/* * Copyright (c) 2020 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ // EXTERNAL INCLUDES #include #include #include #include #include #include #include // INTERNAL INCLUDES #include "shared/utility.h" #include "shared/view.h" #include "generated/refraction-effect-flat-vert.h" #include "generated/refraction-effect-flat-frag.h" #include "generated/refraction-effect-refraction-vert.h" #include "generated/refraction-effect-refraction-frag.h" using namespace Dali; namespace { const char* const APPLICATION_TITLE("Refraction Effect"); const char* const TOOLBAR_IMAGE(DEMO_IMAGE_DIR "top-bar.png"); const char* const CHANGE_TEXTURE_ICON(DEMO_IMAGE_DIR "icon-change.png"); const char* const CHANGE_TEXTURE_ICON_SELECTED(DEMO_IMAGE_DIR "icon-change-selected.png"); const char* const CHANGE_MESH_ICON(DEMO_IMAGE_DIR "icon-replace.png"); const char* const CHANGE_MESH_ICON_SELECTED(DEMO_IMAGE_DIR "icon-replace-selected.png"); const char* MESH_FILES[] = { DEMO_MODEL_DIR "surface_pattern_v01.obj", DEMO_MODEL_DIR "surface_pattern_v02.obj"}; const unsigned int NUM_MESH_FILES(sizeof(MESH_FILES) / sizeof(MESH_FILES[0])); const char* TEXTURE_IMAGES[] = { DEMO_IMAGE_DIR "background-1.jpg", DEMO_IMAGE_DIR "background-2.jpg", DEMO_IMAGE_DIR "background-3.jpg", DEMO_IMAGE_DIR "background-4.jpg"}; const unsigned int NUM_TEXTURE_IMAGES(sizeof(TEXTURE_IMAGES) / sizeof(TEXTURE_IMAGES[0])); struct LightOffsetConstraint { LightOffsetConstraint(float radius) : mRadius(radius) { } void operator()(Vector2& current, const PropertyInputContainer& inputs) { float spinAngle = inputs[0]->GetFloat(); current.x = cos(spinAngle); current.y = sin(spinAngle); current *= mRadius; } float mRadius; }; /** * structure of the vertex in the mesh */ struct Vertex { Vector3 position; Vector3 normal; Vector2 textureCoord; Vertex() { } Vertex(const Vector3& position, const Vector3& normal, const Vector2& textureCoord) : position(position), normal(normal), textureCoord(textureCoord) { } }; } // namespace /*************************************************/ /*Demo using RefractionEffect*****************/ /*************************************************/ class RefractionEffectExample : public ConnectionTracker { public: RefractionEffectExample(Application& application) : mApplication(application), mContent(), mTextureSet(), mGeometry(), mRenderer(), mMeshActor(), mShaderFlat(), mShaderRefraction(), mLightAnimation(), mStrenghAnimation(), mLightXYOffsetIndex(Property::INVALID_INDEX), mSpinAngleIndex(Property::INVALID_INDEX), mLightIntensityIndex(Property::INVALID_INDEX), mEffectStrengthIndex(Property::INVALID_INDEX), mChangeTextureButton(), mChangeMeshButton(), mCurrentTextureId(1), mCurrentMeshId(0) { // Connect to the Application's Init signal application.InitSignal().Connect(this, &RefractionEffectExample::Create); } ~RefractionEffectExample() { } private: // The Init signal is received once (only) during the Application lifetime void Create(Application& application) { Window window = application.GetWindow(); Vector2 windowSize = window.GetSize(); window.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent); // Creates a default view with a default tool bar. // The view is added to the window. Toolkit::ToolBar toolBar; Toolkit::Control view; mContent = DemoHelper::CreateView(application, view, toolBar, "", TOOLBAR_IMAGE, APPLICATION_TITLE); // Add a button to change background. (right of toolbar) mChangeTextureButton = Toolkit::PushButton::New(); mChangeTextureButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_TEXTURE_ICON); mChangeTextureButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_TEXTURE_ICON_SELECTED); mChangeTextureButton.ClickedSignal().Connect(this, &RefractionEffectExample::OnChangeTexture); toolBar.AddControl(mChangeTextureButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_RIGHT, DemoHelper::DEFAULT_MODE_SWITCH_PADDING); // Add a button to change mesh pattern. ( left of bar ) mChangeMeshButton = Toolkit::PushButton::New(); mChangeMeshButton.SetProperty(Toolkit::Button::Property::UNSELECTED_BACKGROUND_VISUAL, CHANGE_MESH_ICON); mChangeMeshButton.SetProperty(Toolkit::Button::Property::SELECTED_BACKGROUND_VISUAL, CHANGE_MESH_ICON_SELECTED); mChangeMeshButton.ClickedSignal().Connect(this, &RefractionEffectExample::OnChangeMesh); toolBar.AddControl(mChangeMeshButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_LEFT, DemoHelper::DEFAULT_MODE_SWITCH_PADDING); // shader used when the screen is not touched, render a flat surface mShaderFlat = Shader::New(SHADER_REFRACTION_EFFECT_FLAT_VERT, SHADER_REFRACTION_EFFECT_FLAT_FRAG); mGeometry = CreateGeometry(MESH_FILES[mCurrentMeshId]); Texture texture = DemoHelper::LoadWindowFillingTexture(window.GetSize(), TEXTURE_IMAGES[mCurrentTextureId]); mTextureSet = TextureSet::New(); mTextureSet.SetTexture(0u, texture); mRenderer = Renderer::New(mGeometry, mShaderFlat); mRenderer.SetTextures(mTextureSet); mMeshActor = Actor::New(); mMeshActor.AddRenderer(mRenderer); mMeshActor.SetProperty(Actor::Property::SIZE, windowSize); mMeshActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); mContent.Add(mMeshActor); // Connect the callback to the touch signal on the mesh actor mContent.TouchedSignal().Connect(this, &RefractionEffectExample::OnTouch); // shader used when the finger is touching the screen. render refraction effect mShaderRefraction = Shader::New(SHADER_REFRACTION_EFFECT_REFRACTION_VERT, SHADER_REFRACTION_EFFECT_REFRACTION_FRAG); // register uniforms mLightXYOffsetIndex = mMeshActor.RegisterProperty("uLightXYOffset", Vector2::ZERO); mLightIntensityIndex = mMeshActor.RegisterProperty("uLightIntensity", 2.5f); mEffectStrengthIndex = mMeshActor.RegisterProperty("uEffectStrength", 0.f); Vector3 lightPosition(-windowSize.x * 0.5f, -windowSize.y * 0.5f, windowSize.x * 0.5f); // top_left mMeshActor.RegisterProperty("uLightPosition", lightPosition); Property::Index lightSpinOffsetIndex = mMeshActor.RegisterProperty("uLightSpinOffset", Vector2::ZERO); mSpinAngleIndex = mMeshActor.RegisterProperty("uSpinAngle", 0.f); Constraint constraint = Constraint::New(mMeshActor, lightSpinOffsetIndex, LightOffsetConstraint(windowSize.x * 0.1f)); constraint.AddSource(LocalSource(mSpinAngleIndex)); constraint.Apply(); // the animation which spin the light around the finger touch position mLightAnimation = Animation::New(2.f); mLightAnimation.AnimateTo(Property(mMeshActor, mSpinAngleIndex), Math::PI * 2.f); mLightAnimation.SetLooping(true); mLightAnimation.Pause(); } void SetLightXYOffset(const Vector2& offset) { mMeshActor.SetProperty(mLightXYOffsetIndex, offset); } /** * Create a mesh actor with different geometry to replace the current one */ bool OnChangeMesh(Toolkit::Button button) { mCurrentMeshId = (mCurrentMeshId + 1) % NUM_MESH_FILES; mGeometry = CreateGeometry(MESH_FILES[mCurrentMeshId]); mRenderer.SetGeometry(mGeometry); return true; } bool OnChangeTexture(Toolkit::Button button) { mCurrentTextureId = (mCurrentTextureId + 1) % NUM_TEXTURE_IMAGES; Texture texture = DemoHelper::LoadWindowFillingTexture(mApplication.GetWindow().GetSize(), TEXTURE_IMAGES[mCurrentTextureId]); mTextureSet.SetTexture(0u, texture); return true; } bool OnTouch(Actor actor, const TouchEvent& event) { switch(event.GetState(0)) { case PointState::DOWN: { mRenderer.SetShader(mShaderRefraction); SetLightXYOffset(event.GetScreenPosition(0)); mLightAnimation.Play(); if(mStrenghAnimation) { mStrenghAnimation.Clear(); } mStrenghAnimation = Animation::New(0.5f); mStrenghAnimation.AnimateTo(Property(mMeshActor, mEffectStrengthIndex), 1.f); mStrenghAnimation.Play(); break; } case PointState::MOTION: { // make the light position following the finger movement SetLightXYOffset(event.GetScreenPosition(0)); break; } case PointState::UP: case PointState::LEAVE: case PointState::INTERRUPTED: { mLightAnimation.Pause(); if(mStrenghAnimation) { mStrenghAnimation.Clear(); } mStrenghAnimation = Animation::New(0.5f); mStrenghAnimation.AnimateTo(Property(mMeshActor, mEffectStrengthIndex), 0.f); mStrenghAnimation.FinishedSignal().Connect(this, &RefractionEffectExample::OnTouchFinished); mStrenghAnimation.Play(); break; } case PointState::STATIONARY: { break; } } return true; } void OnTouchFinished(Animation& source) { mRenderer.SetShader(mShaderFlat); SetLightXYOffset(Vector2::ZERO); } Geometry CreateGeometry(const std::string& objFileName) { std::vector vertexPositions; Vector faceIndices; Vector boundingBox; // read the vertice and faces from the .obj file, and record the bounding box ReadObjFile(objFileName, boundingBox, vertexPositions, faceIndices); std::vector textureCoordinates; // align the mesh, scale it to fit the screen size, and calculate the texture coordinate for each vertex ShapeResizeAndTexureCoordinateCalculation(boundingBox, vertexPositions, textureCoordinates); // re-organize the mesh, the vertices are duplicated, each vertex only belongs to one triangle. // Without sharing vertex between triangle, so we can manipulate the texture offset on each triangle conveniently. std::vector vertices; std::size_t size = faceIndices.Size(); vertices.reserve(size); for(std::size_t i = 0; i < size; i = i + 3) { Vector3 edge1 = vertexPositions[faceIndices[i + 2]] - vertexPositions[faceIndices[i]]; Vector3 edge2 = vertexPositions[faceIndices[i + 1]] - vertexPositions[faceIndices[i]]; Vector3 normal = edge1.Cross(edge2); normal.Normalize(); // make sure all the faces are front-facing if(normal.z > 0) { vertices.push_back(Vertex(vertexPositions[faceIndices[i]], normal, textureCoordinates[faceIndices[i]])); vertices.push_back(Vertex(vertexPositions[faceIndices[i + 1]], normal, textureCoordinates[faceIndices[i + 1]])); vertices.push_back(Vertex(vertexPositions[faceIndices[i + 2]], normal, textureCoordinates[faceIndices[i + 2]])); } else { normal *= -1.f; vertices.push_back(Vertex(vertexPositions[faceIndices[i]], normal, textureCoordinates[faceIndices[i]])); vertices.push_back(Vertex(vertexPositions[faceIndices[i + 2]], normal, textureCoordinates[faceIndices[i + 2]])); vertices.push_back(Vertex(vertexPositions[faceIndices[i + 1]], normal, textureCoordinates[faceIndices[i + 1]])); } } Property::Map vertexFormat; vertexFormat["aPosition"] = Property::VECTOR3; vertexFormat["aNormal"] = Property::VECTOR3; vertexFormat["aTexCoord"] = Property::VECTOR2; VertexBuffer surfaceVertices = VertexBuffer::New(vertexFormat); surfaceVertices.SetData(&vertices[0], vertices.size()); Geometry surface = Geometry::New(); surface.AddVertexBuffer(surfaceVertices); return surface; } void ReadObjFile(const std::string& objFileName, Vector& boundingBox, std::vector& vertexPositions, Vector& faceIndices) { std::streampos bufferSize = 0; Dali::Vector fileBuffer; if(!Dali::FileLoader::ReadFile(objFileName, bufferSize, fileBuffer, Dali::FileLoader::FileType::TEXT)) { DALI_LOG_WARNING("file open failed for: \"%s\"", objFileName.c_str()); return; } fileBuffer.PushBack('\0'); std::stringstream iss(&fileBuffer[0], std::ios::in); boundingBox.Resize(6); boundingBox[0] = boundingBox[2] = boundingBox[4] = std::numeric_limits::max(); boundingBox[1] = boundingBox[3] = boundingBox[5] = -std::numeric_limits::max(); std::string line; while(std::getline(iss, line)) { if(line[0] == 'v' && std::isspace(line[1])) // vertex { std::istringstream iss(line.substr(2), std::istringstream::in); unsigned int i = 0; Vector3 vertex; while(iss >> vertex[i++] && i < 3) ; if(vertex.x < boundingBox[0]) boundingBox[0] = vertex.x; if(vertex.x > boundingBox[1]) boundingBox[1] = vertex.x; if(vertex.y < boundingBox[2]) boundingBox[2] = vertex.y; if(vertex.y > boundingBox[3]) boundingBox[3] = vertex.y; if(vertex.z < boundingBox[4]) boundingBox[4] = vertex.z; if(vertex.z > boundingBox[5]) boundingBox[5] = vertex.z; vertexPositions.push_back(vertex); } else if(line[0] == 'f') //face { unsigned int numOfInt = 3; while(true) { std::size_t found = line.find('/'); if(found == std::string::npos) { break; } line[found] = ' '; numOfInt++; } std::istringstream iss(line.substr(2), std::istringstream::in); Dali::Vector indices; indices.Resize(numOfInt); unsigned int i = 0; while(iss >> indices[i++] && i < numOfInt) ; unsigned int step = (i + 1) / 3; faceIndices.PushBack(indices[0] - 1); faceIndices.PushBack(indices[step] - 1); faceIndices.PushBack(indices[2 * step] - 1); } } } void ShapeResizeAndTexureCoordinateCalculation(const Vector& boundingBox, std::vector& vertexPositions, std::vector& textureCoordinates) { Vector3 bBoxSize(boundingBox[1] - boundingBox[0], boundingBox[3] - boundingBox[2], boundingBox[5] - boundingBox[4]); Vector3 bBoxMinCorner(boundingBox[0], boundingBox[2], boundingBox[4]); Vector2 windowSize = mApplication.GetWindow().GetSize(); Vector3 scale(windowSize.x / bBoxSize.x, windowSize.y / bBoxSize.y, 1.f); scale.z = (scale.x + scale.y) / 2.f; textureCoordinates.reserve(vertexPositions.size()); for(std::vector::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++) { Vector3 newPosition((*iter) - bBoxMinCorner); textureCoordinates.push_back(Vector2(newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y)); newPosition -= bBoxSize * 0.5f; (*iter) = newPosition * scale; } } /** * Main key event handler */ void OnKeyEvent(const KeyEvent& event) { if(event.GetState() == KeyEvent::DOWN) { if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK)) { mApplication.Quit(); } } } private: Application& mApplication; Layer mContent; TextureSet mTextureSet; Geometry mGeometry; Renderer mRenderer; Actor mMeshActor; Shader mShaderFlat; Shader mShaderRefraction; Animation mLightAnimation; Animation mStrenghAnimation; Property::Index mLightXYOffsetIndex; Property::Index mSpinAngleIndex; Property::Index mLightIntensityIndex; Property::Index mEffectStrengthIndex; Toolkit::PushButton mChangeTextureButton; Toolkit::PushButton mChangeMeshButton; unsigned int mCurrentTextureId; unsigned int mCurrentMeshId; }; /*****************************************************************************/ int DALI_EXPORT_API main(int argc, char** argv) { Application app = Application::New(&argc, &argv, DEMO_THEME_PATH); RefractionEffectExample theApp(app); app.MainLoop(); return 0; }