/* * 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 // uint32_t, uint16_t etc #include #include #include #include #include #include #include // INTERNAL INCLUDES #include "shared/utility.h" // DemoHelper::LoadTexture using namespace Dali; namespace // unnamed namespace for constants { // background image const char* const BACKGROUND_IMAGE(DEMO_IMAGE_DIR "background-2.jpg"); // number of metaballs constexpr uint32_t METABALL_NUMBER = 6; /** * Vertex shader code for metaball */ // clang-format off const char* const METABALL_VERTEX_SHADER = DALI_COMPOSE_SHADER ( attribute mediump vec2 aPosition;\n attribute mediump vec2 aTexture;\n uniform mediump mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n uniform lowp vec4 uColor;\n varying mediump vec2 vTexCoord;\n void main()\n {\n vTexCoord = aTexture;\n mediump vec4 vertexPosition = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n gl_Position = uMvpMatrix * vertexPosition;\n }\n ); /** * Fragment shader code for metaball */ const char* const METABALL_FRAG_SHADER = DALI_COMPOSE_SHADER ( precision mediump float;\n varying vec2 vTexCoord;\n uniform vec2 uPositionMetaball;\n uniform vec2 uPositionVar;\n uniform vec2 uGravityVector;\n uniform float uRadius;\n uniform float uRadiusVar;\n void main()\n {\n vec2 adjustedCoords = vTexCoord * 2.0 - 1.0;\n vec2 finalMetaballPosition = uPositionMetaball + uGravityVector + uPositionVar;\n \n float finalRadius = uRadius + uRadiusVar;\n vec2 distanceVec = adjustedCoords - finalMetaballPosition;\n float result = dot(distanceVec, distanceVec);\n float color = inversesqrt(result) * finalRadius;\n \n gl_FragColor = vec4(color,color,color,1.0);\n }\n ); /** * Fragment shader code for metaball and background composition with refraction effect */ const char* const REFRACTION_FRAG_SHADER = DALI_COMPOSE_SHADER ( precision highp float;\n varying vec2 vTexCoord;\n uniform sampler2D sTexture;\n uniform sampler2D sEffect;\n uniform vec2 uPositionMetaball;\n void main()\n {\n vec2 zoomCoords;\n vec3 normal = vec3(0.0,0.0,1.0);\n vec2 fakePos = vec2(0.0,0.0);\n vec3 color = vec3(1.0, 1.0, 1.0); float ambient = 0.2; \n vec4 metaColor = texture2D(sEffect, vTexCoord);\n \n vec2 adjustedCoords = vTexCoord.xy * vec2(2.0) - vec2(1.0);\n fakePos = adjustedCoords.xy - vec2(uPositionMetaball.x, -uPositionMetaball.y); float len = length(fakePos) + 0.01;\n vec3 colorPos = vec3(0,0,1); \n if (metaColor.r > 0.85)\n {\n zoomCoords = ((vTexCoord - 0.5) * 0.9);\n zoomCoords = zoomCoords + 0.5;\n \n float interpNormal = mix(0.7, 1.0, (metaColor.r - 0.85) * 4.);\n normal.xyz = vec3(fakePos.x * (1.0 - interpNormal) / len, fakePos.y * (1.0 - interpNormal) / len, interpNormal);\n normal.xyz = normalize(normal.xyz);\n color = vec3(0.65, 1.0, 0);\n colorPos = vec3(fakePos.x,fakePos.y,0); }\n else if (metaColor.r > 0.75)\n {\n float interpolation = mix(0.9, 1.15, (0.85 - metaColor.r) * 10.0);\n zoomCoords = ((vTexCoord - 0.5) * interpolation);\n zoomCoords = zoomCoords + 0.5;\n \n float interpNormal = mix(0.7, 0.0, (0.85 - metaColor.r) * 10.0);\n normal.xyz = vec3(fakePos.x * (1.0 - interpNormal) / len, fakePos.y * (1.0 - interpNormal) / len, interpNormal);\n normal.xyz = normalize(normal.xyz);\n color = vec3(0.65, 1.0, 0);\n colorPos = vec3(fakePos.x,fakePos.y,0); }\n else\n {\n zoomCoords = vTexCoord;\n normal = vec3(0,0,0);\n ambient = 0.5;\n }\n \n vec3 lightPosition = vec3(-750.0,-1000.0,2000.0);\n vec3 vertex = vec3(adjustedCoords.x,adjustedCoords.y,0.0);\n \n vec3 vecToLight = normalize( lightPosition - vertex );\n \n float lightDiffuse = dot( vecToLight, normal );\n lightDiffuse = max(0.0,lightDiffuse);\n lightDiffuse = lightDiffuse * 0.5 + 0.5; \n vec3 vertexToEye = vec3(0,0,1) - vertex;\n vertexToEye = normalize(vertexToEye); vec3 lightReflect = normalize(reflect(-vecToLight, normal));\n float specularFactor = max(0.0,dot(vertexToEye, lightReflect));\n specularFactor = pow(specularFactor, 32.0) * 0.7; \n vec4 texColor = texture2D(sTexture, zoomCoords);\n gl_FragColor.rgb = texColor.rgb * ambient + color.rgb * texColor.rgb * lightDiffuse + vec3(specularFactor);\n gl_FragColor.a = 1.0; }\n ); // clang-format on /** * Metadata for each ball */ struct MetaballInfo { Actor actor; Vector2 position; float radius; float initRadius; //new shader stuff Property::Index positionIndex; Property::Index positionVarIndex; }; } // unnamed namespace /** * Demo using Metaballs * * When the metaball is clicked it explodes to smaller balls */ class MetaballExplosionController : public ConnectionTracker { public: /** * Constructor * @param application */ MetaballExplosionController(Application& application); /** * Destructor */ virtual ~MetaballExplosionController(); /** * Creates the metaballs and initializes the scene */ void Create(Application& app); /** * Touch event handler to center metaballs at touch position * and start explosion animation on release */ bool OnTouch(Actor actor, const TouchEvent& touch); /** * Key event handler to quit application on escape or back key */ void OnKeyEvent(const KeyEvent& event); private: // Data Application& mApplication; Vector2 mScreenSize; Texture mBackgroundTexture; FrameBuffer mMetaballFBO; Actor mMetaballRoot; MetaballInfo mMetaballs[METABALL_NUMBER]; Property::Index mPositionIndex; Actor mCompositionActor; //Motion Vector2 mCurrentTouchPosition; Vector2 mMetaballPosVariation; Vector2 mMetaballPosVariationFrom; Vector2 mMetaballPosVariationTo; Vector2 mMetaballCenter; //Animations Animation mPositionVarAnimation[METABALL_NUMBER]; uint32_t mDispersion; Animation mDispersionAnimation[METABALL_NUMBER]; Timer mTimerDispersion; float mTimeMultiplier; // Private helper functions /** * Create a mesh data with the geometry for the metaball rendering * @param aspectMappedTexture whether texture coords should be mapped based on aspect ratio */ Geometry CreateGeometry(bool aspectMappedTexture = true); /** * Create a actors and renderers for the metaballs */ void CreateMetaballActors(); /** * Create the render task and FBO to render the metaballs into a texture */ void CreateMetaballImage(); /** * Create the the final composition */ void CreateComposition(); /** * Function to create animations for the small variations of position inside the metaball */ void CreateAnimations(); /** * Function to reset metaball state */ void ResetMetaballs(bool resetAnims); /** * Function to create disperse each of the ball that compose the metaball when exploding */ void DisperseBallAnimation(uint32_t ball); /** * Function to make metaballs come back to reset position */ void LaunchResetMetaballPosition(Animation& source); /** * Function to set things at the end of the animation */ void EndDisperseAnimation(Animation& source); /** * Function to init dispersion of the metaballs one by one using a timer * (so not all the balls begin moving at the same time) */ bool OnTimerDispersionTick(); /** * Function to set the actual position of the metaballs when the user clicks the screen */ void SetPositionToMetaballs(const Vector2& metaballCenter); }; /** * Implementation */ MetaballExplosionController::MetaballExplosionController(Application& application) : mApplication(application), mScreenSize(), mBackgroundTexture(), mMetaballFBO(), mMetaballRoot(), mMetaballs(), mPositionIndex(), mCompositionActor(), mCurrentTouchPosition(), mMetaballPosVariation(), mMetaballPosVariationFrom(), mMetaballPosVariationTo(), mMetaballCenter(), mPositionVarAnimation(), mDispersion(0), mDispersionAnimation(), mTimerDispersion(), mTimeMultiplier(1.0f) { // Connect to the Application's Init signal mApplication.InitSignal().Connect(this, &MetaballExplosionController::Create); } MetaballExplosionController::~MetaballExplosionController() { // Nothing to do here; } void MetaballExplosionController::Create(Application& app) { Window window = app.GetWindow(); window.KeyEventSignal().Connect(this, &MetaballExplosionController::OnKeyEvent); mScreenSize = window.GetSize(); mTimeMultiplier = 1.0f; window.SetBackgroundColor(Color::BLACK); // Load background texture mBackgroundTexture = DemoHelper::LoadTexture(BACKGROUND_IMAGE); srand(static_cast(time(0))); //Create internal data CreateMetaballActors(); CreateMetaballImage(); CreateComposition(); CreateAnimations(); mDispersion = 0; mTimerDispersion = Timer::New(150); mTimerDispersion.TickSignal().Connect(this, &MetaballExplosionController::OnTimerDispersionTick); // Connect the callback to the touch signal on the mesh actor window.GetRootLayer().TouchedSignal().Connect(this, &MetaballExplosionController::OnTouch); } Geometry MetaballExplosionController::CreateGeometry(bool aspectMappedTexture) { const float aspect = mScreenSize.y / mScreenSize.x; // Create vertices and specify their color const float xsize = mScreenSize.x * 0.5; // Create the meshdata for the metaballs struct VertexPosition { Vector2 position; }; struct VertexTexture { Vector2 texture; }; VertexPosition vertices[] = { {Vector2(-xsize, -xsize * aspect)}, {Vector2(xsize, -xsize * aspect)}, {Vector2(-xsize, xsize * aspect)}, {Vector2(xsize, xsize * aspect)}}; const float textureAspect = (aspectMappedTexture) ? aspect : 1.0f; VertexTexture textures[] = { {Vector2(0.0f, 0.0f)}, {Vector2(1.0f, 0.0f)}, {Vector2(0.0f, 1.0f * textureAspect)}, {Vector2(1.0f, 1.0f * textureAspect)}}; uint32_t numberOfVertices = sizeof(vertices) / sizeof(VertexPosition); // Vertices Property::Map positionVertexFormat; positionVertexFormat["aPosition"] = Property::VECTOR2; VertexBuffer positionVertices = VertexBuffer::New(positionVertexFormat); positionVertices.SetData(vertices, numberOfVertices); // Textures Property::Map textureVertexFormat; textureVertexFormat["aTexture"] = Property::VECTOR2; VertexBuffer textureVertices = VertexBuffer::New(textureVertexFormat); textureVertices.SetData(textures, numberOfVertices); // Indices const uint16_t indices[] = {0, 3, 1, 0, 2, 3}; // Create the geometry object Geometry texturedQuadGeometry = Geometry::New(); texturedQuadGeometry.AddVertexBuffer(positionVertices); texturedQuadGeometry.AddVertexBuffer(textureVertices); texturedQuadGeometry.SetIndexBuffer(&indices[0], sizeof(indices) / sizeof(indices[0])); return texturedQuadGeometry; } void MetaballExplosionController::CreateMetaballActors() { // Create the shader for the metaballs, tell DALi that shader modifies geometry so we dont need to set a meaningless size Shader shader = Shader::New(METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER, Shader::Hint::MODIFIES_GEOMETRY); Geometry metaballGeom = CreateGeometry(); // Reuse same renderer for each actor Renderer renderer = Renderer::New(metaballGeom, shader); renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE); renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE); renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE); renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE); //Initialization of each of the metaballs for(uint32_t i = 0; i < METABALL_NUMBER; i++) { mMetaballs[i].position = Vector2(0.0f, 0.0f); mMetaballs[i].radius = mMetaballs[i].initRadius = Random::Range(0.05f, 0.07f); mMetaballs[i].actor = Actor::New(); mMetaballs[i].actor.SetProperty(Dali::Actor::Property::NAME, "Metaball"); mMetaballs[i].actor.SetProperty(Actor::Property::SCALE, 1.0f); mMetaballs[i].actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); mMetaballs[i].actor.AddRenderer(renderer); mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty("uPositionMetaball", mMetaballs[i].position); mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty("uPositionVar", Vector2(0.f, 0.f)); mMetaballs[i].actor.RegisterProperty("uGravityVector", Vector2(Random::Range(-0.2, 0.2), Random::Range(-0.2, 0.2))); mMetaballs[i].actor.RegisterProperty("uRadius", mMetaballs[i].radius); mMetaballs[i].actor.RegisterProperty("uRadiusVar", 0.f); } // Root creation mMetaballRoot = Actor::New(); mMetaballRoot.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); for(uint32_t i = 0; i < METABALL_NUMBER; i++) { mMetaballRoot.Add(mMetaballs[i].actor); } } void MetaballExplosionController::CreateMetaballImage() { // Create an FBO and a render task to create to render the metaballs with a fragment shader Window window = mApplication.GetWindow(); mMetaballFBO = FrameBuffer::New(mScreenSize.x, mScreenSize.y); window.Add(mMetaballRoot); // Create the render task used to render the metaballs RenderTaskList taskList = window.GetRenderTaskList(); RenderTask task = taskList.CreateTask(); task.SetRefreshRate(RenderTask::REFRESH_ALWAYS); task.SetSourceActor(mMetaballRoot); task.SetExclusive(true); task.SetClearColor(Color::BLACK); task.SetClearEnabled(true); task.SetFrameBuffer(mMetaballFBO); } void MetaballExplosionController::CreateComposition() { //Create new shader Shader shader = Shader::New(METABALL_VERTEX_SHADER, REFRACTION_FRAG_SHADER); // Create new texture set auto textureSet = TextureSet::New(); textureSet.SetTexture(0u, mBackgroundTexture); textureSet.SetTexture(1u, mMetaballFBO.GetColorTexture()); // Create geometry Geometry metaballGeom = CreateGeometry(false); Renderer mRenderer = Renderer::New(metaballGeom, shader); mRenderer.SetTextures(textureSet); // Create actor mCompositionActor = Actor::New(); mCompositionActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); mCompositionActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f)); mCompositionActor.SetProperty(Actor::Property::SIZE, Vector2(mScreenSize.x, mScreenSize.y)); mCompositionActor.AddRenderer(mRenderer); Vector2 metaballCenter(0.0, 0); metaballCenter.x = metaballCenter.x * 0.5; metaballCenter.y = metaballCenter.y * 0.5; mPositionIndex = mCompositionActor.RegisterProperty("uPositionMetaball", metaballCenter); SetPositionToMetaballs(metaballCenter); mCompositionActor.SetProperty(Actor::Property::SIZE, Vector2(mScreenSize.x, mScreenSize.y)); Window window = mApplication.GetWindow(); window.Add(mCompositionActor); } void MetaballExplosionController::CreateAnimations() { Vector2 direction; for(uint32_t i = 0; i < METABALL_NUMBER; i++) { KeyFrames keySinCosVariation = KeyFrames::New(); Vector2 sinCosVariation(0, 0); direction.x = Random::Range(-100.f, 100.f); direction.y = Random::Range(-100.f, 100.f); direction.Normalize(); direction *= 0.1f; for(uint32_t j = 0; j < 360; j++) { sinCosVariation.x = sinf(j * Math::PI / 180.f) * direction.x; sinCosVariation.y = cosf(j * Math::PI / 180.f) * direction.y; float key = j / 360.f; keySinCosVariation.Add(key, sinCosVariation); } mPositionVarAnimation[i] = Animation::New(3.f); mPositionVarAnimation[i].AnimateBetween(Property(mMetaballs[i].actor, mMetaballs[i].positionVarIndex), keySinCosVariation); mPositionVarAnimation[i].SetLooping(true); mPositionVarAnimation[i].Play(); } } void MetaballExplosionController::ResetMetaballs(bool resetAnims) { for(uint32_t i = 0; i < METABALL_NUMBER; i++) { if(mDispersionAnimation[i]) { mDispersionAnimation[i].Clear(); } mMetaballs[i].position = Vector2(0.0f, 0.0f); mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position); } mTimerDispersion.Stop(); mDispersion = 0; mCompositionActor.SetProperty(mPositionIndex, Vector2(0, 0)); } void MetaballExplosionController::DisperseBallAnimation(uint32_t ball) { Vector2 position; position.x = Random::Range(-1.5f, 1.5f); position.y = Random::Range(-1.5f, 1.5f); mDispersionAnimation[ball] = Animation::New(2.0f * mTimeMultiplier); mDispersionAnimation[ball].AnimateTo(Property(mMetaballs[ball].actor, mMetaballs[ball].positionIndex), position); mDispersionAnimation[ball].Play(); if(ball == METABALL_NUMBER - 1) { mDispersionAnimation[ball].FinishedSignal().Connect(this, &MetaballExplosionController::LaunchResetMetaballPosition); } } void MetaballExplosionController::LaunchResetMetaballPosition(Animation& source) { for(uint32_t i = 0; i < METABALL_NUMBER; i++) { mDispersionAnimation[i] = Animation::New(1.5f + i * 0.25f * mTimeMultiplier); mDispersionAnimation[i].AnimateTo(Property(mMetaballs[i].actor, mMetaballs[i].positionIndex), Vector2(0, 0)); mDispersionAnimation[i].Play(); if(i == METABALL_NUMBER - 1) { mDispersionAnimation[i].FinishedSignal().Connect(this, &MetaballExplosionController::EndDisperseAnimation); } } } void MetaballExplosionController::EndDisperseAnimation(Animation& source) { mCompositionActor.SetProperty(mPositionIndex, Vector2(0, 0)); } bool MetaballExplosionController::OnTimerDispersionTick() { if(mDispersion < METABALL_NUMBER) { DisperseBallAnimation(mDispersion); mDispersion++; } return true; } void MetaballExplosionController::SetPositionToMetaballs(const Vector2& metaballCenter) { //We set the position for the metaballs based on click position for(uint32_t i = 0; i < METABALL_NUMBER; i++) { mMetaballs[i].position = metaballCenter; mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position); } mCompositionActor.SetProperty(mPositionIndex, metaballCenter); } bool MetaballExplosionController::OnTouch(Actor actor, const TouchEvent& touch) { float aspectR = mScreenSize.y / mScreenSize.x; switch(touch.GetState(0)) { case PointState::DOWN: { ResetMetaballs(true); const Vector2 screen = touch.GetScreenPosition(0); Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5f, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f) * 2.0f; SetPositionToMetaballs(metaballCenter); break; } case PointState::MOTION: { const Vector2 screen = touch.GetScreenPosition(0); Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5f, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f) * 2.0f; SetPositionToMetaballs(metaballCenter); break; } case PointState::UP: case PointState::LEAVE: case PointState::INTERRUPTED: { mTimerDispersion.Start(); break; } default: break; } return true; } void MetaballExplosionController::OnKeyEvent(const KeyEvent& event) { if(event.GetState() == KeyEvent::DOWN) { if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK)) { mApplication.Quit(); } } } /** * Main entry point */ int32_t DALI_EXPORT_API main(int argc, char** argv) { Application application = Application::New(&argc, &argv); MetaballExplosionController test(application); application.MainLoop(); return 0; }