2 * Copyright (c) 2015 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 <dali/dali.h>
20 #include <dali/devel-api/rendering/renderer.h>
21 #include <dali-toolkit/dali-toolkit.h>
28 #include "shared/view.h"
34 const char * const APPLICATION_TITLE( "Refraction Effect" );
35 const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
36 const char * const CHANGE_TEXTURE_ICON( DALI_IMAGE_DIR "icon-change.png" );
37 const char * const CHANGE_MESH_ICON( DALI_IMAGE_DIR "icon-replace.png" );
39 const char* MESH_FILES[] =
41 DALI_MODEL_DIR "surface_pattern_v01.obj",
42 DALI_MODEL_DIR "surface_pattern_v02.obj"
44 const unsigned int NUM_MESH_FILES( sizeof( MESH_FILES ) / sizeof( MESH_FILES[0] ) );
46 const char* TEXTURE_IMAGES[]=
48 DALI_IMAGE_DIR "background-1.jpg",
49 DALI_IMAGE_DIR "background-2.jpg",
50 DALI_IMAGE_DIR "background-3.jpg",
51 DALI_IMAGE_DIR "background-4.jpg"
53 const unsigned int NUM_TEXTURE_IMAGES( sizeof( TEXTURE_IMAGES ) / sizeof( TEXTURE_IMAGES[0] ) );
55 struct LightOffsetConstraint
57 LightOffsetConstraint( float radius )
62 void operator()( Vector2& current, const PropertyInputContainer& inputs )
64 float spinAngle = inputs[0]->GetFloat();
65 current.x = cos( spinAngle );
66 current.y = sin( spinAngle );
75 * @brief Load an image, scaled-down to no more than the stage dimensions.
77 * Uses image scaling mode SCALE_TO_FILL to resize the image at
78 * load time to cover the entire stage with pixels with no borders,
79 * and filter mode BOX_THEN_LINEAR to sample the image with maximum quality.
81 ResourceImage LoadStageFillingImage( const char * const imagePath )
83 Size stageSize = Stage::GetCurrent().GetSize();
84 return ResourceImage::New( imagePath, ImageDimensions( stageSize.x, stageSize.y ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
88 * structure of the vertex in the mesh
99 Vertex( const Vector3& position, const Vector3& normal, const Vector2& textureCoord )
100 : position( position ), normal( normal ), textureCoord( textureCoord )
104 /************************************************************************************************
105 *** The shader source is used when the MeshActor is not touched***
106 ************************************************************************************************/
107 const char* VERTEX_SHADER_FLAT = DALI_COMPOSE_SHADER(
108 attribute mediump vec3 aPosition;\n
109 attribute mediump vec3 aNormal;\n
110 attribute highp vec2 aTexCoord;\n
111 uniform mediump mat4 uMvpMatrix;\n
112 varying mediump vec2 vTexCoord;\n
115 gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
116 vTexCoord = aTexCoord.xy;\n
120 const char* FRAGMENT_SHADER_FLAT = DALI_COMPOSE_SHADER(
121 uniform lowp vec4 uColor;\n
122 uniform sampler2D sTexture;\n
123 varying mediump vec2 vTexCoord;\n
126 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
130 /************************************************************
131 ** Custom refraction effect shader***************************
132 ************************************************************/
133 const char* VERTEX_SHADER_REFRACTION = DALI_COMPOSE_SHADER(
134 attribute mediump vec3 aPosition;\n
135 attribute mediump vec3 aNormal;\n
136 attribute highp vec2 aTexCoord;\n
137 uniform mediump mat4 uMvpMatrix;\n
138 varying mediump vec4 vVertex;\n
139 varying mediump vec3 vNormal;\n
140 varying mediump vec2 vTexCoord;\n
141 varying mediump vec2 vTextureOffset;\n
144 gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
145 vTexCoord = aTexCoord.xy;\n
148 vVertex = vec4( aPosition, 1.0 );\n
149 float length = max(0.01, length(aNormal.xy)) * 40.0;\n
150 vTextureOffset = aNormal.xy / length;\n
154 const char* FRAGMENT_SHADER_REFRACTION = DALI_COMPOSE_SHADER(
155 precision mediump float;\n
156 uniform mediump float uEffectStrength;\n
157 uniform mediump vec3 uLightPosition;\n
158 uniform mediump vec2 uLightXYOffset;\n
159 uniform mediump vec2 uLightSpinOffset;\n
160 uniform mediump float uLightIntensity;\n
161 uniform lowp vec4 uColor;\n
162 uniform sampler2D sTexture;\n
163 varying mediump vec4 vVertex;\n
164 varying mediump vec3 vNormal;\n
165 varying mediump vec2 vTexCoord;\n
166 varying mediump vec2 vTextureOffset;\n
168 vec3 rgb2hsl(vec3 rgb)\n
170 float epsilon = 1.0e-10;\n
171 vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
172 vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n
173 vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n
177 float chroma = Q.x - min(Q.w, Q.y);\n
178 float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n
180 float lightness = value - chroma*0.5;\n
181 return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n
184 vec3 hsl2rgb( vec3 hsl )\n
187 vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
188 vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n
189 vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n
191 float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n
192 return ( RGB - 0.5 ) * chroma + hsl.z;\n
197 vec3 normal = normalize( vNormal);\n
199 vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0);\n
200 mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n
201 mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n
203 spotEffect = spotEffect * uEffectStrength;\n
204 mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity ) * spotEffect;\n
206 lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n
207 vec3 lightedColor = hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n
209 gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n
216 /*************************************************/
217 /*Demo using RefractionEffect*****************/
218 /*************************************************/
219 class RefractionEffectExample : public ConnectionTracker
222 RefractionEffectExample( Application &application )
223 : mApplication( application ),
224 mCurrentTextureId( 1 ),
227 // Connect to the Application's Init signal
228 application.InitSignal().Connect(this, &RefractionEffectExample::Create);
231 ~RefractionEffectExample()
237 // The Init signal is received once (only) during the Application lifetime
238 void Create(Application& application)
240 Stage stage = Stage::GetCurrent();
241 Vector2 stageSize = stage.GetSize();
243 stage.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent);
245 // Creates a default view with a default tool bar.
246 // The view is added to the stage.
247 Toolkit::ToolBar toolBar;
248 Toolkit::Control view;
249 mContent = DemoHelper::CreateView( application,
256 // Add a button to change background. (right of toolbar)
257 mChangeTextureButton = Toolkit::PushButton::New();
258 mChangeTextureButton.SetBackgroundImage( ResourceImage::New( CHANGE_TEXTURE_ICON ) );
259 mChangeTextureButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeTexture );
260 toolBar.AddControl( mChangeTextureButton,
261 DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
262 Toolkit::Alignment::HorizontalRight,
263 DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
264 // Add a button to change mesh pattern. ( left of bar )
265 mChangeMeshButton = Toolkit::PushButton::New();
266 mChangeMeshButton.SetBackgroundImage( ResourceImage::New( CHANGE_MESH_ICON ) );
267 mChangeMeshButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeMesh );
268 toolBar.AddControl( mChangeMeshButton,
269 DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
270 Toolkit::Alignment::HorizontalLeft,
271 DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
275 // shader used when the screen is not touched, render a flat surface
276 mShaderFlat = Shader::New( VERTEX_SHADER_FLAT, FRAGMENT_SHADER_FLAT );
277 mGeometry = CreateGeometry( MESH_FILES[mCurrentMeshId] );
279 Image texture = LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] );
280 mSampler = Sampler::New( texture, "sTexture" );
281 mMaterial = Material::New( mShaderFlat );
282 mMaterial.AddSampler( mSampler );
284 mRenderer = Renderer::New( mGeometry, mMaterial );
286 mMeshActor = Actor::New();
287 mMeshActor.AddRenderer( mRenderer );
288 mMeshActor.SetSize( stageSize );
289 mMeshActor.SetParentOrigin(ParentOrigin::CENTER);
290 mContent.Add( mMeshActor );
292 // Connect the callback to the touch signal on the mesh actor
293 mContent.TouchedSignal().Connect( this, &RefractionEffectExample::OnTouch );
295 // shader used when the finger is touching the screen. render refraction effect
296 mShaderRefraction = Shader::New( VERTEX_SHADER_REFRACTION, FRAGMENT_SHADER_REFRACTION );
299 mLightXYOffsetIndex = mMeshActor.RegisterProperty( "uLightXYOffset", Vector2::ZERO );
301 mLightIntensityIndex = mMeshActor.RegisterProperty( "uLightIntensity", 2.5f );
303 mEffectStrengthIndex = mMeshActor.RegisterProperty( "uEffectStrength", 0.f );
305 Vector3 lightPosition( -stageSize.x*0.5f, -stageSize.y*0.5f, stageSize.x*0.5f ); // top_left
306 mMeshActor.RegisterProperty( "uLightPosition", lightPosition );
308 Property::Index lightSpinOffsetIndex = mMeshActor.RegisterProperty( "uLightSpinOffset", Vector2::ZERO );
310 mSpinAngleIndex = mMeshActor.RegisterProperty("uSpinAngle", 0.f );
311 Constraint constraint = Constraint::New<Vector2>( mMeshActor, lightSpinOffsetIndex, LightOffsetConstraint(stageSize.x*0.1f) );
312 constraint.AddSource( LocalSource(mSpinAngleIndex) );
315 // the animation which spin the light around the finger touch position
316 mLightAnimation = Animation::New(2.f);
317 mLightAnimation.AnimateTo( Property( mMeshActor, mSpinAngleIndex ), Math::PI*2.f );
318 mLightAnimation.SetLooping( true );
319 mLightAnimation.Pause();
322 void SetLightXYOffset( const Vector2& offset )
324 mMeshActor.SetProperty( mLightXYOffsetIndex, offset );
328 * Create a mesh actor with different geometry to replace the current one
330 bool OnChangeMesh( Toolkit::Button button )
332 mCurrentMeshId = ( mCurrentMeshId + 1 ) % NUM_MESH_FILES;
333 mGeometry = CreateGeometry( MESH_FILES[mCurrentMeshId] );
334 mRenderer.SetGeometry( mGeometry );
339 bool OnChangeTexture( Toolkit::Button button )
341 mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
342 Image texture = LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] );
343 mSampler.SetImage( texture );
347 bool OnTouch( Actor actor , const TouchEvent& event )
349 const TouchPoint &point = event.GetPoint(0);
352 case TouchPoint::Down:
354 mMaterial.SetShader( mShaderRefraction );
356 SetLightXYOffset( point.screen );
358 mLightAnimation.Play();
360 if( mStrenghAnimation )
362 mStrenghAnimation.Clear();
365 mStrenghAnimation= Animation::New(0.5f);
366 mStrenghAnimation.AnimateTo( Property( mMeshActor, mEffectStrengthIndex ), 1.f );
367 mStrenghAnimation.Play();
371 case TouchPoint::Motion:
373 // make the light position following the finger movement
374 SetLightXYOffset( point.screen );
378 case TouchPoint::Leave:
379 case TouchPoint::Interrupted:
381 mLightAnimation.Pause();
383 if( mStrenghAnimation )
385 mStrenghAnimation.Clear();
387 mStrenghAnimation = Animation::New(0.5f);
388 mStrenghAnimation.AnimateTo( Property( mMeshActor, mEffectStrengthIndex ), 0.f );
389 mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
390 mStrenghAnimation.Play();
393 case TouchPoint::Stationary:
394 case TouchPoint::Last:
404 void OnTouchFinished( Animation& source )
406 mMaterial.SetShader( mShaderFlat );
407 SetLightXYOffset( Vector2::ZERO );
410 Geometry CreateGeometry(const std::string& objFileName)
412 std::vector<Vector3> vertexPositions;
413 Vector<unsigned int> faceIndices;
414 Vector<float> boundingBox;
415 // read the vertice and faces from the .obj file, and record the bounding box
416 ReadObjFile( objFileName, boundingBox, vertexPositions, faceIndices );
418 std::vector<Vector2> textureCoordinates;
419 // align the mesh, scale it to fit the screen size, and calculate the texture coordinate for each vertex
420 ShapeResizeAndTexureCoordinateCalculation( boundingBox, vertexPositions, textureCoordinates );
422 // re-organize the mesh, the vertices are duplicated, each vertex only belongs to one triangle.
423 // Without sharing vertex between triangle, so we can manipulate the texture offset on each triangle conveniently.
424 std::vector<Vertex> vertices;
426 std::size_t size = faceIndices.Size();
427 vertices.reserve( size );
429 for( std::size_t i=0; i<size; i=i+3 )
431 Vector3 edge1 = vertexPositions[ faceIndices[i+2] ] - vertexPositions[ faceIndices[i] ];
432 Vector3 edge2 = vertexPositions[ faceIndices[i+1] ] - vertexPositions[ faceIndices[i] ];
433 Vector3 normal = edge1.Cross(edge2);
436 // make sure all the faces are front-facing
439 vertices.push_back( Vertex( vertexPositions[ faceIndices[i] ], normal, textureCoordinates[ faceIndices[i] ] ) );
440 vertices.push_back( Vertex( vertexPositions[ faceIndices[i+1] ], normal, textureCoordinates[ faceIndices[i+1] ] ) );
441 vertices.push_back( Vertex( vertexPositions[ faceIndices[i+2] ], normal, textureCoordinates[ faceIndices[i+2] ] ) );
446 vertices.push_back( Vertex( vertexPositions[ faceIndices[i] ], normal, textureCoordinates[ faceIndices[i] ] ) );
447 vertices.push_back( Vertex( vertexPositions[ faceIndices[i+2] ], normal, textureCoordinates[ faceIndices[i+2] ] ) );
448 vertices.push_back( Vertex( vertexPositions[ faceIndices[i+1] ], normal, textureCoordinates[ faceIndices[i+1] ] ) );
452 Property::Map vertexFormat;
453 vertexFormat["aPosition"] = Property::VECTOR3;
454 vertexFormat["aNormal"] = Property::VECTOR3;
455 vertexFormat["aTexCoord"] = Property::VECTOR2;
456 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat, vertices.size() );
457 surfaceVertices.SetData( &vertices[0] );
459 Geometry surface = Geometry::New();
460 surface.AddVertexBuffer( surfaceVertices );
465 void ReadObjFile( const std::string& objFileName,
466 Vector<float>& boundingBox,
467 std::vector<Vector3>& vertexPositions,
468 Vector<unsigned int>& faceIndices)
470 std::ifstream ifs( objFileName.c_str(), std::ios::in );
472 boundingBox.Resize( 6 );
473 boundingBox[0]=boundingBox[2]=boundingBox[4] = std::numeric_limits<float>::max();
474 boundingBox[1]=boundingBox[3]=boundingBox[5] = -std::numeric_limits<float>::max();
477 while( std::getline( ifs, line ) )
479 if( line[0] == 'v' && std::isspace(line[1])) // vertex
481 std::istringstream iss(line.substr(2), std::istringstream::in);
484 while( iss >> vertex[i++] && i < 3);
485 if( vertex.x < boundingBox[0] ) boundingBox[0] = vertex.x;
486 if( vertex.x > boundingBox[1] ) boundingBox[1] = vertex.x;
487 if( vertex.y < boundingBox[2] ) boundingBox[2] = vertex.y;
488 if( vertex.y > boundingBox[3] ) boundingBox[3] = vertex.y;
489 if( vertex.z < boundingBox[4] ) boundingBox[4] = vertex.z;
490 if( vertex.z > boundingBox[5] ) boundingBox[5] = vertex.z;
491 vertexPositions.push_back( vertex );
493 else if( line[0] == 'f' ) //face
495 unsigned int numOfInt = 3;
498 std::size_t found = line.find('/');
499 if( found == std::string::npos )
507 std::istringstream iss(line.substr(2), std::istringstream::in);
508 unsigned int indices[ numOfInt ];
510 while( iss >> indices[i++] && i < numOfInt);
511 unsigned int step = (i+1) / 3;
512 faceIndices.PushBack( indices[0]-1 );
513 faceIndices.PushBack( indices[step]-1 );
514 faceIndices.PushBack( indices[2*step]-1 );
521 void ShapeResizeAndTexureCoordinateCalculation( const Vector<float>& boundingBox,
522 std::vector<Vector3>& vertexPositions,
523 std::vector<Vector2>& textureCoordinates)
525 Vector3 bBoxSize( boundingBox[1] - boundingBox[0], boundingBox[3] - boundingBox[2], boundingBox[5] - boundingBox[4]);
526 Vector3 bBoxMinCorner( boundingBox[0], boundingBox[2], boundingBox[4] );
528 Vector2 stageSize = Stage::GetCurrent().GetSize();
529 Vector3 scale( stageSize.x / bBoxSize.x, stageSize.y / bBoxSize.y, 1.f );
530 scale.z = (scale.x + scale.y)/2.f;
532 textureCoordinates.reserve(vertexPositions.size());
534 for( std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++ )
536 Vector3 newPosition( (*iter) - bBoxMinCorner ) ;
538 textureCoordinates.push_back( Vector2( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y ) );
540 newPosition -= bBoxSize * 0.5f;
541 (*iter) = newPosition * scale;
546 * Main key event handler
548 void OnKeyEvent(const KeyEvent& event)
550 if(event.state == KeyEvent::Down)
552 if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
561 Application& mApplication;
571 Shader mShaderRefraction;
573 Animation mLightAnimation;
574 Animation mStrenghAnimation;
576 Property::Index mLightXYOffsetIndex;
577 Property::Index mSpinAngleIndex;
578 Property::Index mLightIntensityIndex;
579 Property::Index mEffectStrengthIndex;
581 Toolkit::PushButton mChangeTextureButton;
582 Toolkit::PushButton mChangeMeshButton;
583 unsigned int mCurrentTextureId;
584 unsigned int mCurrentMeshId;
587 /*****************************************************************************/
590 RunTest(Application& app)
592 RefractionEffectExample theApp(app);
596 /*****************************************************************************/
599 main(int argc, char **argv)
601 Application app = Application::New(&argc, &argv, DALI_DEMO_THEME_PATH);