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>
30 #include <dali-toolkit/public-api/controls/image-view/image-view.h>
38 : index( 0.0f ), position(), textureCoord()
42 Vertex( float index, const Dali::Vector2& position, const Dali::Vector2& textureCoord )
43 : index( index ), position( position ), textureCoord( textureCoord )
48 Dali::Vector2 position;
49 Dali::Vector2 textureCoord;
53 * Return a random value between the given interval.
54 * @param[in] f0 The low bound
55 * @param[in] f1 The up bound
56 * @param[in] seed The seed to genergate random number
57 * @return A random value between the given interval
59 float RandomRange(float f0, float f1, unsigned int& seed)
61 return f0 + (rand_r( &seed ) & 0xfff) * (f1-f0) * (1.0f/4095.0f);
74 BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
76 unsigned int maximumNumberOfBubble,
77 const Vector2& bubbleSizeRange )
78 : Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
79 mShapeImage( shapeImage ),
80 mMovementArea( movementArea ),
81 mBubbleSizeRange( bubbleSizeRange ),
83 mTotalNumOfBubble( maximumNumberOfBubble ),
86 mRenderTaskRunning(false)
88 // Calculate how many shaders are required
89 if( mTotalNumOfBubble>100 )
91 mNumBubblePerActor = 100;
92 mNumActor = mTotalNumOfBubble / 100;
93 if( mNumActor*mNumBubblePerActor < mTotalNumOfBubble )
96 mNumBubblePerActor = mTotalNumOfBubble / mNumActor+1;
97 mTotalNumOfBubble = mNumActor * mNumBubblePerActor;
102 mNumBubblePerActor = mTotalNumOfBubble;
106 mRandomSeed = time( NULL );
109 BubbleEmitter::~BubbleEmitter()
113 Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
115 unsigned int maximumNumberOfBubble,
116 const Vector2& bubbleSizeRange )
118 // Create the implementation
119 IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage,
120 maximumNumberOfBubble,bubbleSizeRange ) );
122 // Pass ownership to Toolkit::BubbleEmitter handle
123 Toolkit::BubbleEmitter bubbleEmitter( *internalBubbleEmitter );
125 //Second phase of implementeation : Initialization
126 internalBubbleEmitter->OnInitialize();
128 return bubbleEmitter;
131 void BubbleEmitter::OnInitialize()
133 // Create the root actor, all the meshActor should be its children
134 mBubbleRoot = Actor::New();
135 mBubbleRoot.SetSize(mMovementArea);
137 // Prepare the frame buffer to store the color adjusted background image
138 mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::UNUSED );
140 // Generate the geometry, which is used by all bubbleActors
141 mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity );
143 Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor );
145 mTextureSet = TextureSet::New();
146 mTextureSet.SetImage( 0u, mEffectImage );
147 mTextureSet.SetImage( 1u, mShapeImage );
149 mBubbleActors.resize( mNumActor );
151 // Create the meshActor group and bubbleEffect group to emit bubbles following the given track, such as finger touch track.
152 for(unsigned int i=0; i < mNumActor; i++ )
154 mBubbleActors[i] = new BubbleActor( mNumBubblePerActor, mMovementArea );
155 (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mTextureSet, bubbleShader );
156 mBubbleRoot.Add( (mBubbleActors[i])->GetMeshActor() );
159 // Create a cameraActor for the off screen render task.
160 mCameraActor = CameraActor::New(mMovementArea);
161 mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
163 Stage stage = Stage::GetCurrent();
165 stage.Add(mCameraActor);
166 stage.ContextRegainedSignal().Connect(this, &BubbleEmitter::OnContextRegained);
169 Actor BubbleEmitter::GetRootActor()
174 void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
176 mBackgroundImage = bgImage;
177 mHSVDelta = hsvDelta;
179 Toolkit::ImageView sourceActor = Toolkit::ImageView::New( bgImage );
180 sourceActor.SetSize( mMovementArea );
181 sourceActor.SetParentOrigin(ParentOrigin::CENTER);
183 Property::Map colorAdjuster = CreateColorAdjuster();
184 sourceActor.SetProperty( Toolkit::ImageView::Property::IMAGE, colorAdjuster);
185 SetColorAdjusterProperties( sourceActor, hsvDelta, true /*ignore alpha to make bubble color always*/ );
187 Stage::GetCurrent().Add( sourceActor );
189 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
190 RenderTask task = taskList.CreateTask();
191 task.SetRefreshRate( RenderTask::REFRESH_ONCE );
192 task.SetSourceActor( sourceActor );
193 task.SetExclusive(true);
194 task.SetCameraActor(mCameraActor);
195 task.GetCameraActor().SetInvertYAxis(true);
196 task.SetTargetFrameBuffer( mEffectImage );
197 task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
198 mRenderTaskRunning = true;
201 void BubbleEmitter::SetShapeImage( Image shapeImage )
203 mTextureSet.SetImage( 1, shapeImage );
206 void BubbleEmitter::SetBubbleScale( float scale )
208 for(unsigned int i=0; i < mNumActor; i++ )
210 (mBubbleActors[i])->SetDynamicScale( scale );
214 void BubbleEmitter::SetBubbleDensity( unsigned int density )
216 DALI_ASSERT_ALWAYS( density>0 && density<=9 && " Only densities between 1 to 9 are valid " );
218 if( density == mDensity )
225 mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity );
226 for(unsigned int i=0; i < mNumActor; i++ )
228 (mBubbleActors[i])->SetGeometry( mMeshGeometry );
233 // clear the resources created for the off screen rendering
234 void BubbleEmitter::OnRenderFinished(RenderTask& source)
236 mRenderTaskRunning = false;
237 Actor sourceActor = source.GetSourceActor();
238 Stage stage = Stage::GetCurrent();
239 stage.Remove(sourceActor);
240 stage.GetRenderTaskList().RemoveTask(source);
243 void BubbleEmitter::OnContextRegained()
245 // Context was lost, so the framebuffer has been destroyed. Re-create render task
246 // and trigger re-draw if not already running
247 if( ! mRenderTaskRunning )
249 SetBackground( mBackgroundImage, mHSVDelta );
253 void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
255 unsigned int curUniform = mCurrentBubble % mNumBubblePerActor;
256 unsigned int groupIdx = mCurrentBubble / mNumBubblePerActor;
257 SetBubbleParameter( mBubbleActors[groupIdx], curUniform, emitPosition, direction, displacement);
258 animation.AnimateTo( (mBubbleActors[groupIdx])->GetPercentageProperty(curUniform),
259 1.f, AlphaFunction::LINEAR );
261 mCurrentBubble = (mCurrentBubble + 1) % mTotalNumOfBubble;
264 void BubbleEmitter::Restore()
266 for(unsigned int i=0; i < mNumActor; i++ )
268 (mBubbleActors[i])->ResetProperties();
272 Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch )
274 unsigned int numVertex = numOfPatch*4u;
275 std::vector<Vertex> vertexData;
276 vertexData.reserve( numVertex );
278 unsigned int numIndex = numOfPatch*6u;
279 Vector<unsigned short> indexData;
280 indexData.Reserve( numIndex );
282 for(unsigned int i = 0; i < numOfPatch; i++)
284 float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y, mRandomSeed);
286 float index = static_cast<float>( i );
287 vertexData.push_back( Vertex( index, Vector2(0.f,0.f), Vector2(0.f,0.f) ) );
288 vertexData.push_back( Vertex( index, Vector2(0.f,curSize), Vector2(0.f,1.f) ) );
289 vertexData.push_back( Vertex( index, Vector2(curSize,curSize), Vector2(1.f,1.f) ) );
290 vertexData.push_back( Vertex( index, Vector2(curSize,0.f), Vector2(1.f,0.f) ) );
292 unsigned short idx = index * 4;
293 indexData.PushBack( idx );
294 indexData.PushBack( idx+1 );
295 indexData.PushBack( idx+2 );
296 indexData.PushBack( idx );
297 indexData.PushBack( idx+2 );
298 indexData.PushBack( idx+3 );
301 Property::Map vertexFormat;
302 vertexFormat["aIndex"] = Property::FLOAT;
303 vertexFormat["aPosition"] = Property::VECTOR2;
304 vertexFormat["aTexCoord"] = Property::VECTOR2;
305 PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
306 vertices.SetData( &vertexData[0], numVertex );
308 Geometry geometry = Geometry::New();
309 geometry.AddVertexBuffer( vertices );
310 geometry.SetIndexBuffer( &indexData[0], numIndex );
315 void BubbleEmitter::SetBubbleParameter( BubbleActorPtr bubbleActor, unsigned int curUniform,
316 const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
318 Vector2 dir(direction);
320 int halfRange = displacement.x / 2;
321 // for the y coordinate, always negative, so bubbles always go upwards
322 Vector2 randomVec( rand_r( &mRandomSeed ) % static_cast<int>(displacement.x) - halfRange, -rand_r( &mRandomSeed ) % static_cast<int>(displacement.y) );
324 randomVec.x -= dir.x*halfRange;
325 randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;
327 if(randomVec.y > 0.0f)
329 randomVec.y *= 0.33f;
331 Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
332 bubbleActor->SetStartAndEndPosition( curUniform, startAndEndPos );
334 bubbleActor->SetPercentage( curUniform, 0.f);
337 } // namespace Internal
339 } // namespace Toolkit