Commit 2e58e3edad52dc74c6d6c74addf40d8f14f2e455
Committed by
Gerrit Code Review
Merge "Metaballs demos" into devel/master
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5 changed files
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1654 additions
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3 deletions
com.samsung.dali-demo.xml
| @@ -34,9 +34,15 @@ | @@ -34,9 +34,15 @@ | ||
| 34 | <ui-application appid="item-view.example" exec="/usr/apps/com.samsung.dali-demo/bin/item-view.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> | 34 | <ui-application appid="item-view.example" exec="/usr/apps/com.samsung.dali-demo/bin/item-view.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 35 | <label>Item View</label> | 35 | <label>Item View</label> |
| 36 | </ui-application> | 36 | </ui-application> |
| 37 | - <ui-application appid="magnifier.example" exec="/usr/apps/com.samsung.dali-demo/bin/magnifier.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> | ||
| 38 | - <label>Magnifier</label> | ||
| 39 | - </ui-application> | 37 | + <ui-application appid="magnifier.example" exec="/usr/apps/com.samsung.dali-demo/bin/magnifier.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 38 | + <label>Magnifier</label> | ||
| 39 | + </ui-application> | ||
| 40 | + <ui-application appid="metaball-explosion.example" exec="/usr/apps/com.samsung.dali-demo/bin/metaball-explosion.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> | ||
| 41 | + <label>Metaball Explosion</label> | ||
| 42 | + </ui-application> | ||
| 43 | + <ui-application appid="metaball-refrac.example" exec="/usr/apps/com.samsung.dali-demo/bin/metaball-refrac.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> | ||
| 44 | + <label>Metaball Refractions</label> | ||
| 45 | + </ui-application> | ||
| 40 | <ui-application appid="motion-blur.example" exec="/usr/apps/com.samsung.dali-demo/bin/motion-blur.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> | 46 | <ui-application appid="motion-blur.example" exec="/usr/apps/com.samsung.dali-demo/bin/motion-blur.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true"> |
| 41 | <label>Motion Blur</label> | 47 | <label>Motion Blur</label> |
| 42 | </ui-application> | 48 | </ui-application> |
demo/dali-demo.cpp
| @@ -63,6 +63,8 @@ int main(int argc, char **argv) | @@ -63,6 +63,8 @@ int main(int argc, char **argv) | ||
| 63 | demo.AddExample(Example("logging.example", DALI_DEMO_STR_TITLE_LOGGING)); | 63 | demo.AddExample(Example("logging.example", DALI_DEMO_STR_TITLE_LOGGING)); |
| 64 | demo.AddExample(Example("mesh-morph.example", DALI_DEMO_STR_TITLE_MESH_MORPH)); | 64 | demo.AddExample(Example("mesh-morph.example", DALI_DEMO_STR_TITLE_MESH_MORPH)); |
| 65 | demo.AddExample(Example("mesh-sorting.example", DALI_DEMO_STR_TITLE_MESH_SORTING)); | 65 | demo.AddExample(Example("mesh-sorting.example", DALI_DEMO_STR_TITLE_MESH_SORTING)); |
| 66 | + demo.AddExample(Example("metaball-explosion.example", DALI_DEMO_STR_TITLE_METABALL_EXPLOSION)); | ||
| 67 | + demo.AddExample(Example("metaball-refrac.example", DALI_DEMO_STR_TITLE_METABALL_REFRAC)); | ||
| 66 | demo.AddExample(Example("textured-mesh.example", DALI_DEMO_STR_TITLE_TEXTURED_MESH)); | 68 | demo.AddExample(Example("textured-mesh.example", DALI_DEMO_STR_TITLE_TEXTURED_MESH)); |
| 67 | demo.AddExample(Example("line-mesh.example", DALI_DEMO_STR_TITLE_LINE_MESH)); | 69 | demo.AddExample(Example("line-mesh.example", DALI_DEMO_STR_TITLE_LINE_MESH)); |
| 68 | demo.AddExample(Example("gradients.example", DALI_DEMO_STR_TITLE_COLOR_GRADIENT)); | 70 | demo.AddExample(Example("gradients.example", DALI_DEMO_STR_TITLE_COLOR_GRADIENT)); |
examples/metaball-explosion/metaball-explosion-example.cpp
0 → 100644
| 1 | +/* | ||
| 2 | + * Copyright (c) 2014 Samsung Electronics Co., Ltd. | ||
| 3 | + * | ||
| 4 | + * Licensed under the Apache License, Version 2.0 (the "License"); | ||
| 5 | + * you may not use this file except in compliance with the License. | ||
| 6 | + * You may obtain a copy of the License at | ||
| 7 | + * | ||
| 8 | + * http://www.apache.org/licenses/LICENSE-2.0 | ||
| 9 | + * | ||
| 10 | + * Unless required by applicable law or agreed to in writing, software | ||
| 11 | + * distributed under the License is distributed on an "AS IS" BASIS, | ||
| 12 | + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
| 13 | + * See the License for the specific language governing permissions and | ||
| 14 | + * limitations under the License. | ||
| 15 | + * | ||
| 16 | + */ | ||
| 17 | + | ||
| 18 | +//External includes | ||
| 19 | +#include <cstdio> | ||
| 20 | +#include <string> | ||
| 21 | + | ||
| 22 | +//Internal includes | ||
| 23 | +#include <dali/dali.h> | ||
| 24 | +#include <dali/devel-api/rendering/renderer.h> | ||
| 25 | +#include <dali-toolkit/dali-toolkit.h> | ||
| 26 | + | ||
| 27 | +#include "shared/view.h" | ||
| 28 | + | ||
| 29 | +using namespace Dali; | ||
| 30 | +using namespace Dali::Toolkit; | ||
| 31 | + | ||
| 32 | +namespace | ||
| 33 | +{ | ||
| 34 | +const char * const BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-2.jpg" ); | ||
| 35 | +const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" ); | ||
| 36 | + | ||
| 37 | +const float GRAVITY_X(0); | ||
| 38 | +const float GRAVITY_Y(-0.09); | ||
| 39 | +} | ||
| 40 | + | ||
| 41 | +#define METABALL_NUMBER 12 | ||
| 42 | + | ||
| 43 | + | ||
| 44 | +const char*const METABALL_VERTEX_SHADER = DALI_COMPOSE_SHADER ( | ||
| 45 | + attribute mediump vec2 aPosition;\n | ||
| 46 | + attribute mediump vec2 aTexture;\n | ||
| 47 | + uniform mediump mat4 uMvpMatrix;\n | ||
| 48 | + uniform mediump vec3 uSize;\n | ||
| 49 | + uniform lowp vec4 uColor;\n | ||
| 50 | + varying mediump vec2 vTexCoord;\n | ||
| 51 | + | ||
| 52 | + void main()\n | ||
| 53 | + {\n | ||
| 54 | + vTexCoord = aTexture;\n | ||
| 55 | + mediump vec4 vertexPosition = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n | ||
| 56 | + gl_Position = uMvpMatrix * vertexPosition;\n | ||
| 57 | + }\n | ||
| 58 | +); | ||
| 59 | + | ||
| 60 | + | ||
| 61 | +const char*const METABALL_FRAG_SHADER = DALI_COMPOSE_SHADER ( | ||
| 62 | + precision mediump float;\n | ||
| 63 | + varying vec2 vTexCoord;\n | ||
| 64 | + uniform vec2 uPositionMetaball;\n | ||
| 65 | + uniform vec2 uPositionVar;\n | ||
| 66 | + uniform vec2 uGravityVector;\n | ||
| 67 | + uniform float uRadius;\n | ||
| 68 | + uniform float uRadiusVar;\n | ||
| 69 | + void main()\n | ||
| 70 | + {\n | ||
| 71 | + vec2 adjustedCoords = vTexCoord * 2.0 - 1.0;\n | ||
| 72 | + vec2 finalMetaballPosition = uPositionMetaball + uGravityVector + uPositionVar;\n | ||
| 73 | + \n | ||
| 74 | + float finalRadius = uRadius + uRadiusVar;\n | ||
| 75 | + vec2 distanceVec = adjustedCoords - finalMetaballPosition;\n | ||
| 76 | + float result = dot(distanceVec, distanceVec);\n | ||
| 77 | + float color = inversesqrt(result) * finalRadius;\n | ||
| 78 | + \n | ||
| 79 | + gl_FragColor = vec4(color,color,color,1.0);\n | ||
| 80 | + }\n | ||
| 81 | +); | ||
| 82 | + | ||
| 83 | +const char*const REFRACTION_FRAG_SHADER = DALI_COMPOSE_SHADER ( | ||
| 84 | + precision highp float;\n | ||
| 85 | + varying vec2 vTexCoord;\n | ||
| 86 | + uniform sampler2D sTexture;\n | ||
| 87 | + uniform sampler2D sEffect;\n | ||
| 88 | + uniform vec2 uPositionMetaball;\n | ||
| 89 | + void main()\n | ||
| 90 | + {\n | ||
| 91 | + vec2 zoomCoords;\n | ||
| 92 | + vec3 normal = vec3(0.0,0.0,1.0);\n | ||
| 93 | + vec2 fakePos = vec2(0.0,0.0);\n | ||
| 94 | + vec3 color = vec3(1.0, 1.0, 1.0); | ||
| 95 | + float ambient = 0.2; | ||
| 96 | + \n | ||
| 97 | + vec4 metaColor = texture2D(sEffect, vTexCoord);\n | ||
| 98 | + \n | ||
| 99 | + vec2 adjustedCoords = vTexCoord.xy * vec2(2.0) - vec2(1.0);\n | ||
| 100 | + fakePos = adjustedCoords.xy - vec2(uPositionMetaball.x, -uPositionMetaball.y); | ||
| 101 | + float len = length(fakePos) + 0.01;\n | ||
| 102 | + vec3 colorPos = vec3(0,0,1); | ||
| 103 | + \n | ||
| 104 | + if (metaColor.r > 0.85)\n | ||
| 105 | + {\n | ||
| 106 | + zoomCoords = ((vTexCoord - 0.5) * 0.9);\n | ||
| 107 | + zoomCoords = zoomCoords + 0.5;\n | ||
| 108 | + \n | ||
| 109 | + float interpNormal = mix(0.7, 1.0, (metaColor.r - 0.85) * 4.);\n | ||
| 110 | + normal.xyz = vec3(fakePos.x * (1.0 - interpNormal) / len, fakePos.y * (1.0 - interpNormal) / len, interpNormal);\n | ||
| 111 | + normal.xyz = normalize(normal.xyz);\n | ||
| 112 | + color = vec3(0.65, 1.0, 0);\n | ||
| 113 | + colorPos = vec3(fakePos.x,fakePos.y,0); | ||
| 114 | + }\n | ||
| 115 | + else if (metaColor.r > 0.75)\n | ||
| 116 | + {\n | ||
| 117 | + float interpolation = mix(0.9, 1.15, (0.85 - metaColor.r) * 10.0);\n | ||
| 118 | + zoomCoords = ((vTexCoord - 0.5) * interpolation);\n | ||
| 119 | + zoomCoords = zoomCoords + 0.5;\n | ||
| 120 | + \n | ||
| 121 | + float interpNormal = mix(0.7, 0.0, (0.85 - metaColor.r) * 10.0);\n | ||
| 122 | + normal.xyz = vec3(fakePos.x * (1.0 - interpNormal) / len, fakePos.y * (1.0 - interpNormal) / len, interpNormal);\n | ||
| 123 | + normal.xyz = normalize(normal.xyz);\n | ||
| 124 | + color = vec3(0.65, 1.0, 0);\n | ||
| 125 | + colorPos = vec3(fakePos.x,fakePos.y,0); | ||
| 126 | + }\n | ||
| 127 | + else\n | ||
| 128 | + {\n | ||
| 129 | + zoomCoords = vTexCoord;\n | ||
| 130 | + normal = vec3(0,0,0);\n | ||
| 131 | + ambient = 0.5;\n | ||
| 132 | + }\n | ||
| 133 | + \n | ||
| 134 | + vec3 lightPosition = vec3(-750.0,-1000.0,2000.0);\n | ||
| 135 | + vec3 vertex = vec3(adjustedCoords.x,adjustedCoords.y,0.0);\n | ||
| 136 | + \n | ||
| 137 | + vec3 vecToLight = normalize( lightPosition - vertex );\n | ||
| 138 | + \n | ||
| 139 | + float lightDiffuse = dot( vecToLight, normal );\n | ||
| 140 | + lightDiffuse = max(0.0,lightDiffuse);\n | ||
| 141 | + lightDiffuse = lightDiffuse * 0.5 + 0.5; | ||
| 142 | + \n | ||
| 143 | + vec3 vertexToEye = vec3(0,0,1) - vertex;\n | ||
| 144 | + vertexToEye = normalize(vertexToEye); | ||
| 145 | + vec3 lightReflect = normalize(reflect(-vecToLight, normal));\n | ||
| 146 | + float specularFactor = max(0.0,dot(vertexToEye, lightReflect));\n | ||
| 147 | + specularFactor = pow(specularFactor, 32.0) * 0.7; | ||
| 148 | + \n | ||
| 149 | + vec4 texColor = texture2D(sTexture, zoomCoords);\n | ||
| 150 | + gl_FragColor.rgb = texColor.rgb * ambient + color.rgb * texColor.rgb * lightDiffuse + vec3(specularFactor);\n | ||
| 151 | + gl_FragColor.a = 1.0; | ||
| 152 | + }\n | ||
| 153 | + ); | ||
| 154 | + | ||
| 155 | +const char*const FRAG_SHADER = DALI_COMPOSE_SHADER ( | ||
| 156 | + precision mediump float;\n | ||
| 157 | + void main()\n | ||
| 158 | + {\n | ||
| 159 | + gl_FragColor = texture2D(sTexture, vTexCoord);\n | ||
| 160 | + }\n | ||
| 161 | +); | ||
| 162 | + | ||
| 163 | + | ||
| 164 | +struct MetaballInfo | ||
| 165 | +{ | ||
| 166 | + Actor actor; | ||
| 167 | + Vector2 position; | ||
| 168 | + float radius; | ||
| 169 | + float initRadius; | ||
| 170 | + | ||
| 171 | + //new shader stuff | ||
| 172 | + Property::Index positionIndex; | ||
| 173 | + Property::Index positionVarIndex; | ||
| 174 | +}; | ||
| 175 | + | ||
| 176 | + | ||
| 177 | +/**************************************************************************/ | ||
| 178 | +/* Demo using Metaballs ***********/ | ||
| 179 | +/* When the metaball is clicked it explodes in different balls ***********/ | ||
| 180 | +/**************************************************************************/ | ||
| 181 | +class MetaballExplosionController : public ConnectionTracker | ||
| 182 | +{ | ||
| 183 | +public: | ||
| 184 | + MetaballExplosionController( Application& application ); | ||
| 185 | + ~MetaballExplosionController(); | ||
| 186 | + | ||
| 187 | + /** | ||
| 188 | + * Main create function, it creates the metaballs and all the related data | ||
| 189 | + */ | ||
| 190 | + void Create( Application& app ); | ||
| 191 | + | ||
| 192 | + /** | ||
| 193 | + * Touch event function | ||
| 194 | + */ | ||
| 195 | + bool OnTouch( Actor actor, const TouchEvent& touch ); | ||
| 196 | + | ||
| 197 | + /** | ||
| 198 | + * Key event function | ||
| 199 | + */ | ||
| 200 | + void OnKeyEvent(const KeyEvent& event); | ||
| 201 | + | ||
| 202 | + | ||
| 203 | +private: | ||
| 204 | + Application& mApplication; | ||
| 205 | + Vector2 mScreenSize; | ||
| 206 | + | ||
| 207 | + Layer mContentLayer; | ||
| 208 | + | ||
| 209 | + Image mBackImage; | ||
| 210 | + FrameBufferImage mMetaballFBO; | ||
| 211 | + | ||
| 212 | + Actor mMetaballRoot; | ||
| 213 | + MetaballInfo mMetaballs[METABALL_NUMBER]; | ||
| 214 | + | ||
| 215 | + Property::Index mPositionIndex; | ||
| 216 | + Actor mCompositionActor; | ||
| 217 | + | ||
| 218 | + //Motion | ||
| 219 | + Vector2 mCurrentTouchPosition; | ||
| 220 | + Vector2 mMetaballPosVariation; | ||
| 221 | + Vector2 mMetaballPosVariationFrom; | ||
| 222 | + Vector2 mMetaballPosVariationTo; | ||
| 223 | + Vector2 mMetaballCenter; | ||
| 224 | + | ||
| 225 | + //Animations | ||
| 226 | + Animation mPositionVarAnimation[METABALL_NUMBER]; | ||
| 227 | + | ||
| 228 | + int mDispersion; | ||
| 229 | + Animation mDispersionAnimation[METABALL_NUMBER]; | ||
| 230 | + | ||
| 231 | + Timer mTimerDispersion; | ||
| 232 | + | ||
| 233 | + float mTimeMult; | ||
| 234 | + | ||
| 235 | + //Private functions | ||
| 236 | + | ||
| 237 | + /** | ||
| 238 | + * Create a mesh data with the geometry for the metaball rendering | ||
| 239 | + */ | ||
| 240 | + Geometry CreateGeometry(); | ||
| 241 | + | ||
| 242 | + /** | ||
| 243 | + * Create a mesh data with the geometry for the final composition | ||
| 244 | + */ | ||
| 245 | + Geometry CreateGeometryComposition(); | ||
| 246 | + | ||
| 247 | + /** | ||
| 248 | + * Create a mesh actor for the metaballs | ||
| 249 | + */ | ||
| 250 | + void CreateMetaballActors(); | ||
| 251 | + | ||
| 252 | + /** | ||
| 253 | + * Create the render task and FBO to render the metaballs into a texture | ||
| 254 | + */ | ||
| 255 | + void CreateMetaballImage(); | ||
| 256 | + | ||
| 257 | + /** | ||
| 258 | + * Create a mesh image to render the final composition | ||
| 259 | + */ | ||
| 260 | + void AddRefractionImage(); | ||
| 261 | + | ||
| 262 | + /** | ||
| 263 | + * Function to create animations for the small variations of position inside the metaball | ||
| 264 | + */ | ||
| 265 | + void CreateAnimations(); | ||
| 266 | + | ||
| 267 | + /** | ||
| 268 | + * Function to reset metaball state | ||
| 269 | + */ | ||
| 270 | + void ResetMetaballs(bool resetAnims); | ||
| 271 | + | ||
| 272 | + /** | ||
| 273 | + * Function to create disperse each of the ball that compose the metaball when exploding | ||
| 274 | + */ | ||
| 275 | + void DisperseBallAnimation(int ball); | ||
| 276 | + | ||
| 277 | + /** | ||
| 278 | + * Function to make metaballs come back to reset position | ||
| 279 | + */ | ||
| 280 | + void LaunchResetMetaballPosition(Animation &source); | ||
| 281 | + | ||
| 282 | + /** | ||
| 283 | + * Function to set things at the end of the animation | ||
| 284 | + */ | ||
| 285 | + void EndDisperseAnimation(Animation &source); | ||
| 286 | + | ||
| 287 | + /** | ||
| 288 | + * Function to init dispersion of the metaballs one by one using a timer | ||
| 289 | + * (so not all the balls begin moving at the same time) | ||
| 290 | + */ | ||
| 291 | + bool OnTimerDispersionTick(); | ||
| 292 | + | ||
| 293 | + /** | ||
| 294 | + * Function to set the actual position of the metaballs when the user clicks the screen | ||
| 295 | + */ | ||
| 296 | + void SetPositionToMetaballs(Vector2 & metaballCenter); | ||
| 297 | +}; | ||
| 298 | + | ||
| 299 | + | ||
| 300 | +//----------------------------------------------------------------------------------------------- | ||
| 301 | +// | ||
| 302 | +// IMPLEMENTATION | ||
| 303 | +// | ||
| 304 | +//---------------- | ||
| 305 | + | ||
| 306 | +MetaballExplosionController::MetaballExplosionController( Application& application ) | ||
| 307 | + : mApplication( application ) | ||
| 308 | +{ | ||
| 309 | + // Connect to the Application's Init signal | ||
| 310 | + mApplication.InitSignal().Connect( this, &MetaballExplosionController::Create ); | ||
| 311 | +} | ||
| 312 | + | ||
| 313 | +MetaballExplosionController::~MetaballExplosionController() | ||
| 314 | +{ | ||
| 315 | + // Nothing to do here; | ||
| 316 | +} | ||
| 317 | + | ||
| 318 | +void MetaballExplosionController::Create( Application& app ) | ||
| 319 | +{ | ||
| 320 | + Stage stage = Stage::GetCurrent(); | ||
| 321 | + | ||
| 322 | + stage.KeyEventSignal().Connect(this, &MetaballExplosionController::OnKeyEvent); | ||
| 323 | + | ||
| 324 | + mScreenSize = stage.GetSize(); | ||
| 325 | + | ||
| 326 | + mTimeMult = 1.0f; | ||
| 327 | + | ||
| 328 | + stage.SetBackgroundColor(Color::BLACK); | ||
| 329 | + | ||
| 330 | + //Set background image for the view | ||
| 331 | + mBackImage = ResourceImage::New( BACKGROUND_IMAGE ); | ||
| 332 | + | ||
| 333 | + srand((unsigned)time(0)); | ||
| 334 | + | ||
| 335 | + //Create internal data | ||
| 336 | + CreateMetaballActors(); | ||
| 337 | + CreateMetaballImage(); | ||
| 338 | + AddRefractionImage(); | ||
| 339 | + | ||
| 340 | + CreateAnimations(); | ||
| 341 | + | ||
| 342 | + mDispersion = 0; | ||
| 343 | + mTimerDispersion = Timer::New( 150 ); | ||
| 344 | + mTimerDispersion.TickSignal().Connect(this, &MetaballExplosionController::OnTimerDispersionTick); | ||
| 345 | + | ||
| 346 | + // Connect the callback to the touch signal on the mesh actor | ||
| 347 | + stage.GetRootLayer().TouchedSignal().Connect( this, &MetaballExplosionController::OnTouch ); | ||
| 348 | +} | ||
| 349 | + | ||
| 350 | +Geometry MetaballExplosionController::CreateGeometry() | ||
| 351 | +{ | ||
| 352 | + float aspect = (float)mScreenSize.y / (float)mScreenSize.x; | ||
| 353 | + | ||
| 354 | + // Create vertices and specify their color | ||
| 355 | + float xsize = mScreenSize.x * 0.5; | ||
| 356 | + | ||
| 357 | + //We create the meshdata for the metaballs | ||
| 358 | + struct VertexPosition { Vector2 position; }; | ||
| 359 | + struct VertexTexture { Vector2 texture; }; | ||
| 360 | + struct VertexNormal { Vector3 normal; }; | ||
| 361 | + | ||
| 362 | + VertexPosition vertices[] = { | ||
| 363 | + { Vector2( -xsize, -xsize * aspect) }, | ||
| 364 | + { Vector2( xsize, -xsize * aspect) }, | ||
| 365 | + { Vector2( -xsize, xsize * aspect) }, | ||
| 366 | + { Vector2( xsize, xsize * aspect) } | ||
| 367 | + }; | ||
| 368 | + | ||
| 369 | + VertexTexture textures[] = { | ||
| 370 | + { Vector2(0.0f, 0.0f) }, | ||
| 371 | + { Vector2(1.0f, 0.0f) }, | ||
| 372 | + { Vector2(0.0f, 1.0f * aspect) }, | ||
| 373 | + { Vector2(1.0f, 1.0f * aspect) } | ||
| 374 | + }; | ||
| 375 | + | ||
| 376 | + int indices[] = { 0, 3, 1, 0, 2, 3 }; | ||
| 377 | + | ||
| 378 | + unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition); | ||
| 379 | + | ||
| 380 | + //Vertices | ||
| 381 | + Property::Map positionVertexFormat; | ||
| 382 | + positionVertexFormat["aPosition"] = Property::VECTOR2; | ||
| 383 | + PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat, numberOfVertices ); | ||
| 384 | + positionVertices.SetData(vertices); | ||
| 385 | + | ||
| 386 | + //Textures | ||
| 387 | + Property::Map textureVertexFormat; | ||
| 388 | + textureVertexFormat["aTexture"] = Property::VECTOR2; | ||
| 389 | + PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat, numberOfVertices ); | ||
| 390 | + textureVertices.SetData(textures); | ||
| 391 | + | ||
| 392 | + //Indices | ||
| 393 | + Property::Map indicesVertexFormat; | ||
| 394 | + indicesVertexFormat["aIndices"] = Property::INTEGER; | ||
| 395 | + PropertyBuffer indicesToVertices = PropertyBuffer::New( indicesVertexFormat, 6 ); | ||
| 396 | + indicesToVertices.SetData(indices); | ||
| 397 | + | ||
| 398 | + // Create the geometry object | ||
| 399 | + Geometry texturedQuadGeometry = Geometry::New(); | ||
| 400 | + texturedQuadGeometry.AddVertexBuffer( positionVertices ); | ||
| 401 | + texturedQuadGeometry.AddVertexBuffer( textureVertices ); | ||
| 402 | + | ||
| 403 | + texturedQuadGeometry.SetIndexBuffer ( indicesToVertices ); | ||
| 404 | + | ||
| 405 | + return texturedQuadGeometry; | ||
| 406 | +} | ||
| 407 | + | ||
| 408 | +Geometry MetaballExplosionController::CreateGeometryComposition() | ||
| 409 | +{ | ||
| 410 | + float aspect = (float)mScreenSize.y / (float)mScreenSize.x; | ||
| 411 | + | ||
| 412 | + // Create vertices and specify their color | ||
| 413 | + float xsize = mScreenSize.x * 0.5; | ||
| 414 | + | ||
| 415 | + //We create the meshdata for the metaballs | ||
| 416 | + struct VertexPosition { Vector2 position; }; | ||
| 417 | + struct VertexTexture { Vector2 texture; }; | ||
| 418 | + struct VertexNormal { Vector3 normal; }; | ||
| 419 | + | ||
| 420 | + VertexPosition vertices[] = { | ||
| 421 | + { Vector2( -xsize, -xsize * aspect) }, | ||
| 422 | + { Vector2( xsize, -xsize * aspect) }, | ||
| 423 | + { Vector2( -xsize, xsize * aspect) }, | ||
| 424 | + { Vector2( xsize, xsize * aspect) } | ||
| 425 | + }; | ||
| 426 | + | ||
| 427 | + VertexTexture textures[] = { | ||
| 428 | + { Vector2(0.0f, 0.0f) }, | ||
| 429 | + { Vector2(1.0f, 0.0f) }, | ||
| 430 | + { Vector2(0.0f, 1.0f) }, | ||
| 431 | + { Vector2(1.0f, 1.0f) } | ||
| 432 | + }; | ||
| 433 | + | ||
| 434 | + int indices[] = { 0, 3, 1, 0, 2, 3 }; | ||
| 435 | + | ||
| 436 | + unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition); | ||
| 437 | + | ||
| 438 | + //Vertices | ||
| 439 | + Property::Map positionVertexFormat; | ||
| 440 | + positionVertexFormat["aPosition"] = Property::VECTOR2; | ||
| 441 | + PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat, numberOfVertices ); | ||
| 442 | + positionVertices.SetData(vertices); | ||
| 443 | + | ||
| 444 | + //Textures | ||
| 445 | + Property::Map textureVertexFormat; | ||
| 446 | + textureVertexFormat["aTexture"] = Property::VECTOR2; | ||
| 447 | + PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat, numberOfVertices ); | ||
| 448 | + textureVertices.SetData(textures); | ||
| 449 | + | ||
| 450 | + //Indices | ||
| 451 | + Property::Map indicesVertexFormat; | ||
| 452 | + indicesVertexFormat["aIndices"] = Property::INTEGER; | ||
| 453 | + PropertyBuffer indicesToVertices = PropertyBuffer::New( indicesVertexFormat, 6 ); | ||
| 454 | + indicesToVertices.SetData(indices); | ||
| 455 | + | ||
| 456 | + // Create the geometry object | ||
| 457 | + Geometry texturedQuadGeometry = Geometry::New(); | ||
| 458 | + texturedQuadGeometry.AddVertexBuffer( positionVertices ); | ||
| 459 | + texturedQuadGeometry.AddVertexBuffer( textureVertices ); | ||
| 460 | + | ||
| 461 | + texturedQuadGeometry.SetIndexBuffer ( indicesToVertices ); | ||
| 462 | + | ||
| 463 | + return texturedQuadGeometry; | ||
| 464 | +} | ||
| 465 | + | ||
| 466 | +float randomNumber(float lowest, float highest) | ||
| 467 | +{ | ||
| 468 | + float range=(highest-lowest); | ||
| 469 | + return lowest+range*rand()/RAND_MAX; | ||
| 470 | +} | ||
| 471 | + | ||
| 472 | +void MetaballExplosionController::CreateMetaballActors() | ||
| 473 | +{ | ||
| 474 | + //Create the shader for the metaballs | ||
| 475 | + Shader shader = Shader::New( METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER ); | ||
| 476 | + | ||
| 477 | + Material material = Material::New( shader ); | ||
| 478 | + material.SetBlendMode(BlendingMode::ON ); | ||
| 479 | + material.SetBlendFunc(BlendingFactor::ONE, BlendingFactor::ONE, BlendingFactor::ONE, BlendingFactor::ONE); | ||
| 480 | + | ||
| 481 | + Geometry metaballGeom = CreateGeometry(); | ||
| 482 | + | ||
| 483 | + //Initialization of each of the metaballs | ||
| 484 | + for( int i = 0; i < METABALL_NUMBER; i++ ) | ||
| 485 | + { | ||
| 486 | + mMetaballs[i].position = Vector2(0.0f, 0.0f); | ||
| 487 | + mMetaballs[i].radius = mMetaballs[i].initRadius = randomNumber(0.025f,0.035f); | ||
| 488 | + | ||
| 489 | + mMetaballs[i].actor = Actor::New( ); | ||
| 490 | + mMetaballs[i].actor.SetName("Metaball"); | ||
| 491 | + mMetaballs[i].actor.SetScale( 1.0f ); | ||
| 492 | + mMetaballs[i].actor.SetParentOrigin( ParentOrigin::CENTER ); | ||
| 493 | + | ||
| 494 | + Renderer renderer = Renderer::New( metaballGeom, material ); | ||
| 495 | + mMetaballs[i].actor.AddRenderer( renderer ); | ||
| 496 | + | ||
| 497 | + mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty( "uPositionMetaball", mMetaballs[i].position ); | ||
| 498 | + | ||
| 499 | + mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty( "uPositionVar", Vector2(0.f,0.f) ); | ||
| 500 | + | ||
| 501 | + mMetaballs[i].actor.RegisterProperty( "uGravityVector", Vector2(randomNumber(-0.2,0.2),randomNumber(-0.2,0.2)) ); | ||
| 502 | + | ||
| 503 | + mMetaballs[i].actor.RegisterProperty( "uRadius", mMetaballs[i].radius ); | ||
| 504 | + | ||
| 505 | + mMetaballs[i].actor.RegisterProperty( "uRadiusVar", 0.f ); | ||
| 506 | + | ||
| 507 | + mMetaballs[i].actor.SetSize(400, 400); | ||
| 508 | + } | ||
| 509 | + | ||
| 510 | + //Root creation | ||
| 511 | + mMetaballRoot = Actor::New(); | ||
| 512 | + mMetaballRoot.SetParentOrigin( ParentOrigin::CENTER ); | ||
| 513 | + for( int i = 0; i < METABALL_NUMBER; i++ ) | ||
| 514 | + { | ||
| 515 | + mMetaballRoot.Add( mMetaballs[i].actor ); | ||
| 516 | + } | ||
| 517 | + | ||
| 518 | + //Initialization of variables related to metaballs | ||
| 519 | + mMetaballPosVariation = Vector2(0,0); | ||
| 520 | + mMetaballPosVariationFrom = Vector2(0,0); | ||
| 521 | + mMetaballPosVariationTo = Vector2(0,0); | ||
| 522 | + mCurrentTouchPosition = Vector2(0,0); | ||
| 523 | +} | ||
| 524 | + | ||
| 525 | +void MetaballExplosionController::CreateMetaballImage() | ||
| 526 | +{ | ||
| 527 | + //We create an FBO and a render task to create to render the metaballs with a fragment shader | ||
| 528 | + Stage stage = Stage::GetCurrent(); | ||
| 529 | + mMetaballFBO = FrameBufferImage::New(mScreenSize.x, mScreenSize.y, Pixel::RGBA8888, RenderBuffer::COLOR_DEPTH); | ||
| 530 | + | ||
| 531 | + | ||
| 532 | + stage.Add(mMetaballRoot); | ||
| 533 | + | ||
| 534 | + //Creation of the render task used to render the metaballs | ||
| 535 | + RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); | ||
| 536 | + RenderTask task = taskList.CreateTask(); | ||
| 537 | + task.SetRefreshRate( RenderTask::REFRESH_ALWAYS ); | ||
| 538 | + task.SetSourceActor( mMetaballRoot ); | ||
| 539 | + task.SetExclusive(true); | ||
| 540 | + task.SetClearColor( Color::BLACK ); | ||
| 541 | + task.SetClearEnabled( true ); | ||
| 542 | + task.SetTargetFrameBuffer( mMetaballFBO ); | ||
| 543 | +} | ||
| 544 | + | ||
| 545 | +void MetaballExplosionController::AddRefractionImage() | ||
| 546 | +{ | ||
| 547 | + //Create Gaussian blur for the rendered image | ||
| 548 | + FrameBufferImage fbo; | ||
| 549 | + fbo = FrameBufferImage::New( mScreenSize.x, mScreenSize.y, Pixel::RGBA8888, RenderBuffer::COLOR_DEPTH); | ||
| 550 | + | ||
| 551 | + GaussianBlurView gbv = GaussianBlurView::New(5, 2.0f, Pixel::RGBA8888, 0.5f, 0.5f, true); | ||
| 552 | + gbv.SetBackgroundColor(Color::TRANSPARENT); | ||
| 553 | + gbv.SetUserImageAndOutputRenderTarget( mMetaballFBO, fbo ); | ||
| 554 | + gbv.SetSize(mScreenSize.x, mScreenSize.y); | ||
| 555 | + Stage::GetCurrent().Add(gbv); | ||
| 556 | + gbv.Activate(); | ||
| 557 | + | ||
| 558 | + //Create new shader | ||
| 559 | + Shader shader = Shader::New( METABALL_VERTEX_SHADER, REFRACTION_FRAG_SHADER ); | ||
| 560 | + //Create new material | ||
| 561 | + Material material = Material::New( shader ); | ||
| 562 | + | ||
| 563 | + //Add Textures | ||
| 564 | + material.AddTexture(mBackImage, "sTexture"); | ||
| 565 | + material.AddTexture(fbo, "sEffect"); | ||
| 566 | + | ||
| 567 | + //Create geometry | ||
| 568 | + Geometry metaballGeom = CreateGeometryComposition(); | ||
| 569 | + | ||
| 570 | + Renderer mRenderer = Renderer::New( metaballGeom, material ); | ||
| 571 | + | ||
| 572 | + mCompositionActor = Actor::New( ); | ||
| 573 | + mCompositionActor.SetParentOrigin(ParentOrigin::CENTER); | ||
| 574 | + mCompositionActor.SetPosition(Vector3(0.0f, 0.0f, 0.0f)); | ||
| 575 | + mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y); | ||
| 576 | + | ||
| 577 | + mCompositionActor.AddRenderer( mRenderer ); | ||
| 578 | + | ||
| 579 | + Vector2 metaballCenter(0.0,0); | ||
| 580 | + metaballCenter.x = metaballCenter.x * 0.5; | ||
| 581 | + metaballCenter.y = metaballCenter.y * 0.5; | ||
| 582 | + | ||
| 583 | + mPositionIndex = mCompositionActor.RegisterProperty( "uPositionMetaball", metaballCenter ); | ||
| 584 | + | ||
| 585 | + SetPositionToMetaballs(metaballCenter); | ||
| 586 | + | ||
| 587 | + mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y); | ||
| 588 | + | ||
| 589 | + Stage stage = Stage::GetCurrent(); | ||
| 590 | + stage.Add( mCompositionActor ); | ||
| 591 | +} | ||
| 592 | + | ||
| 593 | +void MetaballExplosionController::CreateAnimations() | ||
| 594 | +{ | ||
| 595 | + Vector2 direction; | ||
| 596 | + | ||
| 597 | + for( int i = 0; i < METABALL_NUMBER; i++ ) | ||
| 598 | + { | ||
| 599 | + float key; | ||
| 600 | + KeyFrames keySinCosVariation = KeyFrames::New(); | ||
| 601 | + Vector2 sinCosVariation(0,0); | ||
| 602 | + | ||
| 603 | + direction.x = randomNumber(-100.f,100.f); | ||
| 604 | + direction.y = randomNumber(-100.f,100.f); | ||
| 605 | + | ||
| 606 | + direction.Normalize(); | ||
| 607 | + direction *= 0.1f; | ||
| 608 | + | ||
| 609 | + for( int j = 0; j < 360; j++ ) | ||
| 610 | + { | ||
| 611 | + sinCosVariation.x = sin(j * Math::PI/180.f) * direction.x; | ||
| 612 | + sinCosVariation.y = cos(j * Math::PI/180.f) * direction.y; | ||
| 613 | + key = j/360.f; | ||
| 614 | + keySinCosVariation.Add(key, sinCosVariation); | ||
| 615 | + } | ||
| 616 | + | ||
| 617 | + mPositionVarAnimation[i] = Animation::New(3.f); | ||
| 618 | + mPositionVarAnimation[i].AnimateBetween(Property( mMetaballs[i].actor, mMetaballs[i].positionVarIndex ), keySinCosVariation); | ||
| 619 | + mPositionVarAnimation[i].SetLooping( true ); | ||
| 620 | + mPositionVarAnimation[i].Play(); | ||
| 621 | + } | ||
| 622 | +} | ||
| 623 | + | ||
| 624 | +void MetaballExplosionController::ResetMetaballs(bool resetAnims) | ||
| 625 | +{ | ||
| 626 | + for( int i = 0; i < METABALL_NUMBER; i++ ) | ||
| 627 | + { | ||
| 628 | + if (mDispersionAnimation[i]) | ||
| 629 | + mDispersionAnimation[i].Clear(); | ||
| 630 | + | ||
| 631 | + mMetaballs[i].position = Vector2(0.0f, 0.0f); | ||
| 632 | + mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position); | ||
| 633 | + } | ||
| 634 | + mTimerDispersion.Stop(); | ||
| 635 | + mDispersion = 0; | ||
| 636 | + | ||
| 637 | + mCompositionActor.SetProperty( mPositionIndex, Vector2(0,0) ); | ||
| 638 | +} | ||
| 639 | + | ||
| 640 | +void MetaballExplosionController::DisperseBallAnimation(int ball) | ||
| 641 | +{ | ||
| 642 | + Vector2 position; | ||
| 643 | + position.x = randomNumber(-1.5f,1.5f); | ||
| 644 | + position.y = randomNumber(-1.5f,1.5f); | ||
| 645 | + | ||
| 646 | + mDispersionAnimation[ball] = Animation::New(2.0f * mTimeMult); | ||
| 647 | + mDispersionAnimation[ball].AnimateTo( Property(mMetaballs[ball].actor, mMetaballs[ball].positionIndex), position); | ||
| 648 | + mDispersionAnimation[ball].Play(); | ||
| 649 | + | ||
| 650 | + if( ball == METABALL_NUMBER - 1 ) | ||
| 651 | + mDispersionAnimation[ball].FinishedSignal().Connect( this, &MetaballExplosionController::LaunchResetMetaballPosition ); | ||
| 652 | +} | ||
| 653 | + | ||
| 654 | +void MetaballExplosionController::LaunchResetMetaballPosition(Animation &source) | ||
| 655 | +{ | ||
| 656 | + for( int i = 0; i < METABALL_NUMBER; i++ ) | ||
| 657 | + { | ||
| 658 | + mDispersionAnimation[i] = Animation::New(1.5f + i*0.25f*mTimeMult); | ||
| 659 | + mDispersionAnimation[i].AnimateTo(Property(mMetaballs[i].actor, mMetaballs[i].positionIndex), Vector2(0,0)); | ||
| 660 | + mDispersionAnimation[i].Play(); | ||
| 661 | + | ||
| 662 | + if( i == METABALL_NUMBER - 1 ) | ||
| 663 | + mDispersionAnimation[i].FinishedSignal().Connect( this, &MetaballExplosionController::EndDisperseAnimation ); | ||
| 664 | + } | ||
| 665 | +} | ||
| 666 | + | ||
| 667 | +void MetaballExplosionController::EndDisperseAnimation(Animation &source) | ||
| 668 | +{ | ||
| 669 | + mCompositionActor.SetProperty( mPositionIndex, Vector2(0,0) ); | ||
| 670 | +} | ||
| 671 | + | ||
| 672 | +bool MetaballExplosionController::OnTimerDispersionTick() | ||
| 673 | +{ | ||
| 674 | + if( mDispersion < METABALL_NUMBER ) | ||
| 675 | + { | ||
| 676 | + DisperseBallAnimation(mDispersion); | ||
| 677 | + mDispersion++; | ||
| 678 | + } | ||
| 679 | + return true; | ||
| 680 | +} | ||
| 681 | + | ||
| 682 | +void MetaballExplosionController::SetPositionToMetaballs(Vector2 & metaballCenter) | ||
| 683 | +{ | ||
| 684 | + //We set the position for the metaballs based on click position | ||
| 685 | + for( int i = 0; i < METABALL_NUMBER; i++ ) | ||
| 686 | + { | ||
| 687 | + mMetaballs[i].position = metaballCenter; | ||
| 688 | + mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position); | ||
| 689 | + } | ||
| 690 | + | ||
| 691 | + mCompositionActor.SetProperty( mPositionIndex, metaballCenter ); | ||
| 692 | +} | ||
| 693 | + | ||
| 694 | +bool MetaballExplosionController::OnTouch( Actor actor, const TouchEvent& touch ) | ||
| 695 | +{ | ||
| 696 | + const TouchPoint &point = touch.GetPoint(0); | ||
| 697 | + float aspectR = mScreenSize.y / mScreenSize.x; | ||
| 698 | + | ||
| 699 | + switch( point.state ) | ||
| 700 | + { | ||
| 701 | + case TouchPoint::Down: | ||
| 702 | + { | ||
| 703 | + ResetMetaballs(true); | ||
| 704 | + | ||
| 705 | + Vector2 metaballCenter = Vector2((point.screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - point.screen.y) / mScreenSize.y) - 0.5) * 2.0; | ||
| 706 | + SetPositionToMetaballs(metaballCenter); | ||
| 707 | + | ||
| 708 | + break; | ||
| 709 | + } | ||
| 710 | + case TouchPoint::Motion: | ||
| 711 | + { | ||
| 712 | + Vector2 metaballCenter = Vector2((point.screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - point.screen.y) / mScreenSize.y) - 0.5) * 2.0; | ||
| 713 | + SetPositionToMetaballs(metaballCenter); | ||
| 714 | + break; | ||
| 715 | + } | ||
| 716 | + case TouchPoint::Up: | ||
| 717 | + case TouchPoint::Leave: | ||
| 718 | + case TouchPoint::Interrupted: | ||
| 719 | + { | ||
| 720 | + mTimerDispersion.Start(); | ||
| 721 | + break; | ||
| 722 | + } | ||
| 723 | + default: | ||
| 724 | + break; | ||
| 725 | + } | ||
| 726 | + return true; | ||
| 727 | +} | ||
| 728 | + | ||
| 729 | +void MetaballExplosionController::OnKeyEvent(const KeyEvent& event) | ||
| 730 | +{ | ||
| 731 | + if(event.state == KeyEvent::Down) | ||
| 732 | + { | ||
| 733 | + if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) ) | ||
| 734 | + { | ||
| 735 | + mApplication.Quit(); | ||
| 736 | + } | ||
| 737 | + } | ||
| 738 | +} | ||
| 739 | + | ||
| 740 | + | ||
| 741 | +//----------------------------------------------------------------------------------------------- | ||
| 742 | +// | ||
| 743 | +// Main functions | ||
| 744 | +// | ||
| 745 | +//----------------------------------------------------------------------------------------------- | ||
| 746 | + | ||
| 747 | +void RunTest( Application& application ) | ||
| 748 | +{ | ||
| 749 | + MetaballExplosionController test( application ); | ||
| 750 | + | ||
| 751 | + application.MainLoop(); | ||
| 752 | +} | ||
| 753 | + | ||
| 754 | +// Entry point for Linux & Tizen applications | ||
| 755 | +// | ||
| 756 | +int main( int argc, char **argv ) | ||
| 757 | +{ | ||
| 758 | + Application application = Application::New( &argc, &argv ); | ||
| 759 | + | ||
| 760 | + RunTest( application ); | ||
| 761 | + | ||
| 762 | + return 0; | ||
| 763 | +} |
examples/metaball-refrac/metaball-refrac-example.cpp
0 → 100644
| 1 | +/* | ||
| 2 | + * Copyright (c) 2014 Samsung Electronics Co., Ltd. | ||
| 3 | + * | ||
| 4 | + * Licensed under the Apache License, Version 2.0 (the "License"); | ||
| 5 | + * you may not use this file except in compliance with the License. | ||
| 6 | + * You may obtain a copy of the License at | ||
| 7 | + * | ||
| 8 | + * http://www.apache.org/licenses/LICENSE-2.0 | ||
| 9 | + * | ||
| 10 | + * Unless required by applicable law or agreed to in writing, software | ||
| 11 | + * distributed under the License is distributed on an "AS IS" BASIS, | ||
| 12 | + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
| 13 | + * See the License for the specific language governing permissions and | ||
| 14 | + * limitations under the License. | ||
| 15 | + * | ||
| 16 | + */ | ||
| 17 | + | ||
| 18 | +#include <dali/dali.h> | ||
| 19 | +#include <dali/devel-api/rendering/renderer.h> | ||
| 20 | +#include <dali-toolkit/dali-toolkit.h> | ||
| 21 | + | ||
| 22 | +#include <cstdio> | ||
| 23 | +#include <string> | ||
| 24 | + | ||
| 25 | +using namespace Dali; | ||
| 26 | +using namespace Dali::Toolkit; | ||
| 27 | + | ||
| 28 | +namespace | ||
| 29 | +{ | ||
| 30 | +const char * const BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-2.jpg" ); | ||
| 31 | +const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" ); | ||
| 32 | + | ||
| 33 | +const float GRAVITY_X(0); | ||
| 34 | +const float GRAVITY_Y(-0.09); | ||
| 35 | +} | ||
| 36 | + | ||
| 37 | +#define METABALL_NUMBER 4 | ||
| 38 | + | ||
| 39 | +const char*const METABALL_VERTEX_SHADER = DALI_COMPOSE_SHADER ( | ||
| 40 | + attribute mediump vec2 aPosition;\n | ||
| 41 | + attribute mediump vec2 aTexture;\n | ||
| 42 | + attribute mediump vec3 aNormal;\n | ||
| 43 | + uniform mediump mat4 uMvpMatrix;\n | ||
| 44 | + uniform mediump vec3 uSize;\n | ||
| 45 | + uniform lowp vec4 uColor;\n | ||
| 46 | + varying mediump vec2 vTexCoord;\n | ||
| 47 | + | ||
| 48 | + void main()\n | ||
| 49 | + {\n | ||
| 50 | + mediump vec4 vertexPosition = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n | ||
| 51 | + vertexPosition = uMvpMatrix * vertexPosition;\n | ||
| 52 | + gl_Position = vertexPosition;\n | ||
| 53 | + vTexCoord = aTexture;\n | ||
| 54 | + }\n | ||
| 55 | +); | ||
| 56 | + | ||
| 57 | + | ||
| 58 | +const char*const METABALL_FRAG_SHADER = DALI_COMPOSE_SHADER ( | ||
| 59 | + precision mediump float;\n | ||
| 60 | + varying vec2 vTexCoord;\n | ||
| 61 | + uniform vec2 uPositionMetaball;\n | ||
| 62 | + uniform vec2 uPositionVar;\n | ||
| 63 | + uniform vec2 uGravityVector;\n | ||
| 64 | + uniform float uRadius;\n | ||
| 65 | + uniform float uRadiusVar;\n | ||
| 66 | + uniform float uAspect;\n | ||
| 67 | + void main()\n | ||
| 68 | + {\n | ||
| 69 | + vec2 adjustedCoords = vTexCoord * 2.0 - 1.0;\n | ||
| 70 | + vec2 finalMetaballPosition = uPositionMetaball + uGravityVector + uPositionVar;\n | ||
| 71 | + | ||
| 72 | + float distance = (adjustedCoords.x - finalMetaballPosition.x) * (adjustedCoords.x - finalMetaballPosition.x) + | ||
| 73 | + (adjustedCoords.y - finalMetaballPosition.y) * (adjustedCoords.y - finalMetaballPosition.y);\n | ||
| 74 | + float finalRadius = uRadius + uRadiusVar;\n | ||
| 75 | + float color = finalRadius / sqrt( distance );\n | ||
| 76 | + vec2 bordercolor = vec2(0.0,0.0);\n | ||
| 77 | + if (vTexCoord.x < 0.1)\n | ||
| 78 | + {\n | ||
| 79 | + bordercolor.x = (0.1 - vTexCoord.x) * 0.8;\n | ||
| 80 | + }\n | ||
| 81 | + if (vTexCoord.x > 0.9)\n | ||
| 82 | + {\n | ||
| 83 | + bordercolor.x = (vTexCoord.x - 0.9) * 0.8;\n | ||
| 84 | + }\n | ||
| 85 | + if (vTexCoord.y < 0.1)\n | ||
| 86 | + {\n | ||
| 87 | + bordercolor.y = (0.1 - vTexCoord.y) * 0.8;\n | ||
| 88 | + }\n | ||
| 89 | + if (vTexCoord.y > (0.9 * uAspect))\n | ||
| 90 | + {\n | ||
| 91 | + bordercolor.y = (vTexCoord.y - (0.9 * uAspect)) * 0.8;\n | ||
| 92 | + }\n | ||
| 93 | + float border = (bordercolor.x + bordercolor.y) * 0.5;\n | ||
| 94 | + gl_FragColor = vec4(color + border,color + border,color + border,1.0);\n | ||
| 95 | + }\n | ||
| 96 | +); | ||
| 97 | + | ||
| 98 | +const char*const REFRACTION_FRAG_SHADER = DALI_COMPOSE_SHADER ( | ||
| 99 | + precision mediump float;\n | ||
| 100 | + varying vec2 vTexCoord;\n | ||
| 101 | + uniform sampler2D sTexture;\n | ||
| 102 | + uniform sampler2D sEffect;\n | ||
| 103 | + void main()\n | ||
| 104 | + {\n | ||
| 105 | + vec4 metaColor = texture2D(sEffect, vTexCoord);\n | ||
| 106 | + vec2 zoomCoords;\n | ||
| 107 | + float bright = 1.0;\n | ||
| 108 | + if (metaColor.r > 0.85)\n | ||
| 109 | + {\n | ||
| 110 | + zoomCoords = ((vTexCoord - 0.5) * 0.95) + 0.5;\n | ||
| 111 | + }\n | ||
| 112 | + else if (metaColor.r > 0.81)\n | ||
| 113 | + {\n | ||
| 114 | + float interpolation = mix(0.95, 1.05, (0.85 - metaColor.r) * 50.0);\n | ||
| 115 | + zoomCoords = ((vTexCoord - 0.5) * interpolation) + 0.5;\n | ||
| 116 | + bright = 1.2;\n | ||
| 117 | + }\n | ||
| 118 | + else\n | ||
| 119 | + {\n | ||
| 120 | + zoomCoords = vTexCoord;\n | ||
| 121 | + }\n | ||
| 122 | + | ||
| 123 | + gl_FragColor = texture2D(sTexture, zoomCoords) * bright;\n | ||
| 124 | + }\n | ||
| 125 | + ); | ||
| 126 | + | ||
| 127 | +const char*const FRAG_SHADER = DALI_COMPOSE_SHADER ( | ||
| 128 | + precision mediump float;\n | ||
| 129 | + varying vec2 vTexCoord;\n | ||
| 130 | + uniform sampler2D sTexture;\n | ||
| 131 | + void main()\n | ||
| 132 | + {\n | ||
| 133 | + gl_FragColor = texture2D(sTexture, vTexCoord);\n | ||
| 134 | + }\n | ||
| 135 | +); | ||
| 136 | + | ||
| 137 | + | ||
| 138 | +struct MetaballInfo | ||
| 139 | +{ | ||
| 140 | + //ShaderEffect shader; | ||
| 141 | + Actor actor; | ||
| 142 | + Vector2 position; | ||
| 143 | + float radius; | ||
| 144 | + float initRadius; | ||
| 145 | + | ||
| 146 | + //Properties needed for animations | ||
| 147 | + Property::Index positionIndex; | ||
| 148 | + Property::Index positionVarIndex; | ||
| 149 | + Property::Index gravityIndex; | ||
| 150 | + Property::Index radiusIndex; | ||
| 151 | + Property::Index radiusVarIndex; | ||
| 152 | + Property::Index aspectIndex; | ||
| 153 | +}; | ||
| 154 | + | ||
| 155 | + | ||
| 156 | +/***************************************************************************/ | ||
| 157 | +/* Demo using Metaballs for Refraction when clicking the screen ************/ | ||
| 158 | +/* The concept is similar to the Note 5 ScreenLock ************/ | ||
| 159 | +/***************************************************************************/ | ||
| 160 | +class MetaballRefracController : public ConnectionTracker | ||
| 161 | +{ | ||
| 162 | +public: | ||
| 163 | + MetaballRefracController( Application& application ); | ||
| 164 | + ~MetaballRefracController(); | ||
| 165 | + | ||
| 166 | + void Create( Application& app ); | ||
| 167 | + bool OnTouch( Actor actor, const TouchEvent& touch ); | ||
| 168 | + void OnKeyEvent(const KeyEvent& event); | ||
| 169 | + | ||
| 170 | + void SetGravity(const Vector2 & gravity); | ||
| 171 | + | ||
| 172 | + | ||
| 173 | +private: | ||
| 174 | + Application& mApplication; | ||
| 175 | + Vector2 mScreenSize; | ||
| 176 | + | ||
| 177 | + Layer mContentLayer; | ||
| 178 | + | ||
| 179 | + Image mBackImage; | ||
| 180 | + FrameBufferImage mMetaballFBO; | ||
| 181 | + | ||
| 182 | + Actor mMetaballRoot; | ||
| 183 | + MetaballInfo mMetaballs[METABALL_NUMBER]; | ||
| 184 | + | ||
| 185 | + Actor mCompositionActor; | ||
| 186 | + | ||
| 187 | + //Motion | ||
| 188 | + bool mExitClick; | ||
| 189 | + Vector2 mCurrentTouchPosition; | ||
| 190 | + Vector2 mMetaballPosVariation; | ||
| 191 | + Vector2 mMetaballPosVariationFrom; | ||
| 192 | + Vector2 mMetaballPosVariationTo; | ||
| 193 | + Vector2 mMetaballCenter; | ||
| 194 | + | ||
| 195 | + Vector2 mGravity; | ||
| 196 | + Vector2 mGravityVar; | ||
| 197 | + | ||
| 198 | + Renderer mRendererRefraction; | ||
| 199 | + Material mMaterialRefraction; | ||
| 200 | + Material mMaterialNormal; | ||
| 201 | + | ||
| 202 | + //Animations | ||
| 203 | + Animation mGravityAnimation[METABALL_NUMBER]; | ||
| 204 | + Animation mRadiusDecAnimation[METABALL_NUMBER]; | ||
| 205 | + Animation mRadiusIncFastAnimation[METABALL_NUMBER]; | ||
| 206 | + Animation mRadiusIncSlowAnimation[METABALL_NUMBER]; | ||
| 207 | + Animation mRadiusVarAnimation[METABALL_NUMBER]; | ||
| 208 | + Animation mPositionVarAnimation[METABALL_NUMBER]; | ||
| 209 | + | ||
| 210 | + //Private functions | ||
| 211 | + Geometry CreateGeometry(); | ||
| 212 | + Geometry CreateGeometryComposition(); | ||
| 213 | + | ||
| 214 | + void CreateMetaballActors(); | ||
| 215 | + void CreateMetaballImage(); | ||
| 216 | + void AddRefractionImage(); | ||
| 217 | + void CreateAnimations(); | ||
| 218 | + | ||
| 219 | + void LaunchRadiusIncSlowAnimations(Animation &source); | ||
| 220 | + void LaunchGetBackToPositionAnimation(Animation &source); | ||
| 221 | + | ||
| 222 | + void StopClickAnimations(); | ||
| 223 | + void StopAfterClickAnimations(); | ||
| 224 | + | ||
| 225 | + void ResetMetaballsState(); | ||
| 226 | + | ||
| 227 | + void SetPositionToMetaballs(Vector2 & metaballCenter); | ||
| 228 | +}; | ||
| 229 | + | ||
| 230 | + | ||
| 231 | +//----------------------------------------------------------------------------------------------- | ||
| 232 | +// | ||
| 233 | +// IMPLEMENTATION | ||
| 234 | +// | ||
| 235 | +//---------------- | ||
| 236 | + | ||
| 237 | +MetaballRefracController::MetaballRefracController( Application& application ) | ||
| 238 | + : mApplication( application ) | ||
| 239 | +{ | ||
| 240 | + // Connect to the Application's Init signal | ||
| 241 | + mApplication.InitSignal().Connect( this, &MetaballRefracController::Create ); | ||
| 242 | +} | ||
| 243 | + | ||
| 244 | +MetaballRefracController::~MetaballRefracController() | ||
| 245 | +{ | ||
| 246 | + // Nothing to do here; | ||
| 247 | +} | ||
| 248 | + | ||
| 249 | +/* | ||
| 250 | + * Setter function for gravity | ||
| 251 | + */ | ||
| 252 | +void MetaballRefracController::SetGravity(const Vector2 & gravity) | ||
| 253 | +{ | ||
| 254 | + mGravity = gravity; | ||
| 255 | +} | ||
| 256 | + | ||
| 257 | +/** | ||
| 258 | + * Main create function, it creates the metaballs and all the | ||
| 259 | + */ | ||
| 260 | +void MetaballRefracController::Create( Application& app ) | ||
| 261 | +{ | ||
| 262 | + Stage stage = Stage::GetCurrent(); | ||
| 263 | + | ||
| 264 | + stage.KeyEventSignal().Connect(this, &MetaballRefracController::OnKeyEvent); | ||
| 265 | + | ||
| 266 | + mScreenSize = stage.GetSize(); | ||
| 267 | + | ||
| 268 | + stage.SetBackgroundColor(Color::BLACK); | ||
| 269 | + | ||
| 270 | + //Set background image for the view | ||
| 271 | + mBackImage = ResourceImage::New( BACKGROUND_IMAGE ); | ||
| 272 | + | ||
| 273 | + mGravity = Vector2(GRAVITY_X,GRAVITY_Y); | ||
| 274 | + mGravityVar = Vector2(0,0); | ||
| 275 | + | ||
| 276 | + //Create internal data | ||
| 277 | + CreateMetaballActors(); | ||
| 278 | + CreateMetaballImage(); | ||
| 279 | + AddRefractionImage(); | ||
| 280 | + | ||
| 281 | + CreateAnimations(); | ||
| 282 | + | ||
| 283 | + // Connect the callback to the touch signal on the mesh actor | ||
| 284 | + stage.GetRootLayer().TouchedSignal().Connect( this, &MetaballRefracController::OnTouch ); | ||
| 285 | +} | ||
| 286 | + | ||
| 287 | +/** | ||
| 288 | + * Create a mesh data with the geometry for the metaball rendering | ||
| 289 | + */ | ||
| 290 | +Geometry MetaballRefracController::CreateGeometry() | ||
| 291 | +{ | ||
| 292 | + float aspect = (float)mScreenSize.y / (float)mScreenSize.x; | ||
| 293 | + | ||
| 294 | + // Create vertices and specify their color | ||
| 295 | + float xsize = mScreenSize.x * 0.5; | ||
| 296 | + | ||
| 297 | + //We create the meshdata for the metaballs | ||
| 298 | + struct VertexPosition { Vector2 position; }; | ||
| 299 | + struct VertexTexture { Vector2 texture; }; | ||
| 300 | + struct VertexNormal { Vector3 normal; }; | ||
| 301 | + | ||
| 302 | + VertexPosition vertices[] = { | ||
| 303 | + { Vector2( -xsize, -xsize * aspect) }, | ||
| 304 | + { Vector2( xsize, -xsize * aspect) }, | ||
| 305 | + { Vector2( -xsize, xsize * aspect) }, | ||
| 306 | + { Vector2( xsize, xsize * aspect) } | ||
| 307 | + }; | ||
| 308 | + | ||
| 309 | + VertexTexture textures[] = { | ||
| 310 | + { Vector2(0.0f, 0.0f) }, | ||
| 311 | + { Vector2(1.0f, 0.0f) }, | ||
| 312 | + { Vector2(0.0f, 1.0f * aspect) }, | ||
| 313 | + { Vector2(1.0f, 1.0f * aspect) } | ||
| 314 | + }; | ||
| 315 | + | ||
| 316 | + VertexNormal normals [] = { | ||
| 317 | + { Vector3(0.0f, 0.0f, 1.0f) }, | ||
| 318 | + { Vector3(0.0f, 0.0f, 1.0f) }, | ||
| 319 | + { Vector3(0.0f, 0.0f, 1.0f) }, | ||
| 320 | + { Vector3(0.0f, 0.0f, 1.0f) } | ||
| 321 | + }; | ||
| 322 | + | ||
| 323 | + int indices[] = { 0, 3, 1, 0, 2, 3 }; | ||
| 324 | + | ||
| 325 | + unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition); | ||
| 326 | + | ||
| 327 | + //Vertices | ||
| 328 | + Property::Map positionVertexFormat; | ||
| 329 | + positionVertexFormat["aPosition"] = Property::VECTOR2; | ||
| 330 | + PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat, numberOfVertices ); | ||
| 331 | + positionVertices.SetData(vertices); | ||
| 332 | + | ||
| 333 | + //Textures | ||
| 334 | + Property::Map textureVertexFormat; | ||
| 335 | + textureVertexFormat["aTexture"] = Property::VECTOR2; | ||
| 336 | + PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat, numberOfVertices ); | ||
| 337 | + textureVertices.SetData(textures); | ||
| 338 | + | ||
| 339 | + //Normals | ||
| 340 | + Property::Map normalVertexFormat; | ||
| 341 | + normalVertexFormat["aNormal"] = Property::VECTOR3; | ||
| 342 | + PropertyBuffer normalVertices = PropertyBuffer::New( normalVertexFormat, numberOfVertices ); | ||
| 343 | + normalVertices.SetData(normals); | ||
| 344 | + | ||
| 345 | + //Indices | ||
| 346 | + Property::Map indicesVertexFormat; | ||
| 347 | + indicesVertexFormat["aIndices"] = Property::INTEGER; | ||
| 348 | + PropertyBuffer indicesToVertices = PropertyBuffer::New( indicesVertexFormat, 6 ); | ||
| 349 | + indicesToVertices.SetData(indices); | ||
| 350 | + | ||
| 351 | + | ||
| 352 | + // Create the geometry object | ||
| 353 | + Geometry texturedQuadGeometry = Geometry::New(); | ||
| 354 | + texturedQuadGeometry.AddVertexBuffer( positionVertices ); | ||
| 355 | + texturedQuadGeometry.AddVertexBuffer( textureVertices ); | ||
| 356 | + texturedQuadGeometry.AddVertexBuffer( normalVertices ); | ||
| 357 | + | ||
| 358 | + texturedQuadGeometry.SetIndexBuffer ( indicesToVertices ); | ||
| 359 | + | ||
| 360 | + return texturedQuadGeometry; | ||
| 361 | +} | ||
| 362 | + | ||
| 363 | +/** | ||
| 364 | + * Create a mesh data with the geometry for the metaball rendering | ||
| 365 | + */ | ||
| 366 | +Geometry MetaballRefracController::CreateGeometryComposition() | ||
| 367 | +{ | ||
| 368 | + float aspect = (float)mScreenSize.y / (float)mScreenSize.x; | ||
| 369 | + | ||
| 370 | + // Create vertices and specify their color | ||
| 371 | + float xsize = mScreenSize.x * 0.5; | ||
| 372 | + | ||
| 373 | + //We create the meshdata for the metaballs | ||
| 374 | + struct VertexPosition { Vector2 position; }; | ||
| 375 | + struct VertexTexture { Vector2 texture; }; | ||
| 376 | + struct VertexNormal { Vector3 normal; }; | ||
| 377 | + | ||
| 378 | + VertexPosition vertices[] = { | ||
| 379 | + { Vector2( -xsize, -xsize * aspect) }, | ||
| 380 | + { Vector2( xsize, -xsize * aspect) }, | ||
| 381 | + { Vector2( -xsize, xsize * aspect) }, | ||
| 382 | + { Vector2( xsize, xsize * aspect) } | ||
| 383 | + }; | ||
| 384 | + | ||
| 385 | + VertexTexture textures[] = { | ||
| 386 | + { Vector2(0.0f, 0.0f) }, | ||
| 387 | + { Vector2(1.0f, 0.0f) }, | ||
| 388 | + { Vector2(0.0f, 1.0f) }, | ||
| 389 | + { Vector2(1.0f, 1.0f) } | ||
| 390 | + }; | ||
| 391 | + | ||
| 392 | + VertexNormal normals [] = { | ||
| 393 | + { Vector3(0.0f, 0.0f, 1.0f) }, | ||
| 394 | + { Vector3(0.0f, 0.0f, 1.0f) }, | ||
| 395 | + { Vector3(0.0f, 0.0f, 1.0f) }, | ||
| 396 | + { Vector3(0.0f, 0.0f, 1.0f) } | ||
| 397 | + }; | ||
| 398 | + | ||
| 399 | + int indices[] = { 0, 3, 1, 0, 2, 3 }; | ||
| 400 | + | ||
| 401 | + unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition); | ||
| 402 | + | ||
| 403 | + //Vertices | ||
| 404 | + Property::Map positionVertexFormat; | ||
| 405 | + positionVertexFormat["aPosition"] = Property::VECTOR2; | ||
| 406 | + PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat, numberOfVertices ); | ||
| 407 | + positionVertices.SetData(vertices); | ||
| 408 | + | ||
| 409 | + //Textures | ||
| 410 | + Property::Map textureVertexFormat; | ||
| 411 | + textureVertexFormat["aTexture"] = Property::VECTOR2; | ||
| 412 | + PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat, numberOfVertices ); | ||
| 413 | + textureVertices.SetData(textures); | ||
| 414 | + | ||
| 415 | + //Normals | ||
| 416 | + Property::Map normalVertexFormat; | ||
| 417 | + normalVertexFormat["aNormal"] = Property::VECTOR3; | ||
| 418 | + PropertyBuffer normalVertices = PropertyBuffer::New( normalVertexFormat, numberOfVertices ); | ||
| 419 | + normalVertices.SetData(normals); | ||
| 420 | + | ||
| 421 | + //Indices | ||
| 422 | + Property::Map indicesVertexFormat; | ||
| 423 | + indicesVertexFormat["aIndices"] = Property::INTEGER; | ||
| 424 | + PropertyBuffer indicesToVertices = PropertyBuffer::New( indicesVertexFormat, 6 ); | ||
| 425 | + indicesToVertices.SetData(indices); | ||
| 426 | + | ||
| 427 | + | ||
| 428 | + // Create the geometry object | ||
| 429 | + Geometry texturedQuadGeometry = Geometry::New(); | ||
| 430 | + texturedQuadGeometry.AddVertexBuffer( positionVertices ); | ||
| 431 | + texturedQuadGeometry.AddVertexBuffer( textureVertices ); | ||
| 432 | + texturedQuadGeometry.AddVertexBuffer( normalVertices ); | ||
| 433 | + | ||
| 434 | + texturedQuadGeometry.SetIndexBuffer ( indicesToVertices ); | ||
| 435 | + | ||
| 436 | + return texturedQuadGeometry; | ||
| 437 | +} | ||
| 438 | + | ||
| 439 | +/** | ||
| 440 | + * Create a mesh actor for the metaballs | ||
| 441 | + */ | ||
| 442 | +void MetaballRefracController::CreateMetaballActors() | ||
| 443 | +{ | ||
| 444 | + //We create metaball structures | ||
| 445 | + //With MeshData Textured | ||
| 446 | + float aspect = (float)mScreenSize.y / (float)mScreenSize.x; | ||
| 447 | + | ||
| 448 | + //Create the shader for the metaballs | ||
| 449 | + | ||
| 450 | + Shader shader = Shader::New( METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER ); | ||
| 451 | + | ||
| 452 | + Material material = Material::New( shader ); | ||
| 453 | + material.SetBlendMode(BlendingMode::ON ); | ||
| 454 | + material.SetBlendFunc(BlendingFactor::ONE, BlendingFactor::ONE, BlendingFactor::ONE, BlendingFactor::ONE); | ||
| 455 | + | ||
| 456 | + Geometry metaballGeom = CreateGeometry(); | ||
| 457 | + | ||
| 458 | + //Each metaball has a different radius | ||
| 459 | + mMetaballs[0].radius = mMetaballs[0].initRadius = 0.0145f; | ||
| 460 | + mMetaballs[1].radius = mMetaballs[1].initRadius = 0.012f; | ||
| 461 | + mMetaballs[2].radius = mMetaballs[2].initRadius = 0.0135f; | ||
| 462 | + mMetaballs[3].radius = mMetaballs[3].initRadius = 0.0135f; | ||
| 463 | + | ||
| 464 | + //Initialization of each of the metaballs | ||
| 465 | + for (int i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 466 | + { | ||
| 467 | + mMetaballs[i].position = Vector2(0.0f, 0.0f); | ||
| 468 | + | ||
| 469 | + mMetaballs[i].actor = Actor::New( ); | ||
| 470 | + mMetaballs[i].actor.SetName("Metaball"); | ||
| 471 | + mMetaballs[i].actor.SetScale( 1.0f ); | ||
| 472 | + mMetaballs[i].actor.SetParentOrigin( ParentOrigin::CENTER ); | ||
| 473 | + | ||
| 474 | + Renderer renderer = Renderer::New( metaballGeom, material ); | ||
| 475 | + mMetaballs[i].actor.AddRenderer( renderer ); | ||
| 476 | + | ||
| 477 | + mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty( "uPositionMetaball", mMetaballs[i].position ); | ||
| 478 | + | ||
| 479 | + mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty( "uPositionVar", Vector2(0.f,0.f) ); | ||
| 480 | + | ||
| 481 | + mMetaballs[i].gravityIndex = mMetaballs[i].actor.RegisterProperty( "uGravityVector", Vector2(0.f,0.f) ); | ||
| 482 | + | ||
| 483 | + mMetaballs[i].radiusIndex = mMetaballs[i].actor.RegisterProperty( "uRadius", mMetaballs[i].radius ); | ||
| 484 | + | ||
| 485 | + mMetaballs[i].radiusVarIndex = mMetaballs[i].actor.RegisterProperty( "uRadiusVar", 0.f ); | ||
| 486 | + | ||
| 487 | + mMetaballs[i].aspectIndex = mMetaballs[i].actor.RegisterProperty( "uAspect", aspect ); | ||
| 488 | + | ||
| 489 | + mMetaballs[i].actor.SetSize(400, 400); | ||
| 490 | + } | ||
| 491 | + | ||
| 492 | + //Root creation | ||
| 493 | + mMetaballRoot = Actor::New(); | ||
| 494 | + mMetaballRoot.SetParentOrigin( ParentOrigin::CENTER ); | ||
| 495 | + for (int i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 496 | + { | ||
| 497 | + mMetaballRoot.Add( mMetaballs[i].actor ); | ||
| 498 | + } | ||
| 499 | + | ||
| 500 | + //Initialization of variables related to metaballs | ||
| 501 | + mMetaballPosVariation = Vector2(0,0); | ||
| 502 | + mMetaballPosVariationFrom = Vector2(0,0); | ||
| 503 | + mMetaballPosVariationTo = Vector2(0,0); | ||
| 504 | + mCurrentTouchPosition = Vector2(0,0); | ||
| 505 | +} | ||
| 506 | + | ||
| 507 | +/** | ||
| 508 | + * Create the render task and FBO to render the metaballs into a texture | ||
| 509 | + */ | ||
| 510 | +void MetaballRefracController::CreateMetaballImage() | ||
| 511 | +{ | ||
| 512 | + //We create an FBO and a render task to create to render the metaballs with a fragment shader | ||
| 513 | + Stage stage = Stage::GetCurrent(); | ||
| 514 | + mMetaballFBO = FrameBufferImage::New(mScreenSize.x, mScreenSize.y ); | ||
| 515 | + | ||
| 516 | + stage.Add(mMetaballRoot); | ||
| 517 | + | ||
| 518 | + //Creation of the render task used to render the metaballs | ||
| 519 | + RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); | ||
| 520 | + RenderTask task = taskList.CreateTask(); | ||
| 521 | + task.SetRefreshRate( RenderTask::REFRESH_ALWAYS ); | ||
| 522 | + task.SetSourceActor( mMetaballRoot ); | ||
| 523 | + task.SetExclusive(true); | ||
| 524 | + task.SetClearColor( Color::BLACK ); | ||
| 525 | + task.SetClearEnabled( true ); | ||
| 526 | + task.SetTargetFrameBuffer( mMetaballFBO ); | ||
| 527 | +} | ||
| 528 | + | ||
| 529 | +/** | ||
| 530 | + * Create a mesh image to render the final composition | ||
| 531 | + */ | ||
| 532 | +void MetaballRefracController::AddRefractionImage() | ||
| 533 | +{ | ||
| 534 | + //Creation of the composition image | ||
| 535 | + | ||
| 536 | + //Create geometry | ||
| 537 | + Geometry metaballGeom = CreateGeometryComposition(); | ||
| 538 | + | ||
| 539 | + //Create Refraction shader and renderer | ||
| 540 | + Shader shader = Shader::New( METABALL_VERTEX_SHADER, REFRACTION_FRAG_SHADER ); | ||
| 541 | + //Create new material | ||
| 542 | + mMaterialRefraction = Material::New( shader ); | ||
| 543 | + | ||
| 544 | + //Add Textures | ||
| 545 | + mMaterialRefraction.AddTexture(mBackImage, "sTexture"); | ||
| 546 | + mMaterialRefraction.AddTexture(mMetaballFBO, "sEffect"); | ||
| 547 | + | ||
| 548 | + //Create normal shader | ||
| 549 | + Shader shaderNormal = Shader::New( METABALL_VERTEX_SHADER, FRAG_SHADER ); | ||
| 550 | + //Create new material | ||
| 551 | + mMaterialNormal = Material::New( shaderNormal ); | ||
| 552 | + | ||
| 553 | + //Add samplers | ||
| 554 | + mMaterialNormal.AddTexture(mBackImage, "sTexture"); | ||
| 555 | + | ||
| 556 | + | ||
| 557 | + //Create actor | ||
| 558 | + mCompositionActor = Actor::New( ); | ||
| 559 | + mCompositionActor.SetParentOrigin(ParentOrigin::CENTER); | ||
| 560 | + mCompositionActor.SetPosition(Vector3(0.0f, 0.0f, 0.0f)); | ||
| 561 | + mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y); | ||
| 562 | + | ||
| 563 | + | ||
| 564 | + mRendererRefraction = Renderer::New( metaballGeom, mMaterialNormal ); | ||
| 565 | + mCompositionActor.AddRenderer( mRendererRefraction ); | ||
| 566 | + | ||
| 567 | + Stage stage = Stage::GetCurrent(); | ||
| 568 | + stage.Add( mCompositionActor ); | ||
| 569 | +} | ||
| 570 | + | ||
| 571 | +/** | ||
| 572 | + * Creation of all the metaballs animations (gravity, movement, size, etc.) | ||
| 573 | + */ | ||
| 574 | +void MetaballRefracController::CreateAnimations() | ||
| 575 | +{ | ||
| 576 | + int i = 0; | ||
| 577 | + float key; | ||
| 578 | + | ||
| 579 | + mPositionVarAnimation[1] = Animation::New(2.f); | ||
| 580 | + mPositionVarAnimation[1].SetLooping( false ); | ||
| 581 | + mPositionVarAnimation[1].Pause(); | ||
| 582 | + mPositionVarAnimation[1].FinishedSignal().Connect( this, &MetaballRefracController::LaunchGetBackToPositionAnimation ); | ||
| 583 | + | ||
| 584 | + KeyFrames keySinCosVariation = KeyFrames::New(); | ||
| 585 | + Vector2 sinCosVariation(0,0); | ||
| 586 | + for ( i = 0 ; i < 360 ; i++) | ||
| 587 | + { | ||
| 588 | + sinCosVariation.x = 0.05f * (-sin(i * Math::PI/180.f) + cos(i * Math::PI/180.f)); | ||
| 589 | + sinCosVariation.y = 0.05f * (sin(i * Math::PI/180.f) - cos(i * Math::PI/180.f)); | ||
| 590 | + key = i/360.f; | ||
| 591 | + keySinCosVariation.Add(key, sinCosVariation); | ||
| 592 | + } | ||
| 593 | + | ||
| 594 | + mPositionVarAnimation[2] = Animation::New(6.f); | ||
| 595 | + mPositionVarAnimation[2].AnimateBetween(Property( mMetaballs[2].actor, mMetaballs[2].positionVarIndex ), keySinCosVariation); | ||
| 596 | + mPositionVarAnimation[2].SetLooping( true ); | ||
| 597 | + mPositionVarAnimation[2].Pause(); | ||
| 598 | + | ||
| 599 | + KeyFrames keyCosSinVariation = KeyFrames::New(); | ||
| 600 | + Vector2 cosSinVariation(0,0); | ||
| 601 | + for ( i = 0 ; i < 360 ; i++) | ||
| 602 | + { | ||
| 603 | + cosSinVariation.x = 0.05f * (-sin(i * Math::PI/180.f) - cos(i * Math::PI/180.f)); | ||
| 604 | + cosSinVariation.y = 0.05f * (sin(i * Math::PI/180.f) + cos(i * Math::PI/180.f)); | ||
| 605 | + key = i/360.f; | ||
| 606 | + keyCosSinVariation.Add(key, cosSinVariation); | ||
| 607 | + } | ||
| 608 | + | ||
| 609 | + mPositionVarAnimation[3] = Animation::New(6.f); | ||
| 610 | + mPositionVarAnimation[3].AnimateBetween(Property( mMetaballs[3].actor, mMetaballs[3].positionVarIndex ), keyCosSinVariation); | ||
| 611 | + mPositionVarAnimation[3].SetLooping( true ); | ||
| 612 | + mPositionVarAnimation[3].Pause(); | ||
| 613 | + | ||
| 614 | + //Animations for gravity | ||
| 615 | + for ( i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 616 | + { | ||
| 617 | + mGravityAnimation[i] = Animation::New(25.f); | ||
| 618 | + mGravityAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].gravityIndex ), mGravity * 25.f * 3.f); | ||
| 619 | + mGravityAnimation[i].SetLooping( false ); | ||
| 620 | + mGravityAnimation[i].Pause(); | ||
| 621 | + } | ||
| 622 | + | ||
| 623 | + //Animation to decrease size of metaballs when there is no click | ||
| 624 | + for ( i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 625 | + { | ||
| 626 | + mRadiusDecAnimation[i] = Animation::New(25.f); | ||
| 627 | + mRadiusDecAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].radiusIndex ), -0.004f * 25.f * 3.f); | ||
| 628 | + mRadiusDecAnimation[i].SetLooping( false ); | ||
| 629 | + mRadiusDecAnimation[i].Pause(); | ||
| 630 | + } | ||
| 631 | + | ||
| 632 | + //Animation to grow the size of the metaballs the first second of the click | ||
| 633 | + for ( i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 634 | + { | ||
| 635 | + mRadiusIncFastAnimation[i] = Animation::New(0.3f); | ||
| 636 | + mRadiusIncFastAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].radiusIndex ), 0.06f); | ||
| 637 | + mRadiusIncFastAnimation[i].SetLooping( false ); | ||
| 638 | + mRadiusIncFastAnimation[i].Pause(); | ||
| 639 | + } | ||
| 640 | + mRadiusIncFastAnimation[0].FinishedSignal().Connect( this, &MetaballRefracController::LaunchRadiusIncSlowAnimations ); | ||
| 641 | + | ||
| 642 | + //Animation to grow the size of the metaballs afterwards | ||
| 643 | + for ( i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 644 | + { | ||
| 645 | + mRadiusIncSlowAnimation[i] = Animation::New(20.f); | ||
| 646 | + mRadiusIncSlowAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].radiusIndex ), 0.04f); | ||
| 647 | + mRadiusIncSlowAnimation[i].SetLooping( false ); | ||
| 648 | + mRadiusIncSlowAnimation[i].Pause(); | ||
| 649 | + } | ||
| 650 | + | ||
| 651 | + //keyframes of a sin function | ||
| 652 | + KeyFrames keySin = KeyFrames::New(); | ||
| 653 | + float val; | ||
| 654 | + for ( i = 0 ; i < 360 ; i++) | ||
| 655 | + { | ||
| 656 | + val = 0.01f * sin(i * Math::PI/180.f); | ||
| 657 | + key = i/360.f; | ||
| 658 | + keySin.Add(key, val); | ||
| 659 | + } | ||
| 660 | + | ||
| 661 | + //Animation to change the size of the metaball | ||
| 662 | + mRadiusVarAnimation[2] = Animation::New(8.f); | ||
| 663 | + mRadiusVarAnimation[2].AnimateBetween(Property( mMetaballs[2].actor, mMetaballs[2].radiusVarIndex ), keySin); | ||
| 664 | + mRadiusVarAnimation[2].SetLooping( true ); | ||
| 665 | + | ||
| 666 | + //keyframes of a cos function | ||
| 667 | + KeyFrames keyCos = KeyFrames::New(); | ||
| 668 | + for ( i = 0 ; i < 360 ; i++) | ||
| 669 | + { | ||
| 670 | + val = 0.01f * cos(i * Math::PI/180.f); | ||
| 671 | + key = i/360.f; | ||
| 672 | + keyCos.Add(key, val); | ||
| 673 | + } | ||
| 674 | + | ||
| 675 | + //Animation to change the size of the metaball | ||
| 676 | + mRadiusVarAnimation[3] = Animation::New(8.f); | ||
| 677 | + mRadiusVarAnimation[3].AnimateBetween(Property( mMetaballs[3].actor, mMetaballs[3].radiusVarIndex ), keyCos); | ||
| 678 | + mRadiusVarAnimation[3].SetLooping( true ); | ||
| 679 | +} | ||
| 680 | + | ||
| 681 | +/** | ||
| 682 | + * Function to launch the animation to get the metaball[1] back to the center | ||
| 683 | + */ | ||
| 684 | +void MetaballRefracController::LaunchGetBackToPositionAnimation(Animation &source) | ||
| 685 | +{ | ||
| 686 | + mMetaballPosVariationTo = Vector2(0,0); | ||
| 687 | + | ||
| 688 | + mPositionVarAnimation[1] = Animation::New(1.f); | ||
| 689 | + mPositionVarAnimation[1].SetLooping( false ); | ||
| 690 | + mPositionVarAnimation[1].AnimateTo(Property( mMetaballs[1].actor, mMetaballs[1].positionVarIndex ), Vector2(0,0)); | ||
| 691 | + mPositionVarAnimation[1].Play(); | ||
| 692 | +} | ||
| 693 | + | ||
| 694 | +/** | ||
| 695 | + * Function to launch the gro slow radius for the metaballs, and also the small variations for metaball[2] and [3] | ||
| 696 | + */ | ||
| 697 | +void MetaballRefracController::LaunchRadiusIncSlowAnimations(Animation &source) | ||
| 698 | +{ | ||
| 699 | + for (int i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 700 | + { | ||
| 701 | + mRadiusIncSlowAnimation[i].Play(); | ||
| 702 | + } | ||
| 703 | + mPositionVarAnimation[2].Play(); | ||
| 704 | + mPositionVarAnimation[3].Play(); | ||
| 705 | +} | ||
| 706 | + | ||
| 707 | +/** | ||
| 708 | + * Function to stop all animations related to the click of the user in the screen | ||
| 709 | + */ | ||
| 710 | +void MetaballRefracController::StopClickAnimations() | ||
| 711 | +{ | ||
| 712 | + for (int i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 713 | + { | ||
| 714 | + mRadiusIncSlowAnimation[i].Stop(); | ||
| 715 | + mRadiusIncFastAnimation[i].Stop(); | ||
| 716 | + } | ||
| 717 | + mPositionVarAnimation[1].Stop(); | ||
| 718 | + mPositionVarAnimation[2].Stop(); | ||
| 719 | + mPositionVarAnimation[3].Stop(); | ||
| 720 | +} | ||
| 721 | + | ||
| 722 | +/** | ||
| 723 | + * Function to stop all animations related to the after click of the user in the screen | ||
| 724 | + */ | ||
| 725 | +void MetaballRefracController::StopAfterClickAnimations() | ||
| 726 | +{ | ||
| 727 | + for (int i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 728 | + { | ||
| 729 | + mGravityAnimation[i].Stop(); | ||
| 730 | + mRadiusDecAnimation[i].Stop(); | ||
| 731 | + | ||
| 732 | + mMetaballs[i].radius = mMetaballs[i].initRadius; | ||
| 733 | + | ||
| 734 | + mMetaballs[i].actor.SetProperty(mMetaballs[i].gravityIndex, Vector2(0,0)); | ||
| 735 | + mMetaballs[i].actor.SetProperty(mMetaballs[i].radiusIndex, mMetaballs[i].radius); | ||
| 736 | + mMetaballs[i].actor.SetProperty(mMetaballs[i].radiusVarIndex, 0.f); | ||
| 737 | + } | ||
| 738 | + mRadiusVarAnimation[2].Stop(); | ||
| 739 | + mRadiusVarAnimation[3].Stop(); | ||
| 740 | +} | ||
| 741 | + | ||
| 742 | +/* | ||
| 743 | + * Function that resets the sate of the different Metaballs | ||
| 744 | + */ | ||
| 745 | +void MetaballRefracController::ResetMetaballsState() | ||
| 746 | +{ | ||
| 747 | + mRendererRefraction.SetMaterial(mMaterialNormal); | ||
| 748 | + | ||
| 749 | + for (int i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 750 | + { | ||
| 751 | + mMetaballs[i].radius = mMetaballs[i].initRadius; | ||
| 752 | + } | ||
| 753 | + | ||
| 754 | + mMetaballPosVariationTo = Vector2(0,0); | ||
| 755 | + mMetaballPosVariationFrom = Vector2(0,0); | ||
| 756 | + mMetaballPosVariation = Vector2(0,0); | ||
| 757 | + | ||
| 758 | + mGravityVar = Vector2(0,0); | ||
| 759 | +} | ||
| 760 | + | ||
| 761 | +/** | ||
| 762 | + * Function to set the actual position of the metaballs when the user clicks the screen | ||
| 763 | + */ | ||
| 764 | +void MetaballRefracController::SetPositionToMetaballs(Vector2 & metaballCenter) | ||
| 765 | +{ | ||
| 766 | + //We set the position for the metaballs based on click position | ||
| 767 | + for (int i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 768 | + { | ||
| 769 | + mMetaballs[i].position = metaballCenter; | ||
| 770 | + mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[0].position); // 0 y no i ?!?!?! | ||
| 771 | + } | ||
| 772 | +} | ||
| 773 | + | ||
| 774 | +bool MetaballRefracController::OnTouch( Actor actor, const TouchEvent& touch ) | ||
| 775 | +{ | ||
| 776 | + const TouchPoint &point = touch.GetPoint(0); | ||
| 777 | + float aspectR = mScreenSize.y / mScreenSize.x; | ||
| 778 | + switch(point.state) | ||
| 779 | + { | ||
| 780 | + case TouchPoint::Down: | ||
| 781 | + { | ||
| 782 | + StopAfterClickAnimations(); | ||
| 783 | + for (int i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 784 | + mRadiusIncFastAnimation[i].Play(); | ||
| 785 | + mRadiusVarAnimation[2].Play(); | ||
| 786 | + mRadiusVarAnimation[3].Play(); | ||
| 787 | + | ||
| 788 | + //We draw with the refraction-composition shader | ||
| 789 | + mRendererRefraction.SetMaterial(mMaterialRefraction); | ||
| 790 | + | ||
| 791 | + mCurrentTouchPosition = point.screen; | ||
| 792 | + | ||
| 793 | + //we use the click position for the metaballs | ||
| 794 | + Vector2 metaballCenter = Vector2((point.screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - point.screen.y) / mScreenSize.y) - 0.5) * 2.0; | ||
| 795 | + SetPositionToMetaballs(metaballCenter); | ||
| 796 | + break; | ||
| 797 | + } | ||
| 798 | + case TouchPoint::Motion: | ||
| 799 | + { | ||
| 800 | + Vector2 displacement = point.screen - mCurrentTouchPosition; | ||
| 801 | + mCurrentTouchPosition = point.screen; | ||
| 802 | + | ||
| 803 | + mMetaballPosVariationTo.x += (displacement.x / mScreenSize.x) * 2.2; | ||
| 804 | + mMetaballPosVariationTo.y += (- displacement.y / mScreenSize.y) * 2.2; | ||
| 805 | + | ||
| 806 | + if (mPositionVarAnimation[1]) | ||
| 807 | + { | ||
| 808 | + mPositionVarAnimation[1].FinishedSignal().Disconnect( this, &MetaballRefracController::LaunchGetBackToPositionAnimation ); | ||
| 809 | + mPositionVarAnimation[1].Stop(); | ||
| 810 | + } | ||
| 811 | + mPositionVarAnimation[1] = Animation::New(1.f); | ||
| 812 | + mPositionVarAnimation[1].SetLooping( false ); | ||
| 813 | + mPositionVarAnimation[1].AnimateTo(Property( mMetaballs[1].actor, mMetaballs[1].positionVarIndex ), mMetaballPosVariationTo); | ||
| 814 | + mPositionVarAnimation[1].FinishedSignal().Connect( this, &MetaballRefracController::LaunchGetBackToPositionAnimation ); | ||
| 815 | + mPositionVarAnimation[1].Play(); | ||
| 816 | + | ||
| 817 | + //we use the click position for the metaballs | ||
| 818 | + Vector2 metaballCenter = Vector2((point.screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - point.screen.y) / mScreenSize.y) - 0.5) * 2.0; | ||
| 819 | + SetPositionToMetaballs(metaballCenter); | ||
| 820 | + break; | ||
| 821 | + } | ||
| 822 | + case TouchPoint::Up: | ||
| 823 | + case TouchPoint::Leave: | ||
| 824 | + case TouchPoint::Interrupted: | ||
| 825 | + { | ||
| 826 | + //Stop click animations | ||
| 827 | + StopClickAnimations(); | ||
| 828 | + | ||
| 829 | + //Launch out of screen animations | ||
| 830 | + for (int i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 831 | + mGravityAnimation[i].Play(); | ||
| 832 | + | ||
| 833 | + for (int i = 0 ; i < METABALL_NUMBER ; i++) | ||
| 834 | + mRadiusDecAnimation[i].Play(); | ||
| 835 | + | ||
| 836 | + break; | ||
| 837 | + } | ||
| 838 | + default: | ||
| 839 | + break; | ||
| 840 | + } | ||
| 841 | + return true; | ||
| 842 | +} | ||
| 843 | + | ||
| 844 | + | ||
| 845 | +void MetaballRefracController::OnKeyEvent(const KeyEvent& event) | ||
| 846 | +{ | ||
| 847 | + if(event.state == KeyEvent::Down) | ||
| 848 | + { | ||
| 849 | + if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) ) | ||
| 850 | + { | ||
| 851 | + mApplication.Quit(); | ||
| 852 | + } | ||
| 853 | + } | ||
| 854 | +} | ||
| 855 | + | ||
| 856 | + | ||
| 857 | +// | ||
| 858 | +// | ||
| 859 | +//----------------------------------------------------------------------------------------------- | ||
| 860 | + | ||
| 861 | +void RunTest( Application& application ) | ||
| 862 | +{ | ||
| 863 | + MetaballRefracController test( application ); | ||
| 864 | + | ||
| 865 | + application.MainLoop(); | ||
| 866 | +} | ||
| 867 | + | ||
| 868 | +// Entry point for Linux & Tizen applications | ||
| 869 | +// | ||
| 870 | +int main( int argc, char **argv ) | ||
| 871 | +{ | ||
| 872 | + Application application = Application::New( &argc, &argv ); | ||
| 873 | + | ||
| 874 | + RunTest( application ); | ||
| 875 | + | ||
| 876 | + return 0; | ||
| 877 | +} | ||
| 878 | + |
shared/dali-demo-strings.h
| @@ -91,6 +91,8 @@ extern "C" | @@ -91,6 +91,8 @@ extern "C" | ||
| 91 | #define DALI_DEMO_STR_TITLE_LOGGING "Logging" | 91 | #define DALI_DEMO_STR_TITLE_LOGGING "Logging" |
| 92 | #define DALI_DEMO_STR_TITLE_MESH_MORPH "Mesh Morph" | 92 | #define DALI_DEMO_STR_TITLE_MESH_MORPH "Mesh Morph" |
| 93 | #define DALI_DEMO_STR_TITLE_MESH_SORTING "Mesh Sorting" | 93 | #define DALI_DEMO_STR_TITLE_MESH_SORTING "Mesh Sorting" |
| 94 | +#define DALI_DEMO_STR_TITLE_METABALL_EXPLOSION "Metaball Explosion" | ||
| 95 | +#define DALI_DEMO_STR_TITLE_METABALL_REFRAC "Metaball Refractions" | ||
| 94 | #define DALI_DEMO_STR_TITLE_TEXTURED_MESH "Mesh Texture" | 96 | #define DALI_DEMO_STR_TITLE_TEXTURED_MESH "Mesh Texture" |
| 95 | #define DALI_DEMO_STR_TITLE_LINE_MESH "Mesh Line" | 97 | #define DALI_DEMO_STR_TITLE_LINE_MESH "Mesh Line" |
| 96 | #define DALI_DEMO_STR_TITLE_COLOR_GRADIENT "Color Gradient" | 98 | #define DALI_DEMO_STR_TITLE_COLOR_GRADIENT "Color Gradient" |