motion-blur-example.cpp
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/*
* Copyright (c) 2014 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 <sstream>
#include <iomanip>
#include "shared/view.h"
#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
using namespace Dali;
using namespace Dali::Toolkit;
namespace // unnamed namespace
{
////////////////////////////////////////////////////
//
// Demo setup parameters
//
//#define MULTIPLE_MOTION_BLURRED_ACTORS
#ifndef MULTIPLE_MOTION_BLURRED_ACTORS
const float MOTION_BLUR_ACTOR_WIDTH = 256; // actor size on screen
const float MOTION_BLUR_ACTOR_HEIGHT = 256; // ""
#else //#ifndef MULTIPLE_MOTION_BLURRED_ACTORS
const float MOTION_BLUR_ACTOR_WIDTH = 150; // actor size on screen
const float MOTION_BLUR_ACTOR_HEIGHT = 112; // ""
#endif //#ifndef MULTIPLE_MOTION_BLURRED_ACTORS
const unsigned int MOTION_BLUR_NUM_SAMPLES = 8;
const int MOTION_BLUR_NUM_ACTOR_IMAGES = 5;
const char* MOTION_BLUR_ACTOR_IMAGE1( DALI_IMAGE_DIR "image-with-border-1.jpg" );
const char* MOTION_BLUR_ACTOR_IMAGE2( DALI_IMAGE_DIR "image-with-border-2.jpg" );
const char* MOTION_BLUR_ACTOR_IMAGE3( DALI_IMAGE_DIR "image-with-border-3.jpg" );
const char* MOTION_BLUR_ACTOR_IMAGE4( DALI_IMAGE_DIR "image-with-border-4.jpg" );
const char* MOTION_BLUR_ACTOR_IMAGE5( DALI_IMAGE_DIR "image-with-border-1.jpg" );
const char* MOTION_BLUR_ACTOR_IMAGES[] = {
MOTION_BLUR_ACTOR_IMAGE1,
MOTION_BLUR_ACTOR_IMAGE2,
MOTION_BLUR_ACTOR_IMAGE3,
MOTION_BLUR_ACTOR_IMAGE4,
MOTION_BLUR_ACTOR_IMAGE5,
};
const int NUM_ACTOR_ANIMATIONS = 4;
const int NUM_CAMERA_ANIMATIONS = 2;
const char* BACKGROUND_IMAGE_PATH = DALI_IMAGE_DIR "background-default.png";
const char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
const char* LAYOUT_IMAGE( DALI_IMAGE_DIR "icon-change.png" );
const char* APPLICATION_TITLE( "Motion Blur" );
const char* EFFECTS_OFF_ICON( DALI_IMAGE_DIR "icon-effects-off.png" );
const char* EFFECTS_ON_ICON( DALI_IMAGE_DIR "icon-effects-on.png" );
const float UI_MARGIN = 4.0f; ///< Screen Margin for placement of UI buttons
const Vector3 BUTTON_SIZE_CONSTRAINT( 0.24f, 0.09f, 1.0f );
const Vector3 BUTTON_TITLE_LABEL_TAP_HERE_SIZE_CONSTRAINT( 0.55f, 0.06f, 1.0f );
const Vector3 BUTTON_TITLE_LABEL_INSTRUCTIONS_POPUP_SIZE_CONSTRAINT( 1.0f, 1.0f, 1.0f );
// move this button down a bit so it is visible on target and not covered up by toolbar
const float BUTTON_TITLE_LABEL_Y_OFFSET = 0.05f;
const float ORIENTATION_DURATION = 0.5f; ///< Time to rotate to new orientation.
} // unnamed namespace
//
class MotionBlurExampleApp : public ConnectionTracker
{
public:
/**
* DeviceOrientation describes the four different
* orientations the device can be in based on accelerometer reports.
*/
enum DeviceOrientation
{
PORTRAIT = 0,
LANDSCAPE = 90,
PORTRAIT_INVERSE = 180,
LANDSCAPE_INVERSE = 270
};
/**
* Constructor
* @param application class, stored as reference
*/
MotionBlurExampleApp(Application &app)
: mApplication(app),
mActorEffectsEnabled(false),
mCurrentActorAnimation(0),
mCurrentImage(0)
{
// Connect to the Application's Init signal
app.InitSignal().Connect(this, &MotionBlurExampleApp::OnInit);
}
~MotionBlurExampleApp()
{
// Nothing to do here; everything gets deleted automatically
}
/**
* This method gets called once the main loop of application is up and running
*/
void OnInit(Application& app)
{
// The Init signal is received once (only) during the Application lifetime
Stage::GetCurrent().KeyEventSignal().Connect(this, &MotionBlurExampleApp::OnKeyEvent);
// Creates a default view with a default tool bar.
// The view is added to the stage.
mContentLayer = DemoHelper::CreateView( mApplication,
mView,
mToolBar,
BACKGROUND_IMAGE_PATH,
TOOLBAR_IMAGE,
APPLICATION_TITLE );
//Add an effects icon on the right of the title
mIconEffectsOff = ResourceImage::New( EFFECTS_OFF_ICON );
mIconEffectsOn = ResourceImage::New( EFFECTS_ON_ICON );
mActorEffectsButton = Toolkit::PushButton::New();
mActorEffectsButton.SetBackgroundImage( mIconEffectsOff );
mActorEffectsButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnEffectButtonClicked );
mToolBar.AddControl( mActorEffectsButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalCenter, DemoHelper::DEFAULT_PLAY_PADDING );
// Creates a mode button.
// Create a effect toggle button. (right of toolbar)
Image imageLayout = ResourceImage::New( LAYOUT_IMAGE );
Toolkit::PushButton layoutButton = Toolkit::PushButton::New();
layoutButton.SetBackgroundImage(imageLayout);
layoutButton.ClickedSignal().Connect( this, &MotionBlurExampleApp::OnLayoutButtonClicked);
layoutButton.SetLeaveRequired( true );
mToolBar.AddControl( layoutButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
// Input
mTapGestureDetector = TapGestureDetector::New();
mTapGestureDetector.Attach( mContentLayer );
mTapGestureDetector.DetectedSignal().Connect( this, &MotionBlurExampleApp::OnTap );
Dali::Window winHandle = app.GetWindow();
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT );
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE );
winHandle.AddAvailableOrientation( Dali::Window::PORTRAIT_INVERSE );
winHandle.AddAvailableOrientation( Dali::Window::LANDSCAPE_INVERSE );
// set initial orientation
app.GetOrientation().ChangedSignal().Connect( this, &MotionBlurExampleApp::OnOrientationChanged );
unsigned int degrees = app.GetOrientation().GetDegrees();
Rotate( static_cast< DeviceOrientation >( degrees ) );
///////////////////////////////////////////////////////
//
// Motion blurred actor
//
Image image = ResourceImage::New( MOTION_BLUR_ACTOR_IMAGE1 );
mMotionBlurImageActor = ImageActor::New(image);
mMotionBlurImageActor.SetParentOrigin( ParentOrigin::CENTER );
mMotionBlurImageActor.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT);
mContentLayer.Add( mMotionBlurImageActor );
// Create shader used for doing motion blur
mMotionBlurEffect = MotionBlurEffect::Apply(mMotionBlurImageActor);
#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
///////////////////////////////////////////////////////
//
// Motion blurred actor 2
//
mMotionBlurImageActor2 = ImageActor::New(image);
mMotionBlurImageActor2.SetParentOrigin( ParentOrigin::CENTER );
mMotionBlurImageActor2.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT);
mMotionBlurImageActor2.SetPosition(MOTION_BLUR_ACTOR_WIDTH * 1.1f, 0.0f);
mMotionBlurImageActor.Add( mMotionBlurImageActor2 );
// Create shader used for doing motion blur
mMotionBlurEffect2 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES);
// set actor shader to the blur one
mMotionBlurImageActor2.SetShaderEffect( mMotionBlurEffect2 );
///////////////////////////////////////////////////////
//
// Motion blurred actor 3
//
mMotionBlurImageActor3 = ImageActor::New(image);
mMotionBlurImageActor3.SetParentOrigin( ParentOrigin::CENTER );
mMotionBlurImageActor3.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT);
mMotionBlurImageActor3.SetPosition(-MOTION_BLUR_ACTOR_WIDTH * 1.1f, 0.0f);
mMotionBlurImageActor.Add( mMotionBlurImageActor3 );
// Create shader used for doing motion blur
mMotionBlurEffect3 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES);
// set actor shader to the blur one
mMotionBlurImageActor3.SetShaderEffect( mMotionBlurEffect3 );
///////////////////////////////////////////////////////
//
// Motion blurred actor 4
//
mMotionBlurImageActor4 = ImageActor::New(image);
mMotionBlurImageActor4.SetParentOrigin( ParentOrigin::CENTER );
mMotionBlurImageActor4.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT);
mMotionBlurImageActor4.SetPosition(0.0f, MOTION_BLUR_ACTOR_HEIGHT * 1.1f);
mMotionBlurImageActor.Add( mMotionBlurImageActor4 );
// Create shader used for doing motion blur
mMotionBlurEffect4 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES);
// set actor shader to the blur one
mMotionBlurImageActor4.SetShaderEffect( mMotionBlurEffect4 );
///////////////////////////////////////////////////////
//
// Motion blurred actor 5
//
mMotionBlurImageActor5 = ImageActor::New(image);
mMotionBlurImageActor5.SetParentOrigin( ParentOrigin::CENTER );
mMotionBlurImageActor5.SetSize(MOTION_BLUR_ACTOR_WIDTH, MOTION_BLUR_ACTOR_HEIGHT);
mMotionBlurImageActor5.SetPosition(0.0f, -MOTION_BLUR_ACTOR_HEIGHT * 1.1f);
mMotionBlurImageActor.Add( mMotionBlurImageActor5 );
// Create shader used for doing motion blur
mMotionBlurEffect5 = MotionBlurEffect::New(MOTION_BLUR_NUM_SAMPLES);
// set actor shader to the blur one
mMotionBlurImageActor5.SetShaderEffect( mMotionBlurEffect5 );
#endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
}
//////////////////////////////////////////////////////////////
//
// Device Orientation Support
//
//
void OnOrientationChanged( Orientation orientation )
{
unsigned int degrees = orientation.GetDegrees();
Rotate( static_cast< DeviceOrientation >( degrees ) );
}
void Rotate( DeviceOrientation orientation )
{
// Resize the root actor
Vector2 stageSize = Stage::GetCurrent().GetSize();
Vector2 targetSize = stageSize;
if( orientation == LANDSCAPE ||
orientation == LANDSCAPE_INVERSE )
{
targetSize = Vector2( stageSize.y, stageSize.x );
}
if( mOrientation != orientation )
{
mOrientation = orientation;
// check if actor is on stage
if( mView.GetParent() )
{
// has parent so we expect it to be on stage, start animation
mRotateAnimation = Animation::New( ORIENTATION_DURATION );
mRotateAnimation.RotateTo( mView, Degree( -orientation ), Vector3::ZAXIS, AlphaFunctions::EaseOut );
mRotateAnimation.Resize( mView, targetSize.width, targetSize.height );
mRotateAnimation.Play();
}
else
{
// set the rotation to match the orientation
mView.SetRotation( Degree( -orientation ), Vector3::ZAXIS );
mView.SetSize( targetSize );
}
}
else
{
// for first time just set size
mView.SetSize( targetSize );
}
}
//////////////////////////////////////////////////////////////
//
// Actor Animation
//
//
// move to point on screen that was tapped
void OnTap( Actor actor, const TapGesture& tapGesture )
{
Vector3 destPos;
float originOffsetX, originOffsetY;
// rotate offset (from top left origin to centre) into actor space
Vector2 stageSize = Dali::Stage::GetCurrent().GetSize();
actor.ScreenToLocal(originOffsetX, originOffsetY, stageSize.width * 0.5f, stageSize.height * 0.5f);
// get dest point in local actor space
destPos.x = tapGesture.localPoint.x - originOffsetX;
destPos.y = tapGesture.localPoint.y - originOffsetY;
destPos.z = 0.0f;
float animDuration = 0.5f;
mActorTapMovementAnimation = Animation::New( animDuration );
if ( mMotionBlurImageActor )
{
mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, Actor::Property::Position), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) );
}
mActorTapMovementAnimation.SetEndAction( Animation::Bake );
mActorTapMovementAnimation.Play();
// perform some spinning etc
if(mActorEffectsEnabled)
{
switch(mCurrentActorAnimation)
{
// spin around y
case 0:
{
float animDuration = 1.0f;
mActorAnimation = Animation::New(animDuration);
mActorAnimation.RotateBy(mMotionBlurImageActor, Degree(720), Vector3::YAXIS, AlphaFunctions::EaseInOut);
mActorAnimation.SetEndAction( Animation::Bake );
mActorAnimation.Play();
}
break;
// spin around z
case 1:
{
float animDuration = 1.0f;
mActorAnimation = Animation::New(animDuration);
mActorAnimation.RotateBy(mMotionBlurImageActor, Degree(720), Vector3::ZAXIS, AlphaFunctions::EaseInOut);
mActorAnimation.SetEndAction( Animation::Bake );
mActorAnimation.Play();
}
break;
// spin around y and z
case 2:
{
float animDuration = 1.0f;
mActorAnimation = Animation::New(animDuration);
mActorAnimation.RotateBy(mMotionBlurImageActor, Degree(360), Vector3::YAXIS, AlphaFunctions::EaseInOut);
mActorAnimation.RotateBy(mMotionBlurImageActor, Degree(360), Vector3::ZAXIS, AlphaFunctions::EaseInOut);
mActorAnimation.SetEndAction( Animation::Bake );
mActorAnimation.Play();
}
break;
// scale
case 3:
{
float animDuration = 1.0f;
mActorAnimation = Animation::New(animDuration);
mActorAnimation.ScaleBy(mMotionBlurImageActor, Vector3(2.0f, 2.0f, 2.0f), AlphaFunctions::Bounce, 0.0f, 1.0f);
mActorAnimation.SetEndAction( Animation::Bake );
mActorAnimation.Play();
}
break;
default:
break;
}
mCurrentActorAnimation++;
if(NUM_ACTOR_ANIMATIONS == mCurrentActorAnimation)
{
mCurrentActorAnimation = 0;
}
}
}
void ToggleActorEffects()
{
if(!mActorEffectsEnabled)
{
mActorEffectsEnabled = true;
mActorEffectsButton.SetBackgroundImage( mIconEffectsOn );
}
else
{
mActorEffectsEnabled = false;
mActorEffectsButton.SetBackgroundImage( mIconEffectsOff );
}
}
//////////////////////////////////////////////////////////////
//
// Input handlers
//
//
bool OnLayoutButtonClicked( Toolkit::Button button )
{
ChangeImage();
return true;
}
bool OnEffectButtonClicked( Toolkit::Button button )
{
ToggleActorEffects();
return true;
}
/**
* Main key event handler
*/
void OnKeyEvent(const KeyEvent& event)
{
if(event.state == KeyEvent::Down)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{
mApplication.Quit();
}
}
}
//////////////////////////////////////////////////////////////
//
// Misc
//
//
void ChangeImage()
{
mCurrentImage++;
if(MOTION_BLUR_NUM_ACTOR_IMAGES == mCurrentImage)
{
mCurrentImage = 0;
}
Image blurImage = ResourceImage::New( MOTION_BLUR_ACTOR_IMAGES[mCurrentImage] );
mMotionBlurImageActor.SetImage(blurImage);
}
private:
Application& mApplication; ///< Application instance
Toolkit::View mView;
Toolkit::ToolBar mToolBar;
TextView mTitleActor; ///< The Toolbar's Title.
Image mIconEffectsOff;
Image mIconEffectsOn;
Layer mContentLayer; ///< Content layer (contains actor for this blur demo)
PushButton mActorEffectsButton; ///< The actor effects toggling Button.
// Motion blur
MotionBlurEffect mMotionBlurEffect;
ImageActor mMotionBlurImageActor;
#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
MotionBlurEffect mMotionBlurEffect2;
MotionBlurEffect mMotionBlurEffect3;
MotionBlurEffect mMotionBlurEffect4;
MotionBlurEffect mMotionBlurEffect5;
ImageActor mMotionBlurImageActor2;
ImageActor mMotionBlurImageActor3;
ImageActor mMotionBlurImageActor4;
ImageActor mMotionBlurImageActor5;
#endif //#ifdef MULTIPLE_MOTION_BLURRED_ACTORS
// animate actor to position where user taps screen
Animation mActorTapMovementAnimation;
// show different animations to demonstrate blur effect working on an object only movement basis
bool mActorEffectsEnabled;
Animation mActorAnimation;
int mCurrentActorAnimation;
// offer a selection of images that user can cycle between
int mCurrentImage;
TapGestureDetector mTapGestureDetector;
DeviceOrientation mOrientation; ///< Current Device orientation
Animation mRotateAnimation; ///< Animation for rotating between landscape and portrait.
Popup mInstructionsPopup; ///< Info Popup
};
void RunTest(Application& app)
{
MotionBlurExampleApp test(app);
app.MainLoop();
}
// Entry point for Linux & SLP applications
//
int main(int argc, char **argv)
{
Application app = Application::New(&argc, &argv);
RunTest(app);
return 0;
}