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"
23 #include <dali/public-api/animation/animation.h>
24 #include <dali/public-api/render-tasks/render-task-list.h>
25 #include <dali/public-api/images/resource-image.h>
28 #include <dali-toolkit/public-api/shader-effects/bubble-effect/color-adjuster.h>
38 BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
40 unsigned int maximumNumberOfBubble,
41 const Vector2& bubbleSizeRange )
42 : Control( REQUIRES_TOUCH_EVENTS ),
43 mMovementArea( movementArea ),
44 mShapeImage( shapeImage ),
45 mTotalNumOfBubble( maximumNumberOfBubble ),
46 mRenderTaskRunning(false),
47 mBubbleSizeRange( bubbleSizeRange ),
51 // Calculate how many BubbleEffect shaders are required
52 if( mTotalNumOfBubble>100 )
54 mNumBubblePerShader = 100;
55 mNumShader = mTotalNumOfBubble / 100;
59 mNumBubblePerShader = mTotalNumOfBubble;
64 BubbleEmitter::~BubbleEmitter()
68 Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
70 unsigned int maximumNumberOfBubble,
71 const Vector2& bubbleSizeRange )
73 // Create the implementation
74 IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage,
75 maximumNumberOfBubble,bubbleSizeRange ) );
77 // Pass ownership to Toolkit::BubbleEmitter handle
78 Toolkit::BubbleEmitter bubbleEmitter( *internalBubbleEmitter );
80 //Second phase of implementeation : Initialization
81 internalBubbleEmitter->OnInitialize();
86 void BubbleEmitter::OnInitialize()
88 // Create the root actor, all the meshActor should be its children
89 mBubbleRoot = Actor::New();
90 mBubbleRoot.SetSize(mMovementArea);
92 // Prepare the frame buffer to store the color adjusted background image
93 mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::UNUSED );
95 // Generate the material object, which is used by all meshActors
98 mMesh.resize( mNumShader );
99 mMeshActor.resize( mNumShader );
100 mEffect.resize( mNumShader );
102 // Create the meshActor group and bubbleEffect group to emit bubbles following the given track, such as finger touch track.
104 ConstructBubbleMesh( meshData, mNumBubblePerShader*mDensity);
105 for(unsigned int i=0; i < mNumShader; i++ )
107 mMesh[i] = Mesh::New( meshData );
108 mMeshActor[i] = MeshActor::New( mMesh[i] );
109 mMeshActor[i].SetAffectedByLighting( false );
110 mMeshActor[i].SetParentOrigin(ParentOrigin::TOP_LEFT);
111 mEffect[i] = BubbleEffect::New( mNumBubblePerShader );
112 mEffect[i].SetEffectImage( mEffectImage );
113 mEffect[i].SetMovementArea( mMovementArea );
114 mMeshActor[i].SetShaderEffect( mEffect[i] );
115 mBubbleRoot.Add( mMeshActor[i] );
118 // Create the extra meshActor and bubbleEffect to emit bubbles in totally random angle.
119 MeshData meshDataForNoise;
120 ConstructBubbleMesh( meshDataForNoise, mNumBubblePerShader);
121 mMeshActorForNoise = MeshActor::New( Mesh::New(meshDataForNoise) );
122 mMeshActorForNoise.SetAffectedByLighting( false );
123 mMeshActorForNoise.SetParentOrigin(ParentOrigin::TOP_LEFT);
124 mEffectForNoise = BubbleEffect::New( mNumBubblePerShader );
125 mEffectForNoise.SetMovementArea( mMovementArea );
126 mEffectForNoise.SetEffectImage( mEffectImage );
127 mMeshActorForNoise.SetShaderEffect( mEffectForNoise );
128 mBubbleRoot.Add( mMeshActorForNoise );
130 // Create a cameraActor for the off screen render task.
131 mCameraActor = CameraActor::New(mMovementArea);
132 mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
134 Stage stage = Stage::GetCurrent();
136 stage.Add(mCameraActor);
137 stage.ContextRegainedSignal().Connect(this, &BubbleEmitter::OnContextRegained);
140 Actor BubbleEmitter::GetRootActor()
145 void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
147 mBackgroundImage = bgImage;
148 mHSVDelta = hsvDelta;
150 ImageActor sourceActor = ImageActor::New( bgImage );
151 sourceActor.SetSize( mMovementArea );
152 sourceActor.SetParentOrigin(ParentOrigin::CENTER);
153 Stage::GetCurrent().Add( sourceActor );
155 ColorAdjuster colorAdjuster = ColorAdjuster::New( hsvDelta, true /*ignore alpha to make bubble color always*/ );
156 sourceActor.SetShaderEffect( colorAdjuster );
158 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
159 RenderTask task = taskList.CreateTask();
160 task.SetRefreshRate( RenderTask::REFRESH_ONCE );
161 task.SetSourceActor( sourceActor );
162 task.SetExclusive(true);
163 task.SetCameraActor(mCameraActor);
164 task.GetCameraActor().SetInvertYAxis(true);
165 task.SetTargetFrameBuffer( mEffectImage );
166 task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
167 mRenderTaskRunning = true;
170 void BubbleEmitter::SetShapeImage( Image shapeImage )
172 mCustomMaterial.SetDiffuseTexture( shapeImage );
175 void BubbleEmitter::SetBubbleScale( float scale )
177 for(unsigned int i=0; i < mNumShader; i++ )
179 mEffect[i].SetDynamicScale( scale );
181 mEffectForNoise.SetDynamicScale( scale );
184 void BubbleEmitter::SetBubbleDensity( unsigned int density )
186 DALI_ASSERT_ALWAYS( density>0 && density<=9 && " Only densities between 1 to 9 are valid " );
188 if( density == mDensity )
196 ConstructBubbleMesh( meshData, mNumBubblePerShader*mDensity);
197 for(unsigned int i=0; i < mNumShader; i++ )
199 mMesh[i].UpdateMeshData(meshData);
204 // clear the resources created for the off screen rendering
205 void BubbleEmitter::OnRenderFinished(RenderTask& source)
207 mRenderTaskRunning = false;
208 Actor sourceActor = source.GetSourceActor();
211 RenderableActor renderable = RenderableActor::DownCast( sourceActor );
214 renderable.RemoveShaderEffect();
218 Stage stage = Stage::GetCurrent();
219 stage.Remove(sourceActor);
220 stage.GetRenderTaskList().RemoveTask(source);
223 void BubbleEmitter::OnContextRegained()
225 // Context was lost, so the framebuffer has been destroyed. Re-create render task
226 // and trigger re-draw if not already running
227 if( ! mRenderTaskRunning )
229 SetBackground( mBackgroundImage, mHSVDelta );
233 void BubbleEmitter::SetBlendMode( bool enable )
237 for(unsigned int i=0; i < mNumShader; i++ )
240 // TODO: if BlendColor would be public api from renderable actor, then can optimize the constant color
241 mMeshActor[i].SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
242 BlendingFactor::ZERO, BlendingFactor::ONE);
244 mMeshActorForNoise.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
245 BlendingFactor::ZERO, BlendingFactor::ONE);
249 for(unsigned int i=0; i < mNumShader; i++ )
251 // using default blend func
252 mMeshActor[i].SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
253 BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
255 mMeshActorForNoise.SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
256 BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
260 void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
262 unsigned int curUniform = mCurrentUniform % mNumBubblePerShader;
263 unsigned int groupIdx = mCurrentUniform / mNumBubblePerShader;
264 SetBubbleParameter( mEffect[groupIdx], curUniform, emitPosition, direction, displacement);
265 animation.AnimateTo( Property( mEffect[groupIdx], mEffect[groupIdx].GetPercentagePropertyName(curUniform) ),
266 1.f, AlphaFunctions::Linear );
268 if( mCurrentUniform % mNumShader == 0 )
270 unsigned int uniform = mCurrentUniform / mNumShader;
271 SetBubbleParameter(mEffectForNoise, uniform, emitPosition, displacement);
272 animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetPercentagePropertyName(uniform) ),
273 1.f, AlphaFunctions::Linear );
276 mCurrentUniform = (mCurrentUniform + 1) % mTotalNumOfBubble;
279 void BubbleEmitter::StartExplosion( float duration, float multiple )
281 Animation animation = Animation::New( duration );
282 for(unsigned int i=0; i < mNumShader; i++ )
284 animation.AnimateTo( Property( mEffect[i], mEffect[i].GetMagnificationPropertyName() ),
285 multiple, AlphaFunctions::EaseOut);
287 animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetMagnificationPropertyName() ),
288 multiple, AlphaFunctions::EaseOut);
291 animation.FinishedSignal().Connect(this, &BubbleEmitter::OnExplosionFinished);
294 void BubbleEmitter::Restore()
296 for(unsigned int i=0; i < mNumShader; i++ )
298 mEffect[i].ResetParameters();
300 mEffectForNoise.ResetParameters();
303 void BubbleEmitter::GenMaterial()
305 mCustomMaterial = Material::New("CustomMaterial");
306 mCustomMaterial.SetOpacity(1.0f);
307 mCustomMaterial.SetDiffuseColor(Color::WHITE);
308 mCustomMaterial.SetAmbientColor(Vector4(0.0, 0.1, 0.1, 1.0));
309 mCustomMaterial.SetMapU( Material::MAPPING_MODE_WRAP );
310 mCustomMaterial.SetMapV( Material::MAPPING_MODE_WRAP );
311 mCustomMaterial.SetDiffuseTexture( mShapeImage );
314 void BubbleEmitter::AddVertex(MeshData::VertexContainer& vertices, Vector3 XYZ, Vector2 UV)
316 MeshData::Vertex meshVertex;
317 meshVertex.x = XYZ.x;
318 meshVertex.y = XYZ.y;
319 meshVertex.z = XYZ.z;
322 vertices.push_back(meshVertex);
325 void BubbleEmitter::AddTriangle(MeshData::FaceIndices& faces,
326 size_t v0, size_t v1, size_t v2)
333 void BubbleEmitter::ConstructBubbleMesh( MeshData& meshData, unsigned int numOfBubble)
335 MeshData::VertexContainer vertices;
336 MeshData::FaceIndices faces;
337 BoneContainer bones(0);
339 for(unsigned int index = 0; index < numOfBubble; index ++)
341 float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y);
346 float depth = static_cast<float>( index );
347 AddVertex( vertices, Vector3(0.f,0.f,depth), Vector2(0.f,0.f) );
348 AddVertex( vertices, Vector3(0.f,curSize,depth), Vector2( 0.f,1.f ));
349 AddVertex( vertices, Vector3(curSize,curSize,depth), Vector2(1.f,1.f) );
350 AddVertex( vertices, Vector3(curSize,0.f,depth), Vector2(1.f,0.f) );
352 unsigned int idx = index * 4;
353 AddTriangle( faces, idx, idx+1, idx+2);
354 AddTriangle( faces, idx, idx+2, idx+3);
357 meshData.SetData(vertices, faces, bones, mCustomMaterial);
358 meshData.SetHasColor(false);
359 meshData.SetHasTextureCoords(true);
362 void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
363 const Vector2& emitPosition, const Vector2& displacement )
365 int halfRange = displacement.x / 2;
366 Vector2 randomVec(rand()%static_cast<int>(displacement.x) - halfRange, rand()%static_cast<int>(displacement.y) - halfRange);
367 if(randomVec.y > 0.0f)
369 randomVec.y *= 0.33f;
372 Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
373 effect.SetStartAndEndPosition( curUniform, startAndEndPos );
375 effect.SetPercentage( curUniform, 0.f);
378 void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
379 const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
381 Vector2 dir(direction);
383 int halfRange = displacement.x / 2;
384 // for the y coordinate, always negative, so bubbles always go upwards
385 Vector2 randomVec(rand()%static_cast<int>(displacement.x) - halfRange, -rand()%static_cast<int>(displacement.y));
387 randomVec.x -= dir.x*halfRange;
388 randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;
390 if(randomVec.y > 0.0f)
392 randomVec.y *= 0.33f;
394 Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
395 effect.SetStartAndEndPosition( curUniform, startAndEndPos );
397 effect.SetPercentage( curUniform, 0.f);
400 void BubbleEmitter::OnExplosionFinished( Animation& source )
405 float BubbleEmitter::RandomRange(float f0, float f1)
407 return f0 + (rand() & 0xfff) * (f1-f0) * (1.0f/4095.0f);
410 } // namespace Internal
412 } // namespace Toolkit