#ifndef DALI_SPARKLE_EFFECT_H #define DALI_SPARKLE_EFFECT_H /* * Copyright (c) 2023 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ #include #include #include "generated/sparkle-effect-frag.h" #include "generated/sparkle-effect-vert.h" using namespace Dali; using Dali::Toolkit::ImageView; /************************************************************/ /* Custom sparkle effect shader******************************/ /************************************************************/ namespace SparkleEffect { // uniform which controls the position of particle on the path const std::string PERCENTAGE_UNIFORM_NAME("uPercentage"); // uniform array of particle color, set their value as the PARTICLE_COLORS given below const std::string PARTICLE_COLOR_UNIFORM_NAME("uParticleColors["); // uniform array of particle opacity const std::string OPACITY_UNIFORM_NAME("uOpacity["); // uniform which offsets the path control point, with this values >=0, the paths are squeezed towards the GatheringPoint const std::string ACCELARATION_UNIFORM_NAME("uAcceleration"); // uniform which indicates the ongoing tap animations const std::string TAP_INDICES_UNIFORM_NAME("uTapIndices"); // uniform which controls how much the offset of the midpoints relative to the start/end points of the cubic bezier curve when the path is squeezed for tap animation const std::string TAP_OFFSET_UNIFORM_NAME("uTapOffset["); // uniform which gives the position of the tapping, in this way the particles will be pushed away from this point const std::string TAP_POINT_UNIFORM_NAME("uTapPoint["); // uniform which trigger the break animation, set to 1.0 when break animation is playing, otherwise set to 0.0 const std::string BREAK_UNIFORM_NAME("uBreak"); /****************particle colors******************/ struct ParticleColor { Vector3 RGB; Vector2 AlphaRange; unsigned int numParticle; }; ParticleColor PARTICLE_COLORS[] = { {Vector3(0.f, 240.f, 255.f) / 255.f, Vector2(0.2f, 1.f), 22}, // 00f0ff, opacity 20%~100% {Vector3(89.f, 151.f, 239.f) / 255.f, Vector2(0.2f, 0.5f), 12}, // 5997ef, opacity 20%~50% {Vector3(181.f, 181.f, 207.f) / 255.f, Vector2(0.5f, 1.f), 22}, // b5b5cf, opacity 50%~100% {Vector3(147.f, 147.f, 170.f) / 255.f, Vector2(0.5f, 0.5f), 22}, // 9393aa, opacity 50%~50% {Vector3(145.f, 145.f, 201.f) / 255.f, Vector2(1.f, 1.f), 12}, // 91bdc9, opacity 100%~100% {Vector3(145.f, 145.f, 201.f) / 255.f, Vector2(0.2f, 0.2f), 21} // 91bdc9, opacity 20%~20% }; const unsigned int NUM_COLOR(sizeof(PARTICLE_COLORS) / sizeof(PARTICLE_COLORS[0])); /***************particle moving paths********************/ typedef int MovingPath[12]; // these paths are defined inside the circle which has the center at (250, 250) and the radius as 250 MovingPath PATHS[] = { // each path is composed of two cubic b-curves: (p0, p1, p2, p3) & (p3, p4, p5, p0) // p0 p1 p2 p3 p4 p5 {280, 273, 386, 41, 489, 141, 491, 199, 494, 256, 230, 394}, {129, 226, 357, 120, 150, 491, 291, 406, 433, 320, 47, 283}, {96, 264, 356, 133, 446, 196, 370, 297, 294, 399, -169, 384}, {345, 110, 359, 186, 14, 393, 4, 247, -6, 101, 321, -28}, {166, 161, 128, 353, 566, 200, 487, 304, 413, 403, 203, -32}, {193, 286, 106, 331, 206, 569, 334, 477, 462, 385, 279, 240}, {336, 247, 293, 232, 301, 465, 346, 479, 390, 493, 374, 261}, {250, 72, 314, 72, 332, 495, 250, 497, 168, 499, 161, 72}, {48, 387, 32, 241, 452, 558, 433, 358, 411, 121, 62, 523}, {300, 32, 159, 27, 442, 568, 186, 492, -70, 415, 551, 41}, {479, 150, 503, 203, 216, 403, 163, 298, 110, 193, 448, 78}, {346, 75, 311, 97, 336, 196, 389, 160, 442, 123, 383, 51}, {90, 61, 54, 96, 218, 373, 294, 300, 370, 227, 141, 11}, {126, 225, 240, 280, 378, 29, 221, 16, 64, 4, 11, 170}, {308, 101, 243, 22, -10, 271, 22, 352, 49, 422, 396, 208}, {193, 188, 174, 302, 502, 389, 500, 250, 498, 111, 212, 72}, {227, 3, 16, 35, 577, 309, 428, 423, 279, 537, 438, -28}, {410, 58, 387, 18, 22, 179, 154, 277, 286, 374, 459, 142}, {178, 272, 109, 299, 144, 429, 218, 396, 293, 362, 221, 254}, {247, 46, 98, 5, -91, 357, 160, 431, 412, 505, 397, 88}, {41, 112, 22, 144, 123, 273, 158, 187, 192, 101, 75, 56}, {8, 300, 23, 340, 267, 294, 238, 218, 209, 142, -20, 226}, {112, 256, 24, 270, -1, 470, 154, 433, 308, 396, 201, 242}, {212, 277, 267, 346, 509, 202, 452, 103, 398, 8, 150, 199}, {154, 205, 146, 287, 496, 282, 492, 194, 488, 107, 160, 140}, {281, 350, 365, 318, 415, 476, 332, 482, 248, 489, 204, 379}, {327, 23, 346, 81, 154, 319, 123, 207, 92, 95, 313, -21}, {323, 233, 283, 307, 454, 420, 478, 354, 501, 288, 374, 136}, {318, 186, 311, 252, 488, 248, 481, 168, 474, 87, 328, 76}, {7, 192, -10, 270, 249, 398, 269, 307, 290, 216, 25, 111}, {148, 22, 98, 22, 25, 458, 125, 458, 225, 458, 198, 22}, {349, 32, 307, 39, 492, 416, 399, 446, 305, 477, 460, 16}, {147, 474, 222, 554, 392, 154, 486, 240, 581, 325, 73, 394}, {57, 186, 13, 200, 51, 398, 114, 374, 178, 349, 97, 174}, {257, 192, 198, 188, 162, 345, 240, 349, 319, 354, 316, 197}, {242, 4, 283, 21, 30, 172, 81, 215, 133, 257, 209, -10}, {149, 408, 165, 442, 472, 340, 444, 275, 416, 210, 120, 348}, {106, 271, 136, 359, 483, 370, 422, 186, 360, 2, 76, 186}, {120, 146, 29, 224, 469, 262, 346, 390, 222, 518, 393, -87}, {318, 265, 415, 280, 398, 537, 247, 491, 96, 446, 222, 249}, {171, 275, 207, 246, 274, 469, 237, 497, 199, 525, 139, 300}, {196, 84, 135, 105, 256, 510, 334, 486, 412, 462, 280, 55}, {485, 314, 452, 170, 158, 606, 111, 411, 55, 179, 515, 446}, {134, 54, 266, 4, 175, 607, 392, 451, 609, 296, -100, 144}, {3, 229, -1, 287, 334, 383, 350, 267, 366, 150, 10, 151}, {105, 115, 146, 125, 154, 227, 92, 209, 30, 192, 62, 105}, {343, 20, 388, 42, 323, 357, 228, 313, 132, 269, 278, -10}, {362, 186, 271, 274, 60, 82, 204, 19, 349, -44, 453, 97}, {145, 128, 181, 32, 501, 185, 498, 272, 495, 347, 97, 257}, {286, 172, 342, 274, 59, 463, 16, 331, -27, 198, 231, 69}, {194, 7, 404, -32, -38, 410, 140, 469, 317, 528, -16, 45}, {39, 120, 48, 74, 445, 109, 352, 244, 259, 379, 20, 215}, {328, 247, 402, 250, 411, 384, 330, 377, 248, 370, 281, 244}, {189, 56, 317, -31, 610, 240, 396, 392, 183, 543, 61, 144}, {402, 53, 430, 77, 376, 231, 315, 161, 255, 91, 351, 10}, {496, 218, 494, 260, 249, 296, 251, 214, 254, 133, 498, 139}, {381, 210, 469, 195, 557, 376, 399, 391, 241, 407, 292, 226}, {297, 263, 267, 346, -8, 289, 14, 176, 35, 69, 331, 168}, {329, 187, 363, 263, 30, 371, 5, 287, -19, 203, 302, 128}, {257, 354, 168, 351, 171, 516, 252, 496, 333, 475, 340, 356}, {106, 60, 107, 121, 366, 284, 359, 168, 352, 52, 105, 14}, {178, 257, 240, 314, 115, 476, 71, 421, 28, 367, 98, 182}, {163, 213, 191, 273, 22, 327, 3, 248, -17, 170, 118, 113}, {459, 117, 500, 185, 297, 390, 248, 311, 199, 232, 416, 46}, {270, 3, 317, -14, 528, 375, 434, 407, 339, 440, 223, 19}, {88, 76, 130, 68, 78, 485, 176, 483, 274, 482, -22, 96}, {422, 428, 378, 528, 88, 205, 26, 317, -36, 428, 467, 328}, {414, 127, 460, 125, 489, 325, 421, 322, 353, 320, 372, 128}, {227, 197, 281, 174, 367, 311, 294, 340, 221, 370, 173, 220}, {180, 14, 147, 44, 436, 104, 401, 161, 366, 219, 207, -10}, {400, 367, 395, 404, 71, 406, 77, 336, 82, 265, 407, 300}, {396, 222, 396, 316, 71, 439, 70, 245, 68, 51, 396, 132}, {342, 109, 454, 153, 49, 332, 208, 413, 367, 494, 8, -23}, {147, 167, 222, 137, 266, 169, 231, 199, 197, 229, 129, 178}, {227, 272, 310, 243, 277, 313, 322, 266, 367, 219, 207, 313}, {279, 192, 339, 233, 396, 211, 367, 182, 338, 152, 228, 194}, {236, 20, 283, 75, 346, 26, 338, 71, 330, 116, 207, 17}, {129, 83, 164, 23, 158, 14, 179, 11, 200, 8, 91, 78}, {86, 231, 129, 293, 164, 421, 104, 348, 44, 275, 66, 200}, {193, 328, 197, 278, 240, 348, 276, 305, 311, 263, 199, 354}, {231, 364, 241, 209, 309, 104, 326, 236, 342, 367, 225, 424}, {414, 230, 398, 328, 446, 445, 467, 363, 489, 281, 373, 254}, {289, 122, 332, 123, 348, 161, 322, 158, 297, 156, 275, 125}, {142, 235, 199, 308, 402, 229, 283, 218, 164, 206, 130, 206}, {174, 396, 210, 387, 328, 501, 246, 455, 165, 409, 138, 394}, {288, 388, 366, 357, 372, 458, 393, 400, 414, 343, 249, 431}, {351, 278, 409, 369, 497, 316, 437, 288, 376, 260, 351, 243}, {87, 134, 181, 77, 311, 121, 206, 140, 101, 160, 61, 159}, {95, 195, 126, 208, 133, 258, 110, 236, 88, 215, 95, 195}, {140, 293, 158, 330, 169, 275, 184, 299, 198, 323, 126, 313}, {336, 319, 383, 357, 388, 278, 393, 333, 397, 388, 311, 325}, {338, 107, 434, 209, -37, 469, 151, 287, 338, 104, 285, 50}, {403, 134, 446, 182, 378, 318, 386, 233, 393, 149, 360, 98}, {366, 82, 413, 93, 416, 158, 390, 118, 364, 78, 336, 75}, {448, 188, 448, 230, 465, 269, 470, 225, 474, 181, 448, 177}, {121, 398, 142, 418, 126, 475, 111, 436, 96, 396, 100, 382}, {40, 296, 90, 352, 170, 310, 143, 350, 116, 391, 7, 300}, {25, 203, 45, 241, 70, 204, 45, 248, 19, 293, 4, 204}, {243, 222, 225, 275, 345, 256, 296, 237, 247, 218, 249, 199}, {159, 149, 282, 133, 284, 199, 226, 191, 169, 184, 147, 160}, {149, 257, 290, 322, 151, 374, 166, 338, 182, 302, 116, 263}, {255, 285, 354, 327, 234, 287, 279, 327, 323, 367, 193, 290}, {188, 220, 353, 190, 290, 354, 348, 293, 407, 231, 152, 248}, {305, 122, 382, 174, 402, 229, 366, 198, 329, 167, 297, 127}, {378, 260, 406, 267, 390, 330, 384, 293, 377, 257, 366, 263}, {178, 396, 357, 365, 273, 461, 248, 431, 223, 401, 157, 412}, {180, 89, 258, 88, 302, 94, 255, 115, 207, 136, 166, 96}, {81, 197, 139, 232, 39, 257, 94, 259, 150, 261, 58, 200}, {314, 89, 378, 40, 383, 38, 389, 42, 395, 45, 267, 90}, {371, 141, 482, 233, 508, 244, 498, 272, 488, 299, 307, 157}, {339, 348, 361, 465, 382, 477, 406, 442, 430, 406, 269, 369}}; const unsigned int NUM_PARTICLE(sizeof(PATHS) / sizeof(PATHS[0])); constexpr float PARTICLE_SIZE = 13.f; // These values are mainly used to set the size of the actor, the shader draws outside the values set constexpr float ACTOR_DIMENSION_SIZE(500.0f); constexpr float ACTOR_SCALE = 0.704f; // resize 500*500 to 352*352, a bit smaller than 360*360 constexpr float ACTOR_POSITION_VALUE(176.0f); constexpr Vector3 ACTOR_POSITION(-ACTOR_POSITION_VALUE, -ACTOR_POSITION_VALUE, 1.f); // Need to remove scale in the update-size-hint constexpr Vector4 ACTOR_UPDATE_AREA_HINT( ACTOR_POSITION_VALUE, ACTOR_POSITION_VALUE, ACTOR_DIMENSION_SIZE / ACTOR_SCALE, ACTOR_DIMENSION_SIZE / ACTOR_SCALE); constexpr int MAXIMUM_ANIMATION_COUNT = 30; // Geometry format used by the SparkeEffect struct Vertex { Vector2 aTexCoord; Vector2 aParticlePath0; Vector2 aParticlePath1; Vector2 aParticlePath2; Vector2 aParticlePath3; Vector2 aParticlePath4; Vector2 aParticlePath5; }; /** * Create a SparkleEffect object. * @return A handle to a newly allocated SparkleEffect */ Shader New() { std::ostringstream vertexShaderStringStream; vertexShaderStringStream << "#define NUM_COLOR " << NUM_COLOR << "\n" << "#define NUM_PARTICLE " << NUM_PARTICLE << "\n" << "#define PARTICLE_HALF_SIZE " << PARTICLE_SIZE * ACTOR_SCALE / 2.f << "\n" << "#define MAXIMUM_ANIMATION_COUNT " << MAXIMUM_ANIMATION_COUNT << "\n" << SHADER_SPARKLE_EFFECT_VERT; Shader handle = Shader::New(vertexShaderStringStream.str(), SHADER_SPARKLE_EFFECT_FRAG); // set the particle colors std::ostringstream oss; for(unsigned int i = 0; i < NUM_COLOR; i++) { oss.str(""); oss << PARTICLE_COLOR_UNIFORM_NAME << i << "]"; handle.RegisterProperty(oss.str(), PARTICLE_COLORS[i].RGB); } handle.RegisterProperty("uRadius", 250.f); handle.RegisterProperty("uScale", ACTOR_SCALE); // set the initial uniform values for(unsigned int i = 0; i < NUM_PARTICLE; i++) { oss.str(""); oss << OPACITY_UNIFORM_NAME << i << "]"; handle.RegisterProperty(oss.str(), 1.f); } handle.RegisterProperty(PERCENTAGE_UNIFORM_NAME, 0.f); handle.RegisterProperty(ACCELARATION_UNIFORM_NAME, 0.f); handle.RegisterProperty(BREAK_UNIFORM_NAME, 0.f); handle.RegisterProperty(TAP_INDICES_UNIFORM_NAME, Vector2::ZERO); for(int i = 0; i < MAXIMUM_ANIMATION_COUNT; i++) { oss.str(""); oss << TAP_OFFSET_UNIFORM_NAME << i << "]"; handle.RegisterProperty(oss.str(), 0.f); oss.str(""); oss << TAP_POINT_UNIFORM_NAME << i << "]"; handle.RegisterProperty(oss.str(), Vector2(250.0f, 250.0f)); } return handle; } }; // namespace SparkleEffect #endif // DALI_SPARKLE_EFFECT_H