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.
18 #include <dali/dali.h>
19 #include <dali-toolkit/dali-toolkit.h>
20 #include "shared/view.h"
29 const char * const APPLICATION_TITLE( "Refraction Effect" );
30 const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
31 const char * const CHANGE_TEXTURE_ICON( DALI_IMAGE_DIR "icon-change.png" );
32 const char * const CHANGE_MESH_ICON( DALI_IMAGE_DIR "icon-replace.png" );
34 const char* MESH_FILES[] =
36 DALI_MODEL_DIR "surface_pattern_v01.obj",
37 DALI_MODEL_DIR "surface_pattern_v02.obj"
39 const unsigned int NUM_MESH_FILES( sizeof( MESH_FILES ) / sizeof( MESH_FILES[0] ) );
41 const char* TEXTURE_IMAGES[]=
43 DALI_IMAGE_DIR "background-1.jpg",
44 DALI_IMAGE_DIR "background-2.jpg",
45 DALI_IMAGE_DIR "background-3.jpg",
46 DALI_IMAGE_DIR "background-4.jpg"
48 const unsigned int NUM_TEXTURE_IMAGES( sizeof( TEXTURE_IMAGES ) / sizeof( TEXTURE_IMAGES[0] ) );
50 #define MAKE_SHADER(A)#A
52 struct LightOffsetConstraint
54 LightOffsetConstraint( float radius )
59 Vector2 operator()( const Vector2& current, const PropertyInput& spinAngleProperty)
61 float spinAngle = spinAngleProperty.GetFloat();
62 return Vector2( cos(spinAngle ), sin( spinAngle ) ) * mRadius;
70 /************************************************************************************************
71 *** This shader is used when the MeshActor is not touched***
72 ************************************************************************************************/
73 class NoEffect : public ShaderEffect
77 * Create an empty handle.
91 * Create a NoEffect object.
92 * @return A handle to a newly allocated NoEffect
96 std::string vertexShader = MAKE_SHADER(
97 precision mediump float;\n
98 uniform mediump vec4 uTextureRect;\n
101 gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
102 vTexCoord = aTexCoord.xy;\n
105 std::string fragmentShader = MAKE_SHADER(
106 precision mediump float;\n
109 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
112 ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
113 GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
114 ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ) );
115 NoEffect handle( shaderEffect );
123 NoEffect( ShaderEffect handle )
124 : ShaderEffect( handle )
129 /************************************************************/
130 /* Custom refraction effect shader******************************/
131 /************************************************************/
133 class RefractionEffect : public ShaderEffect
138 * Create an empty RefractionEffect handle.
147 virtual ~RefractionEffect()
152 * Create a RefractionEffect object.
153 * @return A handle to a newly allocated RefractionEffect
155 static RefractionEffect New()
157 std::string vertexShader = MAKE_SHADER(
158 precision mediump float;\n
159 varying mediump vec2 vTextureOffset;\n
162 gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
163 vTexCoord = aTexCoord.xy;\n
166 vVertex = vec4( aPosition, 1.0 );\n
167 float length = max(0.01, length(aNormal.xy)) * 40.0;\n
168 vTextureOffset = aNormal.xy / length;\n
172 std::string fragmentShader = MAKE_SHADER(
173 precision mediump float;\n
174 uniform mediump float uEffectStrength;\n
175 uniform mediump vec3 uLightPosition;\n
176 uniform mediump vec2 uLightXYOffset;\n
177 uniform mediump vec2 uLightSpinOffset;\n
178 uniform mediump float uLightIntensity;\n
179 varying mediump vec2 vTextureOffset;\n
181 vec3 rgb2hsl(vec3 rgb)\n
183 float epsilon = 1.0e-10;\n
184 vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
185 vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n
186 vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n
190 float chroma = Q.x - min(Q.w, Q.y);\n
191 float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n
193 float lightness = value - chroma*0.5;\n
194 return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n
197 vec3 hsl2rgb( vec3 hsl )
200 vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
201 vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n
202 vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n
204 float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n
205 return ( RGB - 0.5 ) * chroma + hsl.z;
210 vec3 normal = normalize( vNormal);\n
212 vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0);\n
213 mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n
214 mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n
216 spotEffect = spotEffect * uEffectStrength;\n
217 mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity ) * spotEffect;\n
219 lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n
220 vec3 lightedColor = hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n
222 gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n
226 ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
227 GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
228 ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
229 RefractionEffect handle( shaderEffect );
231 Vector2 stageSize = Stage::GetCurrent().GetSize();
232 handle.SetLightPosition( Vector2(stageSize.x, 0.f) );
233 handle.SetUniform( "uLightXYOffset", Vector2::ZERO );
234 handle.SetUniform( "uLightSpinOffset", Vector2::ZERO );
235 handle.SetUniform( "uEffectStrength", 0.f );
236 handle.SetUniform( "uLightIntensity", 2.5f );
238 Dali::Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
239 Constraint constraint = Constraint::New<Vector2>( handle.GetPropertyIndex("uLightSpinOffset"),
241 LightOffsetConstraint(stageSize.x*0.1f));
242 handle.ApplyConstraint( constraint );
247 void SetLightPosition( const Vector2& position )
249 Vector2 stageHalfSize = Stage::GetCurrent().GetSize() * 0.5f;
250 SetUniform( "uLightPosition", Vector3( position.x - stageHalfSize.x, position.y - stageHalfSize.y, stageHalfSize.x ) );
253 void SetLightXYOffset( const Vector2& offset )
255 SetUniform( "uLightXYOffset", offset );
258 void SetEffectStrength( float strength )
260 SetUniform( "uEffectStrength", strength );
263 void SetLightIntensity( float intensity )
265 SetUniform( "uLightIntensity", intensity );
272 RefractionEffect( ShaderEffect handle )
273 : ShaderEffect( handle )
278 /*************************************************/
279 /*Demo using RefractionEffect*****************/
280 /*************************************************/
281 class RefractionEffectExample : public ConnectionTracker
284 RefractionEffectExample( Application &application )
285 : mApplication( application ),
287 mCurrentTextureId( 1 ),
290 // Connect to the Application's Init signal
291 application.InitSignal().Connect(this, &RefractionEffectExample::Create);
294 ~RefractionEffectExample()
300 // The Init signal is received once (only) during the Application lifetime
301 void Create(Application& application)
303 Stage stage = Stage::GetCurrent();
304 mStageHalfSize = stage.GetSize() * 0.5f;
306 stage.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent);
308 // Creates a default view with a default tool bar.
309 // The view is added to the stage.
310 Toolkit::ToolBar toolBar;
312 mContent = DemoHelper::CreateView( application,
319 // Add a button to change background. (right of toolbar)
320 mChangeTextureButton = Toolkit::PushButton::New();
321 mChangeTextureButton.SetBackgroundImage( ResourceImage::New( CHANGE_TEXTURE_ICON ) );
322 mChangeTextureButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeTexture );
323 toolBar.AddControl( mChangeTextureButton,
324 DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
325 Toolkit::Alignment::HorizontalRight,
326 DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
327 // Add a button to change mesh pattern. ( left of bar )
328 mChangeMeshButton = Toolkit::PushButton::New();
329 mChangeMeshButton.SetBackgroundImage( ResourceImage::New( CHANGE_MESH_ICON ) );
330 mChangeMeshButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeMesh );
331 toolBar.AddControl( mChangeMeshButton,
332 DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
333 Toolkit::Alignment::HorizontalLeft,
334 DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
336 // creates the shader effects applied on the mesh actor
337 mRefractionEffect = RefractionEffect::New(); // used when the finger is touching the screen
338 mNoEffect = NoEffect::New(); // used in the other situations, basic render shader
339 // Create the mesh from the obj file and add to stage
340 mMaterial = Material::New( "Material" ) ;
341 mMaterial.SetDiffuseTexture(ResourceImage::New(TEXTURE_IMAGES[mCurrentTextureId]));
342 CreateSurface( MESH_FILES[mCurrentMeshId] );
344 // Connect the callback to the touch signal on the mesh actor
345 mContent.TouchedSignal().Connect( this, &RefractionEffectExample::OnTouch );
347 // the animation which spin the light around the finger touch position
348 mLightPosition = Vector2( mStageHalfSize.x*2.f, 0.f);
349 mLightAnimation = Animation::New(2.f);
350 mLightAnimation.AnimateTo( Property( mRefractionEffect, "uSpinAngle" ), Math::PI*2.f );
351 mLightAnimation.SetLooping( true );
352 mLightAnimation.Pause();
356 * Create a mesh actor with different geometry to replace the current one
358 bool OnChangeMesh( Toolkit::Button button )
362 UnparentAndReset( mMeshActor );
365 mCurrentMeshId = ( mCurrentMeshId + 1 ) % NUM_MESH_FILES;
366 CreateSurface( MESH_FILES[mCurrentMeshId] );
371 bool OnChangeTexture( Toolkit::Button button )
373 mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
374 mMaterial.SetDiffuseTexture(ResourceImage::New(TEXTURE_IMAGES[mCurrentTextureId]));
379 bool OnTouch( Actor actor , const TouchEvent& event )
381 const TouchPoint &point = event.GetPoint(0);
385 case TouchPoint::Down:
388 mDownPosition = point.screen;
390 mLightAnimation.Play();
392 if( mStrenghAnimation )
394 mStrenghAnimation.Clear();
397 mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
398 mMeshActor.SetShaderEffect( mRefractionEffect );
399 mStrenghAnimation= Animation::New(0.5f);
400 mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 1.f );
401 mStrenghAnimation.Play();
405 case TouchPoint::Motion:
409 // make the light position following the finger movement
410 mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
415 case TouchPoint::Leave:
416 case TouchPoint::Interrupted:
420 mLightAnimation.Pause();
422 if( mStrenghAnimation )
424 mStrenghAnimation.Clear();
426 mStrenghAnimation = Animation::New(0.5f);
427 mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 0.f );
428 mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
429 mStrenghAnimation.Play();
435 case TouchPoint::Stationary:
436 case TouchPoint::Last:
445 void OnTouchFinished( Animation& source )
447 mMeshActor.SetShaderEffect( mNoEffect );
448 mRefractionEffect.SetLightXYOffset( Vector2::ZERO );
451 void CreateSurface( const std::string& objFileName )
453 MeshData::VertexContainer vertices;
454 MeshData::FaceIndices faces;
457 std::vector<float> boundingBox;
458 std::vector<Vector3> vertexPositions;
459 std::vector<int> faceIndices;
460 // read the vertice and faces from the .obj file, and record the bounding box
461 ReadObjFile( objFileName, boundingBox, vertexPositions, faceIndices );
463 std::vector<Vector2> textureCoordinates;
464 // align the mesh, scale it to fit the screen size, and calculate the texture coordinate for each vertex
465 ShapeResizeAndTexureCoordinateCalculation( boundingBox, vertexPositions, textureCoordinates );
467 // re-organize the mesh, the vertices are duplicated, each vertex only belongs to one triangle.
468 // Without sharing vertex between triangle, so we can manipulate the texture offset on each triangle conveniently.
469 for( std::size_t i=0; i<faceIndices.size(); i=i+3 )
471 Vector3 edge1 = vertexPositions[ faceIndices[i+2] ] - vertexPositions[ faceIndices[i] ];
472 Vector3 edge2 = vertexPositions[ faceIndices[i+1] ] - vertexPositions[ faceIndices[i] ];
473 Vector3 normal = edge1.Cross(edge2);
478 faces.push_back( i );
479 faces.push_back( i+1 );
480 faces.push_back( i+2 );
485 faces.push_back( i );
486 faces.push_back( i+2 );
487 faces.push_back( i+1 );
490 vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i] ], textureCoordinates[ faceIndices[i] ], normal ) );
491 vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+1] ], textureCoordinates[ faceIndices[i+1] ], normal ) );
492 vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+2] ], textureCoordinates[ faceIndices[i+2] ], normal ) );
496 // Now ready to construct the mesh actor
497 meshData.SetMaterial( mMaterial );
498 meshData.SetVertices( vertices );
499 meshData.SetFaceIndices( faces );
500 meshData.SetHasTextureCoords(true);
501 meshData.SetHasNormals(true);
502 mMeshActor = MeshActor::New( Mesh::New( meshData ) );
503 mMeshActor.SetParentOrigin(ParentOrigin::CENTER);
504 mMeshActor.SetShaderEffect( mNoEffect );
505 mContent.Add( mMeshActor );
508 void ReadObjFile( const std::string& objFileName,
509 std::vector<float>& boundingBox,
510 std::vector<Vector3>& vertexPositions,
511 std::vector<int>& faceIndices)
513 std::ifstream ifs( objFileName.c_str(), std::ios::in );
515 boundingBox.resize( 6 );
516 boundingBox[0]=boundingBox[2]=boundingBox[4] = std::numeric_limits<float>::max();
517 boundingBox[1]=boundingBox[3]=boundingBox[5] = -std::numeric_limits<float>::max();
520 while( std::getline( ifs, line ) )
522 if( line[0] == 'v' && std::isspace(line[1])) // vertex
524 std::istringstream iss(line.substr(2), std::istringstream::in);
527 while( iss >> vertex[i++] && i < 3);
528 if( vertex.x < boundingBox[0] ) boundingBox[0] = vertex.x;
529 if( vertex.x > boundingBox[1] ) boundingBox[1] = vertex.x;
530 if( vertex.y < boundingBox[2] ) boundingBox[2] = vertex.y;
531 if( vertex.y > boundingBox[3] ) boundingBox[3] = vertex.y;
532 if( vertex.z < boundingBox[4] ) boundingBox[4] = vertex.z;
533 if( vertex.z > boundingBox[5] ) boundingBox[5] = vertex.z;
534 vertexPositions.push_back( vertex );
536 else if( line[0] == 'f' ) //face
538 unsigned int numOfInt = 3;
541 std::size_t found = line.find('/');
542 if( found == std::string::npos )
550 std::istringstream iss(line.substr(2), std::istringstream::in);
551 int indices[ numOfInt ];
553 while( iss >> indices[i++] && i < numOfInt);
554 unsigned int step = (i+1) / 3;
555 faceIndices.push_back( indices[0]-1 );
556 faceIndices.push_back( indices[step]-1 );
557 faceIndices.push_back( indices[2*step]-1 );
564 void ShapeResizeAndTexureCoordinateCalculation( const std::vector<float>& boundingBox,
565 std::vector<Vector3>& vertexPositions,
566 std::vector<Vector2>& textureCoordinates)
568 Vector3 bBoxSize( boundingBox[1] - boundingBox[0], boundingBox[3] - boundingBox[2], boundingBox[5] - boundingBox[4]);
569 Vector3 bBoxMinCorner( boundingBox[0], boundingBox[2], boundingBox[4] );
571 Vector2 stageSize = Stage::GetCurrent().GetSize();
572 Vector3 scale( stageSize.x / bBoxSize.x, stageSize.y / bBoxSize.y, 1.f );
573 scale.z = (scale.x + scale.y)/2.f;
575 for( std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++ )
577 Vector3 newPosition( (*iter) - bBoxMinCorner ) ;
579 Vector2 textureCoord( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y );
580 textureCoordinates.push_back( textureCoord );
582 newPosition -= bBoxSize * 0.5f;
583 (*iter) = newPosition * scale;
588 * Main key event handler
590 void OnKeyEvent(const KeyEvent& event)
592 if(event.state == KeyEvent::Down)
594 if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
603 Application& mApplication;
607 Vector2 mDownPosition;
608 Vector2 mLightPosition;
609 Vector2 mStageHalfSize;
612 MeshActor mMeshActor;
614 RefractionEffect mRefractionEffect;
616 Animation mLightAnimation;
617 Animation mStrenghAnimation;
619 Toolkit::PushButton mChangeTextureButton;
620 Toolkit::PushButton mChangeMeshButton;
621 unsigned int mCurrentTextureId;
622 unsigned int mCurrentMeshId;
625 /*****************************************************************************/
628 RunTest(Application& app)
630 RefractionEffectExample theApp(app);
634 /*****************************************************************************/
637 main(int argc, char **argv)
639 Application app = Application::New(&argc, &argv);