/* * Copyright (c) 2014 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 "shared/view.h" #include #include using namespace Dali; using namespace Dali::Toolkit; class NewWindowController; namespace { const char * const BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-2.jpg" ); const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" ); const char * const LOSE_CONTEXT_IMAGE( DALI_IMAGE_DIR "icon-cluster-wobble.png" ); const char * const BASE_IMAGE( DALI_IMAGE_DIR "gallery-large-14.jpg" ); const char * const EFFECT_IMAGE( DALI_IMAGE_DIR "gallery-large-18.jpg" ); const char * const LOGO_IMAGE(DALI_IMAGE_DIR "dali-logo.png"); const float EXPLOSION_DURATION(1.2f); const unsigned int EMIT_INTERVAL_IN_MS(40); const float TRACK_DURATION_IN_MS(970); Application gApplication; NewWindowController* gNewWindowController(NULL); #define MAKE_SHADER(A)#A const char* VERTEX_COLOR_MESH = MAKE_SHADER( attribute mediump vec3 aPosition;\n attribute lowp vec3 aColor;\n uniform mediump mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n varying lowp vec3 vColor;\n \n void main()\n {\n gl_Position = uMvpMatrix * vec4( aPosition*uSize, 1.0 );\n vColor = aColor;\n }\n ); const char* FRAGMENT_COLOR_MESH = MAKE_SHADER( uniform lowp vec4 uColor;\n varying lowp vec3 vColor;\n \n void main()\n {\n gl_FragColor = vec4(vColor,1.0)*uColor; }\n ); const char* VERTEX_TEXTURE_MESH = MAKE_SHADER( attribute mediump vec3 aPosition;\n attribute highp vec2 aTexCoord;\n uniform mediump mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n varying mediump vec2 vTexCoord;\n \n void main()\n {\n gl_Position = uMvpMatrix * vec4( aPosition*uSize, 1.0 );\n vTexCoord = aTexCoord;\n }\n ); const char* FRAGMENT_TEXTURE_MESH = MAKE_SHADER( varying mediump vec2 vTexCoord;\n uniform lowp vec4 uColor;\n uniform sampler2D sTexture;\n \n void main()\n {\n gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor; }\n ); const char* FRAGMENT_BLEND_SHADER = MAKE_SHADER( uniform mediump float alpha;\n \n void main()\n {\n mediump vec4 fragColor = texture2D(sTexture, vTexCoord);\n mediump vec4 fxColor = texture2D(sEffect, vTexCoord);\n gl_FragColor = mix(fragColor,fxColor, alpha);\n }\n ); }; // anonymous namespace class NewWindowController : public ConnectionTracker { public: NewWindowController( Application& app ); void Create( Application& app ); void Destroy( Application& app ); void AddBubbles(const Vector2& stageSize); void AddMeshActor(); void AddBlendingImageActor(); void AddTextLabel(); ImageActor CreateBlurredMirrorImage(const char* imageName); FrameBufferImage CreateFrameBufferForImage(const char* imageName, Image image, ShaderEffect shaderEffect); void SetUpBubbleEmission( const Vector2& emitPosition, const Vector2& direction ); Geometry CreateMeshGeometry(); ShaderEffect CreateColorModifierer( const Vector3& rgbDelta ); static void NewWindow(void); bool OnTrackTimerTick(); void OnKeyEvent(const KeyEvent& event); bool OnLoseContextButtonClicked( Toolkit::Button button ); void OnContextLost(); void OnContextRegained(); private: Application mApplication; TextLabel mTextActor; Toolkit::Control mView; ///< The View instance. Toolkit::ToolBar mToolBar; ///< The View's Toolbar. TextLabel mTitleActor; ///< The Toolbar's Title. Layer mContentLayer; ///< Content layer (scrolling cluster content) Toolkit::PushButton mLoseContextButton; Toolkit::BubbleEmitter mEmitter; Timer mEmitTrackTimer; bool mNeedNewAnimation; unsigned int mAnimateComponentCount; Animation mEmitAnimation; }; NewWindowController::NewWindowController( Application& application ) : mApplication(application), mNeedNewAnimation(true) { mApplication.InitSignal().Connect(this, &NewWindowController::Create); mApplication.TerminateSignal().Connect(this, &NewWindowController::Destroy); } void NewWindowController::Create( Application& app ) { DemoHelper::RequestThemeChange(); Stage stage = Stage::GetCurrent(); stage.SetBackgroundColor(Color::YELLOW); stage.KeyEventSignal().Connect(this, &NewWindowController::OnKeyEvent); // The Init signal is received once (only) during the Application lifetime // Hide the indicator bar mApplication.GetWindow().ShowIndicator( Dali::Window::INVISIBLE ); mContentLayer = DemoHelper::CreateView( app, mView, mToolBar, "", TOOLBAR_IMAGE, "Context recovery" ); Size stageSize = stage.GetSize(); Image backgroundImage = ResourceImage::New( BACKGROUND_IMAGE, Dali::ImageDimensions( stageSize.x, stageSize.y ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR ); ImageActor backgroundActor = ImageActor::New( backgroundImage ); backgroundActor.SetParentOrigin( ParentOrigin::CENTER ); backgroundActor.SetZ(-2.f); mContentLayer.Add(backgroundActor); // Point the default render task at the view RenderTaskList taskList = stage.GetRenderTaskList(); RenderTask defaultTask = taskList.GetTask( 0u ); if ( defaultTask ) { defaultTask.SetSourceActor( mView ); } mLoseContextButton = Toolkit::PushButton::New(); mLoseContextButton.SetBackgroundImage( ResourceImage::New( LOSE_CONTEXT_IMAGE ) ); mLoseContextButton.ClickedSignal().Connect( this, &NewWindowController::OnLoseContextButtonClicked ); mToolBar.AddControl( mLoseContextButton, DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight, DemoHelper::DEFAULT_MODE_SWITCH_PADDING ); Actor logoLayoutActor = Actor::New(); logoLayoutActor.SetParentOrigin(ParentOrigin::CENTER); logoLayoutActor.SetPosition(0.0f, -200.0f, 0.0f); logoLayoutActor.SetScale(0.5f); mContentLayer.Add(logoLayoutActor); Image image = ResourceImage::New(LOGO_IMAGE); ImageActor imageActor = ImageActor::New(image); imageActor.SetName("dali-logo"); imageActor.SetParentOrigin(ParentOrigin::CENTER); imageActor.SetAnchorPoint(AnchorPoint::BOTTOM_CENTER); logoLayoutActor.Add(imageActor); ImageActor mirrorImageActor = CreateBlurredMirrorImage(LOGO_IMAGE); mirrorImageActor.SetParentOrigin(ParentOrigin::CENTER); mirrorImageActor.SetAnchorPoint(AnchorPoint::TOP_CENTER); logoLayoutActor.Add(mirrorImageActor); AddBubbles(stage.GetSize()); AddMeshActor(); AddBlendingImageActor(); AddTextLabel(); stage.ContextLostSignal().Connect(this, &NewWindowController::OnContextLost); stage.ContextRegainedSignal().Connect(this, &NewWindowController::OnContextRegained); } void NewWindowController::Destroy( Application& app ) { UnparentAndReset(mTextActor); } void NewWindowController::AddBubbles(const Vector2& stageSize) { mEmitter = Toolkit::BubbleEmitter::New( stageSize, ResourceImage::New( DALI_IMAGE_DIR "bubble-ball.png" ), 200, Vector2( 5.0f, 5.0f ) ); Image background = ResourceImage::New(BACKGROUND_IMAGE); mEmitter.SetBackground( background, Vector3(0.5f, 0.f,0.5f) ); mEmitter.SetBubbleDensity( 9.f ); Actor bubbleRoot = mEmitter.GetRootActor(); mContentLayer.Add( bubbleRoot ); bubbleRoot.SetParentOrigin(ParentOrigin::CENTER); bubbleRoot.SetZ(0.1f); mEmitTrackTimer = Timer::New( EMIT_INTERVAL_IN_MS ); mEmitTrackTimer.TickSignal().Connect(this, &NewWindowController::OnTrackTimerTick); mEmitTrackTimer.Start(); } void NewWindowController::AddMeshActor() { Geometry meshGeometry = CreateMeshGeometry(); // Create a coloured mesh Shader shaderColorMesh = Shader::New( VERTEX_COLOR_MESH, FRAGMENT_COLOR_MESH ); Material colorMeshmaterial = Material::New( shaderColorMesh ); Renderer colorMeshRenderer = Renderer::New( meshGeometry, colorMeshmaterial ); Actor colorMeshActor = Actor::New(); colorMeshActor.AddRenderer( colorMeshRenderer ); colorMeshActor.SetSize( 175.f,175.f ); colorMeshActor.SetParentOrigin( ParentOrigin::CENTER ); colorMeshActor.SetAnchorPoint(AnchorPoint::TOP_CENTER); colorMeshActor.SetPosition(Vector3(0.0f, 50.0f, 0.0f)); colorMeshActor.SetOrientation( Degree(75.f), Vector3::XAXIS ); colorMeshActor.SetName("ColorMeshActor"); mContentLayer.Add( colorMeshActor ); // Create a textured mesh Image effectImage = ResourceImage::New(EFFECT_IMAGE); Sampler sampler = Sampler::New(effectImage, "sTexture"); Shader shaderTextureMesh = Shader::New( VERTEX_TEXTURE_MESH, FRAGMENT_TEXTURE_MESH ); Material textureMeshMaterial = Material::New( shaderTextureMesh ); textureMeshMaterial.AddSampler( sampler ); Renderer textureMeshRenderer = Renderer::New( meshGeometry, textureMeshMaterial ); Actor textureMeshActor = Actor::New(); textureMeshActor.AddRenderer( textureMeshRenderer ); textureMeshActor.SetSize( 175.f,175.f ); textureMeshActor.SetParentOrigin( ParentOrigin::CENTER ); textureMeshActor.SetAnchorPoint(AnchorPoint::TOP_CENTER); textureMeshActor.SetPosition(Vector3(0.0f, 200.0f, 0.0f)); textureMeshActor.SetOrientation( Degree(75.f), Vector3::XAXIS ); textureMeshActor.SetName("TextureMeshActor"); mContentLayer.Add( textureMeshActor ); } void NewWindowController::AddBlendingImageActor() { ShaderEffect colorModifier = CreateColorModifierer(Vector3( 0.5f, 0.5f, 0.5f )); Image effectImage = ResourceImage::New(EFFECT_IMAGE); FrameBufferImage fb2 = CreateFrameBufferForImage( EFFECT_IMAGE, effectImage, colorModifier ); ImageActor tmpActor = ImageActor::New(fb2); mContentLayer.Add(tmpActor); tmpActor.SetParentOrigin(ParentOrigin::CENTER_RIGHT); tmpActor.SetAnchorPoint(AnchorPoint::TOP_RIGHT); tmpActor.SetPosition(Vector3(0.0f, 150.0f, 0.0f)); tmpActor.SetScale(0.25f); // create blending shader effect ShaderEffect blendShader = ShaderEffect::New( "", FRAGMENT_BLEND_SHADER ); blendShader.SetEffectImage( fb2 ); blendShader.SetUniform("alpha", 0.5f); Image baseImage = ResourceImage::New(BASE_IMAGE); ImageActor blendActor = ImageActor::New( baseImage ); blendActor.SetParentOrigin(ParentOrigin::CENTER_RIGHT); blendActor.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT); blendActor.SetPosition(Vector3(0.0f, 100.0f, 0.0f)); blendActor.SetSize(140, 140); blendActor.SetShaderEffect( blendShader ); mContentLayer.Add(blendActor); } void NewWindowController::AddTextLabel() { mTextActor = TextLabel::New("Some text"); mTextActor.SetParentOrigin(ParentOrigin::CENTER); mTextActor.SetColor(Color::RED); mTextActor.SetName("PushMe text"); mContentLayer.Add( mTextActor ); } ImageActor NewWindowController::CreateBlurredMirrorImage(const char* imageName) { Image image = ResourceImage::New(imageName); Uint16Pair intFboSize = ResourceImage::GetImageSize(imageName); Vector2 FBOSize = Vector2( intFboSize.GetWidth(), intFboSize.GetHeight() ); FrameBufferImage fbo = FrameBufferImage::New( FBOSize.width, FBOSize.height, Pixel::RGBA8888); GaussianBlurView gbv = GaussianBlurView::New(5, 2.0f, Pixel::RGBA8888, 0.5f, 0.5f, true); gbv.SetBackgroundColor(Color::TRANSPARENT); gbv.SetUserImageAndOutputRenderTarget( image, fbo ); gbv.SetSize(FBOSize); Stage::GetCurrent().Add(gbv); gbv.ActivateOnce(); ImageActor blurredActor = ImageActor::New(fbo); blurredActor.SetSize(FBOSize); blurredActor.SetScale(1.0f, -1.0f, 1.0f); return blurredActor; } FrameBufferImage NewWindowController::CreateFrameBufferForImage(const char* imageName, Image image, ShaderEffect shaderEffect) { Stage stage = Stage::GetCurrent(); Uint16Pair intFboSize = ResourceImage::GetImageSize(imageName); Vector2 FBOSize = Vector2(intFboSize.GetWidth(), intFboSize.GetHeight()); FrameBufferImage framebuffer = FrameBufferImage::New(FBOSize.x, FBOSize.y ); RenderTask renderTask = stage.GetRenderTaskList().CreateTask(); ImageActor imageActor = ImageActor::New(image); imageActor.SetName("Source image actor"); if(shaderEffect) { imageActor.SetShaderEffect(shaderEffect); } imageActor.SetParentOrigin(ParentOrigin::CENTER); imageActor.SetAnchorPoint(AnchorPoint::CENTER); imageActor.SetScale(1.0f, -1.0f, 1.0f); stage.Add(imageActor); // Not in default image view CameraActor cameraActor = CameraActor::New(FBOSize); cameraActor.SetParentOrigin(ParentOrigin::CENTER); cameraActor.SetFieldOfView(Math::PI*0.25f); cameraActor.SetNearClippingPlane(1.0f); cameraActor.SetAspectRatio(FBOSize.width / FBOSize.height); cameraActor.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor cameraActor.SetPosition(0.0f, 0.0f, ((FBOSize.height * 0.5f) / tanf(Math::PI * 0.125f))); stage.Add(cameraActor); renderTask.SetSourceActor(imageActor); renderTask.SetInputEnabled(false); renderTask.SetTargetFrameBuffer(framebuffer); renderTask.SetCameraActor( cameraActor ); renderTask.SetClearColor( Color::TRANSPARENT ); renderTask.SetClearEnabled( true ); renderTask.SetRefreshRate(RenderTask::REFRESH_ONCE); return framebuffer; } void NewWindowController::SetUpBubbleEmission( const Vector2& emitPosition, const Vector2& direction) { if( mNeedNewAnimation ) { float duration = Random::Range(1.f, 1.5f); mEmitAnimation = Animation::New( duration ); mNeedNewAnimation = false; mAnimateComponentCount = 0; } mEmitter.EmitBubble( mEmitAnimation, emitPosition, direction, Vector2(10,10) ); mAnimateComponentCount++; if( mAnimateComponentCount % 6 ==0 ) { mEmitAnimation.Play(); mNeedNewAnimation = true; } } Geometry NewWindowController::CreateMeshGeometry() { // Create vertices and specify their color struct Vertex { Vector3 position; Vector2 textureCoordinates; Vector3 color; }; Vertex vertexData[5] = { { Vector3( 0.0f, 0.0f, 0.5f ), Vector2(0.5f, 0.5f), Vector3(1.0f, 1.0f, 1.0f) }, { Vector3( -0.5f, -0.5f, 0.0f ), Vector2(0.0f, 0.0f), Vector3(1.0f, 0.0f, 0.0f) }, { Vector3( 0.5f, -0.5f, 0.0f ), Vector2(1.0f, 0.0f), Vector3(1.0f, 1.0f, 0.0f) }, { Vector3( -0.5f, 0.5f, 0.0f ), Vector2(0.0f, 1.0f), Vector3(0.0f, 1.0f, 0.0f) }, { Vector3( 0.5f, 0.5f, 0.0f ), Vector2(1.0f, 1.0f), Vector3(0.0f, 0.0f, 1.0f) } }; Property::Map vertexFormat; vertexFormat["aPosition"] = Property::VECTOR3; vertexFormat["aTexCoord"] = Property::VECTOR2; vertexFormat["aColor"] = Property::VECTOR3; PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 5 ); vertices.SetData( vertexData ); // Specify all the faces unsigned int indexData[12] = { 0,1,3,0,2,4,0,3,4,0,2,1 }; Property::Map indexFormat; indexFormat["indices"] = Property::UNSIGNED_INTEGER; PropertyBuffer indices = PropertyBuffer::New( indexFormat, 12 ); indices.SetData( indexData ); // Create the geometry object Geometry geometry = Geometry::New(); geometry.AddVertexBuffer( vertices ); geometry.SetIndexBuffer( indices ); return geometry; } ShaderEffect NewWindowController::CreateColorModifierer( const Vector3& rgbDelta ) { std::string fragmentShader = MAKE_SHADER( precision highp float;\n uniform vec3 uRGBDelta;\n uniform float uIgnoreAlpha;\n float rand(vec2 co) \n {\n return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n} \n void main() {\n vec4 color = texture2D(sTexture, vTexCoord); \n // modify the hsv Value color.rgb += uRGBDelta * rand(vTexCoord); \n // if the new vale exceeds one, then decrease it color.rgb -= max(color.rgb*2.0 - vec3(2.0), 0.0);\n // if the new vale drops below zero, then increase it color.rgb -= min(color.rgb*2.0, 0.0);\n gl_FragColor = color; \n }\n ); ShaderEffect shaderEffect = ShaderEffect::New("", fragmentShader); shaderEffect.SetUniform( "uRGBDelta", rgbDelta ); return shaderEffect; } void NewWindowController::NewWindow(void) { PositionSize posSize(0, 0, 720, 1280); gApplication.ReplaceWindow(posSize, "NewWindow"); // Generates a new window } bool NewWindowController::OnLoseContextButtonClicked( Toolkit::Button button ) { // Add as an idle callback to avoid ProcessEvents being recursively called. mApplication.AddIdle( MakeCallback( NewWindowController::NewWindow ) ); return true; } bool NewWindowController::OnTrackTimerTick() { static int time=0; const float radius(250.0f); time += EMIT_INTERVAL_IN_MS; float modTime = time / TRACK_DURATION_IN_MS; float angle = 2.0f*Math::PI*modTime; Vector2 position(radius*cosf(angle), radius*-sinf(angle)); Vector2 aimPos(radius*2*sinf(angle), radius*2*-cosf(angle)); Vector2 direction = aimPos-position; Vector2 stageSize = Stage::GetCurrent().GetSize(); SetUpBubbleEmission( stageSize*0.5f+position, direction ); SetUpBubbleEmission( stageSize*0.5f+position*0.75f, direction ); SetUpBubbleEmission( stageSize*0.5f+position*0.7f, direction ); return true; } void NewWindowController::OnKeyEvent(const KeyEvent& event) { if(event.state == KeyEvent::Down) { if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) ) { mApplication.Quit(); } } } void NewWindowController::OnContextLost() { printf("Stage reporting context loss\n"); } void NewWindowController::OnContextRegained() { printf("Stage reporting context regain\n"); } void RunTest(Application& app) { gNewWindowController = new NewWindowController(app); app.MainLoop(Configuration::APPLICATION_DOES_NOT_HANDLE_CONTEXT_LOSS); } // Entry point for Linux & Tizen applications // int main(int argc, char **argv) { gApplication = Application::New(&argc, &argv); RunTest(gApplication); return 0; }