2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "bubble-emitter-impl.h"
22 #include <dali/public-api/animation/animation.h>
23 #include <dali/public-api/render-tasks/render-task-list.h>
24 #include <dali/public-api/images/resource-image.h>
27 #include <dali-toolkit/internal/controls/bubble-effect/bubble-actor.h>
28 #include <dali-toolkit/internal/controls/bubble-effect/color-adjuster.h>
29 #include <dali-toolkit/internal/controls/bubble-effect/bubble-effect.h>
36 Dali::Vector2 position;
37 Dali::Vector2 textureCoord;
42 Vertex( float index, const Dali::Vector2& position, const Dali::Vector2& textureCoord )
43 : index( index ), position( position ), textureCoord( textureCoord )
48 * Return a random value between the given interval.
49 * @param[in] f0 The low bound
50 * @param[in] f1 The up bound
51 * @return A random value between the given interval
53 float RandomRange(float f0, float f1)
55 unsigned int seed = time( NULL );
56 return f0 + (rand_r( &seed ) & 0xfff) * (f1-f0) * (1.0f/4095.0f);
69 BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
71 unsigned int maximumNumberOfBubble,
72 const Vector2& bubbleSizeRange )
73 : Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
74 mShapeImage( shapeImage ),
75 mMovementArea( movementArea ),
76 mBubbleSizeRange( bubbleSizeRange ),
78 mTotalNumOfBubble( maximumNumberOfBubble ),
80 mRenderTaskRunning(false)
82 // Calculate how many shaders are required
83 if( mTotalNumOfBubble>100 )
85 mNumBubblePerActor = 100;
86 mNumActor = mTotalNumOfBubble / 100;
87 if( mNumActor*mNumBubblePerActor < mTotalNumOfBubble )
90 mNumBubblePerActor = mTotalNumOfBubble / mNumActor+1;
91 mTotalNumOfBubble = mNumActor * mNumBubblePerActor;
96 mNumBubblePerActor = mTotalNumOfBubble;
101 BubbleEmitter::~BubbleEmitter()
105 Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
107 unsigned int maximumNumberOfBubble,
108 const Vector2& bubbleSizeRange )
110 // Create the implementation
111 IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage,
112 maximumNumberOfBubble,bubbleSizeRange ) );
114 // Pass ownership to Toolkit::BubbleEmitter handle
115 Toolkit::BubbleEmitter bubbleEmitter( *internalBubbleEmitter );
117 //Second phase of implementeation : Initialization
118 internalBubbleEmitter->OnInitialize();
120 return bubbleEmitter;
123 void BubbleEmitter::OnInitialize()
125 // Create the root actor, all the meshActor should be its children
126 mBubbleRoot = Actor::New();
127 mBubbleRoot.SetSize(mMovementArea);
129 // Prepare the frame buffer to store the color adjusted background image
130 mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::UNUSED );
132 // Generate the geometry, which is used by all bubbleActors
133 mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity );
135 Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor );
137 mMaterial = Material::New( bubbleShader );
138 mMaterial.AddTexture( mEffectImage, "sBackground" );
139 mMaterial.AddTexture( mShapeImage, "sBubbleShape" );
141 mBubbleActors.resize( mNumActor );
143 // Create the meshActor group and bubbleEffect group to emit bubbles following the given track, such as finger touch track.
144 for(unsigned int i=0; i < mNumActor; i++ )
146 mBubbleActors[i] = new BubbleActor( mNumBubblePerActor, mMovementArea );
147 (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mMaterial );
148 mBubbleRoot.Add( (mBubbleActors[i])->GetMeshActor() );
151 // Create a cameraActor for the off screen render task.
152 mCameraActor = CameraActor::New(mMovementArea);
153 mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
155 Stage stage = Stage::GetCurrent();
157 stage.Add(mCameraActor);
158 stage.ContextRegainedSignal().Connect(this, &BubbleEmitter::OnContextRegained);
161 Actor BubbleEmitter::GetRootActor()
166 void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
168 mBackgroundImage = bgImage;
169 mHSVDelta = hsvDelta;
171 ImageActor sourceActor = ImageActor::New( bgImage );
172 sourceActor.SetSize( mMovementArea );
173 sourceActor.SetParentOrigin(ParentOrigin::CENTER);
174 Stage::GetCurrent().Add( sourceActor );
176 ShaderEffect colorAdjuster = CreateColorAdjuster( hsvDelta, true /*ignore alpha to make bubble color always*/ );
177 sourceActor.SetShaderEffect( colorAdjuster );
179 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
180 RenderTask task = taskList.CreateTask();
181 task.SetRefreshRate( RenderTask::REFRESH_ONCE );
182 task.SetSourceActor( sourceActor );
183 task.SetExclusive(true);
184 task.SetCameraActor(mCameraActor);
185 task.GetCameraActor().SetInvertYAxis(true);
186 task.SetTargetFrameBuffer( mEffectImage );
187 task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
188 mRenderTaskRunning = true;
191 void BubbleEmitter::SetShapeImage( Image shapeImage )
193 mMaterial.SetTextureImage( 1, shapeImage );
196 void BubbleEmitter::SetBubbleScale( float scale )
198 for(unsigned int i=0; i < mNumActor; i++ )
200 (mBubbleActors[i])->SetDynamicScale( scale );
204 void BubbleEmitter::SetBubbleDensity( unsigned int density )
206 DALI_ASSERT_ALWAYS( density>0 && density<=9 && " Only densities between 1 to 9 are valid " );
208 if( density == mDensity )
215 mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity );
216 for(unsigned int i=0; i < mNumActor; i++ )
218 (mBubbleActors[i])->SetGeometry( mMeshGeometry );
223 void BubbleEmitter::SetBlendMode( bool enable )
228 mMaterial.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
229 BlendingFactor::ZERO, BlendingFactor::ONE);
233 // using default blend func
234 mMaterial.SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
235 BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
239 // clear the resources created for the off screen rendering
240 void BubbleEmitter::OnRenderFinished(RenderTask& source)
242 mRenderTaskRunning = false;
243 Actor sourceActor = source.GetSourceActor();
246 ImageActor renderable = ImageActor::DownCast( sourceActor );
249 renderable.RemoveShaderEffect();
253 Stage stage = Stage::GetCurrent();
254 stage.Remove(sourceActor);
255 stage.GetRenderTaskList().RemoveTask(source);
258 void BubbleEmitter::OnContextRegained()
260 // Context was lost, so the framebuffer has been destroyed. Re-create render task
261 // and trigger re-draw if not already running
262 if( ! mRenderTaskRunning )
264 SetBackground( mBackgroundImage, mHSVDelta );
268 void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
270 unsigned int curUniform = mCurrentBubble % mNumBubblePerActor;
271 unsigned int groupIdx = mCurrentBubble / mNumBubblePerActor;
272 SetBubbleParameter( mBubbleActors[groupIdx], curUniform, emitPosition, direction, displacement);
273 animation.AnimateTo( (mBubbleActors[groupIdx])->GetPercentageProperty(curUniform),
274 1.f, AlphaFunction::LINEAR );
276 mCurrentBubble = (mCurrentBubble + 1) % mTotalNumOfBubble;
279 void BubbleEmitter::Restore()
281 for(unsigned int i=0; i < mNumActor; i++ )
283 (mBubbleActors[i])->ResetProperties();
287 Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch )
289 unsigned int numVertex = numOfPatch*4u;
290 std::vector<Vertex> vertexData;
291 vertexData.reserve( numVertex );
293 unsigned int numIndex = numOfPatch*6u;
294 Vector<unsigned int> indexData;
295 indexData.Reserve( numIndex );
297 for(unsigned int i = 0; i < numOfPatch; i++)
299 float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y);
301 float index = static_cast<float>( i );
302 vertexData.push_back( Vertex( index, Vector2(0.f,0.f), Vector2(0.f,0.f) ) );
303 vertexData.push_back( Vertex( index, Vector2(0.f,curSize), Vector2(0.f,1.f) ) );
304 vertexData.push_back( Vertex( index, Vector2(curSize,curSize), Vector2(1.f,1.f) ) );
305 vertexData.push_back( Vertex( index, Vector2(curSize,0.f), Vector2(1.f,0.f) ) );
307 unsigned int idx = index * 4;
308 indexData.PushBack( idx );
309 indexData.PushBack( idx+1 );
310 indexData.PushBack( idx+2 );
311 indexData.PushBack( idx );
312 indexData.PushBack( idx+2 );
313 indexData.PushBack( idx+3 );
316 Property::Map vertexFormat;
317 vertexFormat["aIndex"] = Property::FLOAT;
318 vertexFormat["aPosition"] = Property::VECTOR2;
319 vertexFormat["aTexCoord"] = Property::VECTOR2;
320 PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, numVertex );
321 vertices.SetData( &vertexData[0] );
323 Property::Map indexFormat;
324 indexFormat["indices"] = Property::INTEGER;
325 PropertyBuffer indices = PropertyBuffer::New( indexFormat, numIndex );
326 indices.SetData( &indexData[0] );
328 Geometry geometry = Geometry::New();
329 geometry.AddVertexBuffer( vertices );
330 geometry.SetIndexBuffer( indices );
335 void BubbleEmitter::SetBubbleParameter( BubbleActorPtr bubbleActor, unsigned int curUniform,
336 const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
338 Vector2 dir(direction);
340 int halfRange = displacement.x / 2;
341 // for the y coordinate, always negative, so bubbles always go upwards
342 unsigned int seed = time( NULL );
343 Vector2 randomVec( rand_r( &seed ) % static_cast<int>(displacement.x) - halfRange, -rand_r( &seed ) % static_cast<int>(displacement.y) );
345 randomVec.x -= dir.x*halfRange;
346 randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;
348 if(randomVec.y > 0.0f)
350 randomVec.y *= 0.33f;
352 Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
353 bubbleActor->SetStartAndEndPosition( curUniform, startAndEndPos );
355 bubbleActor->SetPercentage( curUniform, 0.f);
358 } // namespace Internal
360 } // namespace Toolkit