;
vFocalDistance = max(focalDist, 1e-6f); // NOTE: was clamp(..., 1.f); side effect: out of focus particles get squashed at higher aperture values.
// Calculate expiring scale - for size and opacity.
float expiringScale = smoothstep(order + 1.f, order, uPopulation);
// Calculate billboard position and size
vec2 subPosition = aSubPosition * aSize *
(1.f + twinkle * aSeed * uTwinkleSizeScale) *
expiringScale;
// Insist on hacking the size? Do it here...
float sizeHack = depth + .5f;
// NOTE: sizeHack *= sizeHack looked slightly better.
subPosition *= sizeHack;
vec3 subPositionView = vec3(subPosition, 0.);
// Add billboards to view position.
position += vec4(subPositionView, 0.f);
// subPosition doubles as normalized (-1..1) UV.
vUvUnit = aSubPosition;
// Vary opacity (actor alpha) by time as well as expiring scale.
vOpacity = uColor.a * expiringScale *
(1.0f + aSeed + twinkle * uTwinkleOpacityWeight) / (2.0f + uTwinkleOpacityWeight);
// Randomize RGB using seed.
vec3 mixColor = vec3(fract(aSeed), fract(aSeed * 16.f), fract(aSeed * 256.f));
vColor = mix(uColor.rgb, uSecondaryColor, mixColor);
gl_Position = uProjection * position;
});
///@brief Fragment shader for particles, which simulates depth of field
/// using a combination of procedural texturing, alpha testing and alpha
/// blending.
const char* const PARTICLES_FSH = USE_GLSL_VERSION(300 es)
DALI_COMPOSE_SHADER(
precision lowp float;
uniform float uAlphaTestRefValue;
uniform vec2 uFadeRange; // near, far
in vec2 vUvUnit;
flat in float vDepth;
flat in float vFocalDistance;
flat in float vOpacity;
flat in vec3 vColor;
out vec4 oFragColor;
const float REF_VALUE_THRESHOLD = 1. / 64.;
void main() {
// Softened disc pattern from normalized UVs
float value = 1.f - dot(vUvUnit, vUvUnit);
// Decrease area of particles 'in-focus'.
float refValue = (1.f - vFocalDistance) * .5f;
float threshold = REF_VALUE_THRESHOLD * (1.f + vDepth);
float alpha = pow(value, vFocalDistance) * smoothstep(refValue - threshold, refValue + threshold, value);
if (alpha < uAlphaTestRefValue)
{
discard;
}
// Apply opacity
alpha *= vOpacity;
alpha *= alpha;
// Fade particles out as they get close to the near and far clipping planes
alpha *= smoothstep(.0f, uFadeRange.x, vDepth) * smoothstep(1.f, uFadeRange.y, vDepth);
oFragColor = vec4(vColor, alpha);
});
///@brief Shader for simple textured geometry.
const char* const SIMPLE_VSH = USE_GLSL_VERSION(300 es)
DALI_COMPOSE_SHADER(
precision mediump float;
uniform mat4 uMvpMatrix;//by DALi
uniform vec3 uSize; // by DALi
in vec3 aPosition;
void main() {
gl_Position = uMvpMatrix * vec4(aPosition * uSize, 1.f);
});
///@brief Shader for an unlit, unfogged, textured mesh.
const char* const SIMPLE_FSH = USE_GLSL_VERSION(300 es)
DALI_COMPOSE_SHADER(
precision mediump float;
uniform vec4 uColor;
out vec4 oFragColor;
void main() {
oFragColor = uColor;
});
uint32_t GetSkipValue(uint32_t count, uint32_t prime)
{
uint32_t skip = 0;
do
{
skip = (rand() % prime) * count * count + (rand() % prime) * count + (rand() % prime);
}
while (skip % prime == 0);
return skip;
}
}
ParticleView::ParticleView(const ParticleField& field, Dali::Actor world, Dali::CameraActor camera,
Dali::Geometry particleGeom)
: mWorld(world),
mParticleBoxSize(field.mBoxSize)
{
if (!particleGeom)
{
// create particles
particleGeom = field.MakeGeometry();
}
// create shader
Shader particleShader = Shader::New(PARTICLES_VSH, PARTICLES_FSH, Shader::Hint::MODIFIES_GEOMETRY);
float zNear = camera.GetNearClippingPlane();
float zFar = camera.GetFarClippingPlane();
const Vector2 depthRange(zNear, 1.f / (zFar - zNear));
particleShader.RegisterProperty("uDepthRange", depthRange);
particleShader.RegisterProperty("uTwinkleFrequency", field.mTwinkleFrequency);
particleShader.RegisterProperty("uTwinkleSizeScale", field.mTwinkleSizeScale);
particleShader.RegisterProperty("uTwinkleOpacityWeight", field.mTwinkleOpacityWeight);
mPropPopulation = particleShader.RegisterProperty("uPopulation", 1.f);
mPropFocalLength = particleShader.RegisterProperty("uFocalLength", .5f);
mPropAperture = particleShader.RegisterProperty("uAperture", 8.f);
mPropAlphaTestRefValue = particleShader.RegisterProperty("uAlphaTestRefValue", 0.f);
mPropFadeRange = particleShader.RegisterProperty("uFadeRange", Vector2(0.f, 1.f));
// scatter variables
char nameBuffer[64];
char* writep = nameBuffer + sprintf(nameBuffer, "uScatter[");
for (uint32_t i = 0; i < std::extent<decltype(mScatterProps)>::value; ++i)
{
char* writep2 = writep + sprintf(writep, "%d].", i);
sprintf(writep2, "radiusSqr");
mScatterProps[i].mPropRadius = particleShader.RegisterProperty(nameBuffer, 0.f);
sprintf(writep2, "amount");
mScatterProps[i].mPropAmount = particleShader.RegisterProperty(nameBuffer, 0.f);
sprintf(writep2, "ray");
mScatterProps[i].mPropRay = particleShader.RegisterProperty(nameBuffer, Vector3::ZERO);
}
// Create a look-up table for pseudo-random traversal of particles.
// Our particle mesh is sorted in Z; changing the population should remove
// particles "randomly", not from one end.
// Algorithm described in Mike McShaffry & al: Game Coding Complete.
const uint32_t prime = 131; // next prime after POPULATION_GRANULARITY
const uint32_t skip = GetSkipValue(POPULATION_GRANULARITY, prime);
uint32_t next = 0;
writep = nameBuffer + sprintf(nameBuffer, "uOrderLookUp[");
for (uint32_t i = 0; i < POPULATION_GRANULARITY; ++i)
{
do {
next += skip;
next %= prime;
}
while (next == 0 || next > POPULATION_GRANULARITY);
sprintf(writep, "%d]", i);
particleShader.RegisterProperty(nameBuffer, float(next - 1));
}
// create animation for time in shader
auto propTime = particleShader.RegisterProperty("uTime", 0.f);
Animation animTime = Animation::New(field.mMotionCycleLength);
animTime.AnimateTo(Property(particleShader, propTime), static_cast<float>(M_PI * 2.f));
animTime.SetLoopCount(0);
animTime.Play();
mParticleShader = particleShader;
auto renderer = CreateRenderer(TextureSet::New(), particleGeom, particleShader, OPTION_BLEND);
auto masterParticles = CreateActor();
masterParticles.SetProperty(Actor::Property::SIZE, field.mBoxSize);
masterParticles.SetProperty(Actor::Property::VISIBLE, true);
masterParticles.AddRenderer(renderer);
mPropSecondaryColor = masterParticles.RegisterProperty("uSecondaryColor", Vector3::XAXIS);
#ifdef ENABLE_DEBUG_VOLUME
Geometry cubeGeom = CreateCuboidWireframeGeometry();
renderer = CreateRenderer(renderer.GetTextures(), cubeGeom, Shader::New(SIMPLE_VSH, SIMPLE_FSH));
masterParticles.AddRenderer(renderer);
#endif
world.Add(masterParticles);
mMasterParticles = masterParticles;
}
ParticleView::~ParticleView()
{
UnparentAndReset(mMasterParticles);
UnparentAndReset(mSlaveParticles);
for (auto anim: { mAngularAnim, mLinearAnim })
{
if (anim)
{
anim.Stop();
anim.Reset();
}
}
for (auto& s: mScatterProps)
{
auto& anim = s.mAnim;
if (anim)
{
anim.Stop();
anim.Reset();
}
}
}
void ParticleView::SetColorRange(const ColorRange& range)
{
mMasterParticles.SetProperty(Actor::Property::COLOR_RED, range.rgb0.r);
mMasterParticles.SetProperty(Actor::Property::COLOR_GREEN, range.rgb0.g);
mMasterParticles.SetProperty(Actor::Property::COLOR_BLUE, range.rgb0.b);
mMasterParticles.SetProperty(mPropSecondaryColor, range.rgb1);
}
void ParticleView::SetPopulation(float percentage)
{
percentage = 1.f - std::min(1.f, std::max(0.f, percentage));
mParticleShader.SetProperty(mPropPopulation, POPULATION_GRANULARITY * percentage);
}
void ParticleView::SetFocalLength(float f)
{
mParticleShader.SetProperty(mPropFocalLength, f);
}
void ParticleView::SetAperture(float a)
{
mParticleShader.SetProperty(mPropAperture, a);
}
void ParticleView::SetAlphaTestRefValue(float rv)
{
mParticleShader.SetProperty(mPropAlphaTestRefValue, rv);
}
void ParticleView::SetFadeRange(float near, float far)
{
mParticleShader.SetProperty(mPropFadeRange, Vector2(near, far));
}
void ParticleView::SetAngularVelocity(float v)
{
if (mAngularAnim)
{
mAngularAnim.Stop();
mAngularAnim.Clear();
mAngularAnim.Reset();
}
if (v * v > .0f)
{
float sign = Sign(v);
auto anim = Animation::New(std::abs(2. * M_PI / v));
anim.AnimateTo(Property(mMasterParticles, Actor::Property::ORIENTATION),
Quaternion(Radian(Degree(120. * sign)), Vector3::ZAXIS), TimePeriod(0., anim.GetDuration() / 3.));
anim.AnimateTo(Property(mMasterParticles, Actor::Property::ORIENTATION),
Quaternion(Radian(Degree(240. * sign)), Vector3::ZAXIS), TimePeriod(anim.GetDuration() / 3., anim.GetDuration() / 3.));
anim.AnimateTo(Property(mMasterParticles, Actor::Property::ORIENTATION),
Quaternion(Radian(Degree(360. * sign)), Vector3::ZAXIS), TimePeriod(2. * anim.GetDuration() / 3., anim.GetDuration() / 3.));
anim.SetLoopCount(0);
anim.Play();
mAngularAnim = anim;
}
}
void ParticleView::SetLinearVelocity(float v)
{
if (mLinearAnim)
{
mLinearAnim.Stop();
mLinearAnim.Clear();
mLinearAnim.Reset();
}
UnparentAndReset(mSlaveParticles);
if (v * v > .0f)
{
float sign = Sign(v);
float directedSize = sign * mParticleBoxSize.z;
Actor slaveParticles = CloneActor(mMasterParticles);
Vector3 position = mMasterParticles.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>();
slaveParticles.SetProperty(Actor::Property::POSITION, position + Vector3(0., 0., directedSize));
auto propSecondaryColor = slaveParticles.RegisterProperty("uSecondaryColor", Vector3::XAXIS);
Actor world = mWorld.GetHandle();
world.Add(slaveParticles);
if (sign < 0.) // fix draw order
{
world.Remove(mMasterParticles);
world.Add(mMasterParticles);
}
Constraint constraint = Constraint::New<Vector4>(slaveParticles, Actor::Property::COLOR,
EqualToConstraint());
constraint.AddSource(Source(mMasterParticles, Actor::Property::COLOR));
constraint.Apply();
constraint = Constraint::New<Vector3>(slaveParticles, propSecondaryColor,
EqualToConstraint());
constraint.AddSource(Source(mMasterParticles, mPropSecondaryColor));
constraint.Apply();
constraint = Constraint::New<Quaternion>(slaveParticles, Actor::Property::ORIENTATION,
EqualToConstraint());
constraint.AddSource(Source(mMasterParticles, Actor::Property::ORIENTATION));
constraint.Apply();
auto anim = Animation::New(std::abs(directedSize / v));
anim.AnimateTo(Property(mMasterParticles, Actor::Property::POSITION_Z), position.z - directedSize);
anim.AnimateTo(Property(slaveParticles, Actor::Property::POSITION_Z), position.z);
anim.SetLoopCount(0);
anim.Play();
mLinearAnim = anim;
mSlaveParticles = slaveParticles;
}
}
void ParticleView::Scatter(float radius, float amount, float durationOut, float durationIn)
{
mActiveScatter = (mActiveScatter + 1) % std::extent<decltype(mScatterProps)>::value;
auto& scatter = mScatterProps[mActiveScatter];
if (scatter.mAnim)
{
scatter.mAnim.Stop();
}
radius /= mParticleBoxSize.y;
radius *= radius;
mParticleShader.SetProperty(scatter.mPropRadius, radius);
Animation anim = Animation::New(durationOut + durationIn);
auto scatterAmount = Property(mParticleShader, scatter.mPropAmount);
anim.AnimateTo(scatterAmount, amount, AlphaFunction::EASE_OUT,
TimePeriod(0.f, durationOut));
anim.AnimateTo(scatterAmount, 0.f, AlphaFunction::EASE_IN_OUT_SINE,
TimePeriod(durationOut, durationIn));
anim.Play();
scatter.mAnim = anim;
}
void ParticleView::SetScatterRay(Dali::Vector3 rayDir)
{
auto& scatter = mScatterProps[mActiveScatter];
mParticleShader.SetProperty(scatter.mPropRay, rayDir);;
}
void ParticleView::Fade(float duration, float target, AlphaFunction alphaFn,
std::function<void(Dali::Animation&)> onFinished)
{
if (mFadeAnim)
{
mFadeAnim.Stop();
}
Animation anim = Animation::New(duration);
anim.AnimateTo(Property(mMasterParticles, Actor::Property::COLOR_ALPHA), target, alphaFn);
if (mSlaveParticles)
{
anim.AnimateTo(Property(mSlaveParticles, Actor::Property::COLOR_ALPHA), target, alphaFn);
}
if (onFinished)
{
anim.FinishedSignal().Connect(this, onFinished);
}
anim.Play();
mFadeAnim = anim;
}
void ParticleView::Fade(float duration, float target, float from, AlphaFunction alphaFn,
std::function<void(Dali::Animation&)> onFinished)
{
mMasterParticles.SetProperty(Actor::Property::COLOR_ALPHA, from);
if (mSlaveParticles)
{
mSlaveParticles.SetProperty(Actor::Property::COLOR_ALPHA, from);
}
Fade(duration, target, alphaFn, onFinished);
}