waves-example.cpp
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/*
* Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 ( "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.
*
*/
// INTERNAL INCLUDES
#include "utils.h"
#include "dali/devel-api/adaptor-framework/tilt-sensor.h"
#include "dali/public-api/adaptor-framework/application.h"
#include "dali/public-api/adaptor-framework/key.h"
#include "dali/public-api/animation/animation.h"
#include "dali/public-api/events/pan-gesture-detector.h"
#include "dali/public-api/events/tap-gesture-detector.h"
#include "dali/public-api/events/key-event.h"
#include "dali/public-api/actors/camera-actor.h"
#include "dali/public-api/actors/layer.h"
#include "dali/public-api/render-tasks/render-task.h"
#include "dali/public-api/render-tasks/render-task-list.h"
#include <fstream>
#include <iostream>
#include <numeric>
using namespace Dali;
namespace
{
constexpr std::string_view WAVES_VSH =
"#define FMA(a, b, c) ((a) * (b) + (c))\n" // fused multiply-add
DALI_COMPOSE_SHADER(
precision highp float;
const float kTile = 1.;
const float kPi = 3.1415926535;
const float kEpsilon = 1. / 32.;
// DALI uniforms
uniform vec3 uSize;
uniform mat4 uModelView;
uniform mat4 uProjection;
uniform mat3 uNormalMatrix;
// our uniforms
uniform float uTime;
uniform vec2 uScrollScale;
uniform float uWaveRate;
uniform float uWaveAmplitude;
uniform float uParallaxAmount;
attribute vec2 aPosition;
attribute vec2 aTexCoord;
varying vec2 vUv;
varying vec3 vViewPos;
varying vec3 vNormal;
varying float vHeight;
float CubicHermite(float B, float C, float t)
{
float dCB = (C - B) * .5;
float A = B - dCB;
float D = B + dCB;
vec3 p = vec3(D + .5 * (((B - C) * 3.) - A), A - 2.5 * B + 2. * C - D,
.5 * (C - A));
return FMA(FMA(FMA(p.x, t, p.y), t, p.z), t, B);
}
float Hash(float n)
{
return fract(sin(n) * 43751.5453123);
}
float HeightAtTile(vec2 pos)
{
float rate = Hash(Hash(pos.x) * Hash(pos.y));
return (sin(uTime * rate * uWaveRate) * .5 + .5) * uWaveAmplitude;
}
float CalculateHeight(vec2 position)
{
vec2 tile = floor(position);
position = fract(position);
vec2 cp = vec2(
CubicHermite(
HeightAtTile(tile + vec2( kTile * -0.5, kTile * -0.5)),
HeightAtTile(tile + vec2( kTile * +0.5, kTile * -0.5)),
position.x),
CubicHermite(
HeightAtTile(tile + vec2( kTile * -0.5, kTile * +0.5)),
HeightAtTile(tile + vec2( kTile * +0.5, kTile * +0.5)),
position.x)
);
return CubicHermite(cp.x, cp.y, position.y);
}
vec3 CalculateNormal(vec2 position)
{
vec3 normal = vec3(
CalculateHeight(vec2(position.x - kEpsilon, position.y)) -
CalculateHeight(vec2(position.x + kEpsilon, position.y)),
.25,
CalculateHeight(vec2(position.x, position.y - kEpsilon)) -
CalculateHeight(vec2(position.x, position.y + kEpsilon))
);
return normal;
}
void main()
{
vUv = aTexCoord;
vec2 scrollPosition = aPosition * uScrollScale + vec2(0., uTime * -kPi);
vNormal = uNormalMatrix * CalculateNormal(scrollPosition);
float h = CalculateHeight(scrollPosition);
vHeight = h * uParallaxAmount;
vec3 position = vec3(aPosition.x, h, aPosition.y);
vec4 viewPosition = uModelView * vec4(position * uSize, 1.);
vViewPos = -viewPosition.xyz;
gl_Position = uProjection * viewPosition;
});
constexpr std::string_view WAVES_FSH = DALI_COMPOSE_SHADER(
precision highp float;
uniform vec4 uColor; // DALi
uniform sampler2D uNormalMap; // DALi
uniform vec3 uInvLightDir;
uniform vec3 uLightColorSqr;
uniform vec3 uAmbientColor;
uniform float uNormalMapWeight;
uniform float uSpecularity;
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vViewPos;
varying float vHeight;
float Rand(vec2 co)
{
return fract(sin(dot(co.xy, vec2(12.98981, 78.2331))) * 43758.5453);
}
float Sum(vec3 v)
{
return v.x + v.y + v.z;
}
void main()
{
vec3 viewPos = normalize(vViewPos);
vec2 uv2 = vUv + vViewPos.xy / vViewPos.z * vHeight + vec2(.5, 0.);
vec3 perturbNormal = texture2D(uNormalMap, vUv).rgb * 2. - 1.;
vec3 perturbNormal2 = texture2D(uNormalMap, uv2).rgb * 2. - 1.;
vec3 normal = normalize(vNormal + perturbNormal * uNormalMapWeight);
vec3 normal2 = normalize(vNormal + perturbNormal2 * uNormalMapWeight);
vec3 color = uAmbientColor;
float d = max(0., dot(normal, -uInvLightDir));
color += uColor.rgb * d;
vec3 reflected = reflect(uInvLightDir, normal);
d = max(0., dot(reflected, viewPos));
color += pow(d, uSpecularity) * uLightColorSqr;
reflected = reflect(uInvLightDir, normal2);
d = max(0., dot(reflected, viewPos));
color += pow(d, uSpecularity) * uLightColorSqr;
gl_FragColor = vec4(color, 1.);
});
const float TIME_STEP = 0.0952664626;
const std::string UNIFORM_LIGHT_COLOR_SQR = "uLightColorSqr";
const std::string UNIFORM_AMBIENT_COLOR = "uAmbientColor";
const std::string UNIFORM_INV_LIGHT_DIR = "uInvLightDir";
const std::string UNIFORM_SCROLL_SCALE = "uScrollScale";
const std::string UNIFORM_WAVE_RATE = "uWaveRate";
const std::string UNIFORM_WAVE_AMPLITUDE = "uWaveAmplitude";
const std::string UNIFORM_NORMAL_MAP_WEIGHT = "uNormalMapWeight";
const std::string UNIFORM_SPECULARITY = "uSpecularity";
const std::string UNIFORM_PARALLAX_AMOUNT = "uParallaxAmount";
const std::string UNIFORM_TIME = "uTime";
const Vector3 WAVES_COLOR { .78f, .64f, .26f };
const Vector3 LIGHT_COLOR { 1.0f, 0.91f, 0.6f };
const Vector3 AMBIENT_COLOR { .002f, .001f, .001f };
const Vector3 INV_LIGHT_DIR = Normalized(Vector3{ .125f, .8f, -.55f });
const Vector2 SCROLL_SCALE{ 1.f, 3.5f };
const float WAVE_RATE = 12.17f;
const float WAVE_AMPLITUDE = 1.f;
const float NORMAL_MAP_WEIGHT = 0.05f;
const float SPECULARITY = 512.f;
const float PARALLAX_AMOUNT = .25f;
const float TILT_RANGE_DEGREES = 30.f;
const float TRANSITION_DURATION = 1.2f;
const float TRANSITION_TIME_SCALE = 6.f;
const std::string_view NORMAL_MAP_NAME = "noise512.png";
Vector3 RandomColor()
{
float r = .5f + (rand() % RAND_MAX) / float(RAND_MAX) * .5f;
float g = .5f + (rand() % RAND_MAX) / float(RAND_MAX) * .5f;
float b = .5f + (rand() % RAND_MAX) / float(RAND_MAX) * .5f;
return Vector3(r, g, b);
}
class TiltFilter
{
public:
void Reset()
{
std::fill(mTiltSamples, mTiltSamples + FILTER_SIZE, Vector2(.0f, .0f));
}
void Add(Dali::Vector2 tilt)
{
mTiltSamples[mIdxNextSample] = tilt;
mIdxNextSample = (mIdxNextSample + 1) % FILTER_SIZE;
}
Dali::Vector2 Filter() const
{
return std::accumulate(mTiltSamples, mTiltSamples + FILTER_SIZE, Vector2(.0f, .0f)) / FILTER_SIZE;
}
private:
enum { FILTER_SIZE = 8u };
Dali::Vector2 mTiltSamples[FILTER_SIZE];
size_t mIdxNextSample = 0;
};
} // nonamespace
class WavesExample : public ConnectionTracker
{
public:
WavesExample( Application& app )
: mApp( app )
{
mApp.InitSignal().Connect( this, &WavesExample::Create );
mApp.TerminateSignal().Connect( this, &WavesExample::Destroy );
}
~WavesExample() = default;
private:
Application& mApp;
CameraActor mCamera; // no ownership
Actor mWaves;
Shader mWaveShader;
Property::Index mUInvLightDir{Property::INVALID_INDEX};
Property::Index mULightColorSqr{Property::INVALID_INDEX};
Property::Index mUAmbientColor{Property::INVALID_INDEX};
Property::Index mUWaveRate{Property::INVALID_INDEX};
Property::Index mUWaveAmplitude{Property::INVALID_INDEX};
Property::Index mUScrollScale{Property::INVALID_INDEX};
Property::Index mUNormalMapWeight{Property::INVALID_INDEX};
Property::Index mUSpecularity{Property::INVALID_INDEX};
Property::Index mUParallaxAmount{Property::INVALID_INDEX};
Property::Index mUTime{Property::INVALID_INDEX};
TapGestureDetector mDoubleTapGesture;
TiltSensor mTiltSensor;
TiltFilter mTiltFilter;
PanGestureDetector mPanGesture;
Animation mTimeAnim;
Animation mTransitionAnim;
void Create( Application& application )
{
Window window = application.GetWindow();
auto rootLayer = window.GetRootLayer();
window.SetBackgroundColor(Vector4(WAVES_COLOR * .5f));
// Get camera
RenderTaskList tasks = window.GetRenderTaskList();
RenderTask mainPass = tasks.GetTask(0);
CameraActor camera = mainPass.GetCameraActor();
mCamera = camera;
// NOTE: watchface doesn't tolerate modification of the camera well;
/// we're better off rotating the world.
Quaternion baseOrientation (Radian(Degree(-150.f)), Radian(M_PI), Radian(0.f));
auto shader = CreateShader();
// Create geometry
Geometry geom = CreateTesselatedQuad(16, 64, Vector2{ .25f, 3.8f }, [](const Vector2& v) {
float y = v.y + .5f; // 0..1
y = std::sqrt(y) - .5f; // perspective correction - increase vertex density closer to viewer
float x = v.x + v.x * (1.f - y) * 5.5f;
y -= .24f; // further translation
return Vector2{ x, y };
}, [](const Vector2& v) {
return Vector2{ v.x, std::sqrt(v.y) };
});
// Create texture
auto normalMap = LoadTexture(std::string(DEMO_IMAGE_DIR) + NORMAL_MAP_NAME.data());
TextureSet textures = TextureSet::New();
textures.SetTexture(0, normalMap);
Sampler sampler = Sampler::New();
sampler.SetFilterMode(FilterMode::NEAREST, FilterMode::NEAREST);
sampler.SetWrapMode(WrapMode::REPEAT, WrapMode::REPEAT);
textures.SetSampler(0, sampler);
// Create renderer
Renderer renderer = CreateRenderer(textures, geom, shader, OPTION_DEPTH_TEST | OPTION_DEPTH_WRITE);
auto waves = CreateActor();
auto size = Vector2(window.GetSize());
waves.SetProperty(Actor::Property::SIZE, Vector3(size.x, 100.f, size.y));
waves.SetProperty(Actor::Property::ORIENTATION, baseOrientation);
waves.SetProperty(Actor::Property::COLOR, WAVES_COLOR);
waves.AddRenderer(renderer);
window.Add(waves);
mWaves = waves;
window.KeyEventSignal().Connect( this, &WavesExample::OnKeyEvent );
// Setup double tap detector for color change
mDoubleTapGesture = TapGestureDetector::New(2);
mDoubleTapGesture.Attach(rootLayer);
mDoubleTapGesture.DetectedSignal().Connect(this, &WavesExample::OnDoubleTap);
// Touch controls
mTiltSensor = TiltSensor::Get();
if ( mTiltSensor.Start() )
{
// Get notifications when the device is tilted
mTiltSensor.TiltedSignal().Connect( this, &WavesExample::OnTilted );
}
else
{
mPanGesture = PanGestureDetector::New();
mPanGesture.Attach(rootLayer);
mPanGesture.DetectedSignal().Connect(this, &WavesExample::OnPan);
}
// Register for suspend / resume
application.PauseSignal().Connect(this, &WavesExample::OnPause);
application.ResumeSignal().Connect(this, &WavesExample::OnResume);
// Create animation for the simulation of time
Animation animTime = Animation::New(1.f);
animTime.AnimateBy(Property(mWaveShader, mUTime), TIME_STEP);
animTime.FinishedSignal().Connect(this, &WavesExample::OnTimeAnimFinished);
animTime.Play();
mTimeAnim = animTime;
}
void Destroy( Application& app)
{
mCamera.Reset();
mDoubleTapGesture.Reset();
mPanGesture.Reset();
UnparentAndReset(mWaves);
}
Shader CreateShader()
{
Vector3 lightColorSqr{ LIGHT_COLOR };
Vector3 ambientColor = AMBIENT_COLOR;
Vector3 invLightDir = INV_LIGHT_DIR;
Vector2 scrollScale = SCROLL_SCALE;
float waveRate = WAVE_RATE;
float waveAmp = WAVE_AMPLITUDE;
float normalMapWeight = NORMAL_MAP_WEIGHT;
float specularity = SPECULARITY;
float parallaxAmount = PARALLAX_AMOUNT;
if (mWaveShader)
{
lightColorSqr = mWaveShader.GetProperty(mULightColorSqr).Get<Vector3>();
ambientColor = mWaveShader.GetProperty(mUAmbientColor).Get<Vector3>();
invLightDir = mWaveShader.GetProperty(mUInvLightDir).Get<Vector3>();
scrollScale = mWaveShader.GetProperty(mUScrollScale).Get<Vector2>();
waveRate = mWaveShader.GetProperty(mUWaveRate).Get<float>();
waveAmp = mWaveShader.GetProperty(mUWaveAmplitude).Get<float>();
normalMapWeight = mWaveShader.GetProperty(mUNormalMapWeight).Get<float>();
specularity = mWaveShader.GetProperty(mUSpecularity).Get<float>();
}
Shader shader = Shader::New(WAVES_VSH.data(), WAVES_FSH.data(), Shader::Hint::MODIFIES_GEOMETRY);
mULightColorSqr = shader.RegisterProperty(UNIFORM_LIGHT_COLOR_SQR, lightColorSqr);
mUAmbientColor = shader.RegisterProperty(UNIFORM_AMBIENT_COLOR, ambientColor);
mUInvLightDir = shader.RegisterProperty(UNIFORM_INV_LIGHT_DIR, invLightDir);
mUScrollScale = shader.RegisterProperty(UNIFORM_SCROLL_SCALE, scrollScale);
mUWaveRate = shader.RegisterProperty(UNIFORM_WAVE_RATE, waveRate);
mUWaveAmplitude = shader.RegisterProperty(UNIFORM_WAVE_AMPLITUDE, waveAmp);
mUNormalMapWeight = shader.RegisterProperty(UNIFORM_NORMAL_MAP_WEIGHT, normalMapWeight);
mUSpecularity = shader.RegisterProperty(UNIFORM_SPECULARITY, specularity);
mUParallaxAmount = shader.RegisterProperty(UNIFORM_PARALLAX_AMOUNT, parallaxAmount);
mUTime = shader.RegisterProperty(UNIFORM_TIME, 0.f);
auto window = mApp.GetWindow();
shader.RegisterProperty("uScreenHalfSize", Vector2(window.GetSize()) * .5f);
mWaveShader = shader;
return shader;
}
void TriggerColorTransition(Vector3 wavesColor, Vector3 lightColor)
{
if (mTransitionAnim)
{
mTransitionAnim.Stop();
}
mTimeAnim.FinishedSignal().Disconnect(this, &WavesExample::OnTimeAnimFinished);
mTimeAnim.Stop();
Animation anim = Animation::New(TRANSITION_DURATION);
anim.AnimateTo(Property(mWaves, Actor::Property::COLOR), Vector4(wavesColor), AlphaFunction::EASE_IN_OUT);
anim.AnimateTo(Property(mWaveShader, mULightColorSqr), lightColor * lightColor, AlphaFunction::EASE_IN_OUT);
anim.AnimateBy(Property(mWaveShader, mUTime), TRANSITION_DURATION * TIME_STEP * TRANSITION_TIME_SCALE, AlphaFunction::EASE_IN_OUT);
anim.FinishedSignal().Connect(this, &WavesExample::OnTransitionFinished);
anim.Play();
mTransitionAnim = anim;
}
void OnTimeAnimFinished(Animation& anim)
{
anim.Play();
}
void OnTransitionFinished(Animation& anim)
{
mTransitionAnim.Reset();
mTimeAnim.FinishedSignal().Connect(this, &WavesExample::OnTimeAnimFinished);
mTimeAnim.Play();
}
void OnPause(Application& app)
{
mTimeAnim.Pause();
mTiltSensor.Stop();
}
void OnResume(Application& app)
{
mTiltSensor.Start();
mTimeAnim.Play();
}
void OnKeyEvent(const KeyEvent& event)
{
if ( event.GetState() == KeyEvent::UP) // single keystrokes
{
if( IsKey( event, DALI_KEY_ESCAPE ) || IsKey( event, DALI_KEY_BACK ) )
{
mApp.Quit();
}
}
}
void OnDoubleTap(Actor /*actor*/, const TapGesture& gesture)
{
Vector3 lightColor = mWaveShader.GetProperty(mULightColorSqr).Get<Vector3>();
TriggerColorTransition(lightColor, RandomColor());
}
void OnPan(Actor actor, const PanGesture& gesture)
{
auto tilt = gesture.GetDisplacement() / Vector2(mApp.GetWindow().GetSize());
switch (gesture.GetState())
{
case GestureState::STARTED:
mTiltFilter.Add(tilt);
break;
case GestureState::CONTINUING:
mTiltFilter.Add(mTiltFilter.Filter() + tilt);
break;
default:
break;
}
UpdateLightDirection();
}
void OnTilted( const TiltSensor& sensor)
{
mTiltFilter.Add(Vector2(sensor.GetPitch(), sensor.GetRoll()));
UpdateLightDirection();
}
void UpdateLightDirection()
{
Vector2 tilt = mTiltFilter.Filter();
Quaternion q(Radian(tilt.y), Radian(-tilt.x), Radian(0.f));
Vector3 lightDir = q.Rotate(INV_LIGHT_DIR);
mWaveShader.SetProperty(mUInvLightDir, lightDir);
}
};
int DALI_EXPORT_API main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv, DEMO_THEME_PATH );
WavesExample example( application);
application.MainLoop();
return 0;
}