/* * Copyright (c) 2019 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 // INTERNAL INCLUDES #include "shared/view.h" #include "shared/utility.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 ) {} }; /************************************************************************************************ *** The shader source is used when the MeshActor is not touched*** ************************************************************************************************/ const char* VERTEX_SHADER_FLAT = DALI_COMPOSE_SHADER( attribute mediump vec3 aPosition;\n attribute mediump vec3 aNormal;\n attribute highp vec2 aTexCoord;\n uniform mediump mat4 uMvpMatrix;\n varying mediump vec2 vTexCoord;\n void main()\n {\n gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n vTexCoord = aTexCoord.xy;\n }\n ); const char* FRAGMENT_SHADER_FLAT = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n uniform sampler2D sTexture;\n varying mediump vec2 vTexCoord;\n void main()\n {\n gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n }\n ); /************************************************************ ** Custom refraction effect shader*************************** ************************************************************/ const char* VERTEX_SHADER_REFRACTION = DALI_COMPOSE_SHADER( attribute mediump vec3 aPosition;\n attribute mediump vec3 aNormal;\n attribute highp vec2 aTexCoord;\n uniform mediump mat4 uMvpMatrix;\n varying mediump vec4 vVertex;\n varying mediump vec3 vNormal;\n varying mediump vec2 vTexCoord;\n varying mediump vec2 vTextureOffset;\n void main()\n {\n gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n vTexCoord = aTexCoord.xy;\n vNormal = aNormal;\n vVertex = vec4( aPosition, 1.0 );\n float length = max(0.01, length(aNormal.xy)) * 40.0;\n vTextureOffset = aNormal.xy / length;\n }\n ); const char* FRAGMENT_SHADER_REFRACTION = DALI_COMPOSE_SHADER( precision mediump float;\n uniform mediump float uEffectStrength;\n uniform mediump vec3 uLightPosition;\n uniform mediump vec2 uLightXYOffset;\n uniform mediump vec2 uLightSpinOffset;\n uniform mediump float uLightIntensity;\n uniform lowp vec4 uColor;\n uniform sampler2D sTexture;\n varying mediump vec4 vVertex;\n varying mediump vec3 vNormal;\n varying mediump vec2 vTexCoord;\n varying mediump vec2 vTextureOffset;\n vec3 rgb2hsl(vec3 rgb)\n {\n float epsilon = 1.0e-10;\n vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n \n // RGB -> HCV float value = Q.x;\n float chroma = Q.x - min(Q.w, Q.y);\n float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n // HCV -> HSL float lightness = value - chroma*0.5;\n return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n }\n vec3 hsl2rgb( vec3 hsl )\n {\n // pure hue->RGB vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n \n float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n return ( RGB - 0.5 ) * chroma + hsl.z;\n }\n void main()\n {\n vec3 normal = normalize( vNormal);\n vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0);\n mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n spotEffect = spotEffect * uEffectStrength;\n mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity ) * spotEffect;\n lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n vec3 lightedColor = hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n }\n ); } // 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) { Stage stage = Stage::GetCurrent(); Vector2 stageSize = stage.GetSize(); stage.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent); // Creates a default view with a default tool bar. // The view is added to the stage. 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::HorizontalRight, 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::HorizontalLeft, DemoHelper::DEFAULT_MODE_SWITCH_PADDING ); // shader used when the screen is not touched, render a flat surface mShaderFlat = Shader::New( VERTEX_SHADER_FLAT, FRAGMENT_SHADER_FLAT ); mGeometry = CreateGeometry( MESH_FILES[mCurrentMeshId] ); Texture texture = DemoHelper::LoadStageFillingTexture( 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.SetSize( stageSize ); mMeshActor.SetParentOrigin(ParentOrigin::CENTER); mContent.Add( mMeshActor ); // Connect the callback to the touch signal on the mesh actor mContent.TouchSignal().Connect( this, &RefractionEffectExample::OnTouch ); // shader used when the finger is touching the screen. render refraction effect mShaderRefraction = Shader::New( VERTEX_SHADER_REFRACTION, FRAGMENT_SHADER_REFRACTION ); // register uniforms mLightXYOffsetIndex = mMeshActor.RegisterProperty( "uLightXYOffset", Vector2::ZERO ); mLightIntensityIndex = mMeshActor.RegisterProperty( "uLightIntensity", 2.5f ); mEffectStrengthIndex = mMeshActor.RegisterProperty( "uEffectStrength", 0.f ); Vector3 lightPosition( -stageSize.x*0.5f, -stageSize.y*0.5f, stageSize.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(stageSize.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::LoadStageFillingTexture( TEXTURE_IMAGES[mCurrentTextureId] ); mTextureSet.SetTexture( 0u, texture ); return true; } bool OnTouch( Actor actor, const TouchData& 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 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; PropertyBuffer surfaceVertices = PropertyBuffer::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 ); return; } 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); unsigned int indices[ 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 stageSize = Stage::GetCurrent().GetSize(); Vector3 scale( stageSize.x / bBoxSize.x, stageSize.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.state == 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; }