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;
69 * @brief Load an image, scaled-down to no more than the stage dimensions.
71 * Uses image scaling mode ImageAttributes::ScaleToFill to resize the image at
72 * load time to cover the entire stage with pixels with no borders,
73 * and filter mode ImageAttributes::BoxThenLinear to sample the image with
76 ResourceImage LoadStageFillingImage( const char * const imagePath )
78 Size stageSize = Stage::GetCurrent().GetSize();
79 ImageAttributes attributes;
80 attributes.SetSize( stageSize.x, stageSize.y );
81 attributes.SetFilterMode( ImageAttributes::BoxThenLinear );
82 attributes.SetScalingMode( ImageAttributes::ScaleToFill );
83 return ResourceImage::New( imagePath, attributes );
88 /************************************************************************************************
89 *** This shader is used when the MeshActor is not touched***
90 ************************************************************************************************/
91 class NoEffect : public ShaderEffect
95 * Create an empty handle.
109 * Create a NoEffect object.
110 * @return A handle to a newly allocated NoEffect
112 static NoEffect New()
114 std::string vertexShader = MAKE_SHADER(
115 precision mediump float;\n
116 uniform mediump vec4 uTextureRect;\n
119 gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
120 vTexCoord = aTexCoord.xy;\n
123 std::string fragmentShader = MAKE_SHADER(
124 precision mediump float;\n
127 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
130 ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
131 GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
132 ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ) );
133 NoEffect handle( shaderEffect );
141 NoEffect( ShaderEffect handle )
142 : ShaderEffect( handle )
147 /************************************************************/
148 /* Custom refraction effect shader******************************/
149 /************************************************************/
151 class RefractionEffect : public ShaderEffect
156 * Create an empty RefractionEffect handle.
165 virtual ~RefractionEffect()
170 * Create a RefractionEffect object.
171 * @return A handle to a newly allocated RefractionEffect
173 static RefractionEffect New()
175 std::string vertexShader = MAKE_SHADER(
176 precision mediump float;\n
177 varying mediump vec2 vTextureOffset;\n
180 gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
181 vTexCoord = aTexCoord.xy;\n
184 vVertex = vec4( aPosition, 1.0 );\n
185 float length = max(0.01, length(aNormal.xy)) * 40.0;\n
186 vTextureOffset = aNormal.xy / length;\n
190 std::string fragmentShader = MAKE_SHADER(
191 precision mediump float;\n
192 uniform mediump float uEffectStrength;\n
193 uniform mediump vec3 uLightPosition;\n
194 uniform mediump vec2 uLightXYOffset;\n
195 uniform mediump vec2 uLightSpinOffset;\n
196 uniform mediump float uLightIntensity;\n
197 varying mediump vec2 vTextureOffset;\n
199 vec3 rgb2hsl(vec3 rgb)\n
201 float epsilon = 1.0e-10;\n
202 vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
203 vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n
204 vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n
208 float chroma = Q.x - min(Q.w, Q.y);\n
209 float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n
211 float lightness = value - chroma*0.5;\n
212 return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n
215 vec3 hsl2rgb( vec3 hsl )
218 vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
219 vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n
220 vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n
222 float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n
223 return ( RGB - 0.5 ) * chroma + hsl.z;
228 vec3 normal = normalize( vNormal);\n
230 vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0);\n
231 mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n
232 mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n
234 spotEffect = spotEffect * uEffectStrength;\n
235 mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity ) * spotEffect;\n
237 lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n
238 vec3 lightedColor = hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n
240 gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n
244 ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
245 GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
246 ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
247 RefractionEffect handle( shaderEffect );
249 Vector2 stageSize = Stage::GetCurrent().GetSize();
250 handle.SetLightPosition( Vector2(stageSize.x, 0.f) );
251 handle.SetUniform( "uLightXYOffset", Vector2::ZERO );
252 handle.SetUniform( "uLightSpinOffset", Vector2::ZERO );
253 handle.SetUniform( "uEffectStrength", 0.f );
254 handle.SetUniform( "uLightIntensity", 2.5f );
256 Dali::Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
257 Constraint constraint = Constraint::New<Vector2>( handle.GetPropertyIndex("uLightSpinOffset"),
259 LightOffsetConstraint(stageSize.x*0.1f));
260 handle.ApplyConstraint( constraint );
265 void SetLightPosition( const Vector2& position )
267 Vector2 stageHalfSize = Stage::GetCurrent().GetSize() * 0.5f;
268 SetUniform( "uLightPosition", Vector3( position.x - stageHalfSize.x, position.y - stageHalfSize.y, stageHalfSize.x ) );
271 void SetLightXYOffset( const Vector2& offset )
273 SetUniform( "uLightXYOffset", offset );
276 void SetEffectStrength( float strength )
278 SetUniform( "uEffectStrength", strength );
281 void SetLightIntensity( float intensity )
283 SetUniform( "uLightIntensity", intensity );
290 RefractionEffect( ShaderEffect handle )
291 : ShaderEffect( handle )
296 /*************************************************/
297 /*Demo using RefractionEffect*****************/
298 /*************************************************/
299 class RefractionEffectExample : public ConnectionTracker
302 RefractionEffectExample( Application &application )
303 : mApplication( application ),
305 mCurrentTextureId( 1 ),
308 // Connect to the Application's Init signal
309 application.InitSignal().Connect(this, &RefractionEffectExample::Create);
312 ~RefractionEffectExample()
318 // The Init signal is received once (only) during the Application lifetime
319 void Create(Application& application)
321 DemoHelper::RequestThemeChange();
323 Stage stage = Stage::GetCurrent();
324 mStageHalfSize = stage.GetSize() * 0.5f;
326 stage.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent);
328 // Creates a default view with a default tool bar.
329 // The view is added to the stage.
330 Toolkit::ToolBar toolBar;
332 mContent = DemoHelper::CreateView( application,
339 // Add a button to change background. (right of toolbar)
340 mChangeTextureButton = Toolkit::PushButton::New();
341 mChangeTextureButton.SetBackgroundImage( ResourceImage::New( CHANGE_TEXTURE_ICON ) );
342 mChangeTextureButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeTexture );
343 toolBar.AddControl( mChangeTextureButton,
344 DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
345 Toolkit::Alignment::HorizontalRight,
346 DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
347 // Add a button to change mesh pattern. ( left of bar )
348 mChangeMeshButton = Toolkit::PushButton::New();
349 mChangeMeshButton.SetBackgroundImage( ResourceImage::New( CHANGE_MESH_ICON ) );
350 mChangeMeshButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeMesh );
351 toolBar.AddControl( mChangeMeshButton,
352 DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
353 Toolkit::Alignment::HorizontalLeft,
354 DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
356 // creates the shader effects applied on the mesh actor
357 mRefractionEffect = RefractionEffect::New(); // used when the finger is touching the screen
358 mNoEffect = NoEffect::New(); // used in the other situations, basic render shader
359 // Create the mesh from the obj file and add to stage
360 mMaterial = Material::New( "Material" ) ;
361 mMaterial.SetDiffuseTexture( LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] ) );
362 CreateSurface( MESH_FILES[mCurrentMeshId] );
364 // Connect the callback to the touch signal on the mesh actor
365 mContent.TouchedSignal().Connect( this, &RefractionEffectExample::OnTouch );
367 // the animation which spin the light around the finger touch position
368 mLightPosition = Vector2( mStageHalfSize.x*2.f, 0.f);
369 mLightAnimation = Animation::New(2.f);
370 mLightAnimation.AnimateTo( Property( mRefractionEffect, "uSpinAngle" ), Math::PI*2.f );
371 mLightAnimation.SetLooping( true );
372 mLightAnimation.Pause();
376 * Create a mesh actor with different geometry to replace the current one
378 bool OnChangeMesh( Toolkit::Button button )
382 UnparentAndReset( mMeshActor );
385 mCurrentMeshId = ( mCurrentMeshId + 1 ) % NUM_MESH_FILES;
386 CreateSurface( MESH_FILES[mCurrentMeshId] );
391 bool OnChangeTexture( Toolkit::Button button )
393 mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
394 mMaterial.SetDiffuseTexture( LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] ) );
399 bool OnTouch( Actor actor , const TouchEvent& event )
401 const TouchPoint &point = event.GetPoint(0);
405 case TouchPoint::Down:
408 mDownPosition = point.screen;
410 mLightAnimation.Play();
412 if( mStrenghAnimation )
414 mStrenghAnimation.Clear();
417 mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
418 mMeshActor.SetShaderEffect( mRefractionEffect );
419 mStrenghAnimation= Animation::New(0.5f);
420 mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 1.f );
421 mStrenghAnimation.Play();
425 case TouchPoint::Motion:
429 // make the light position following the finger movement
430 mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
435 case TouchPoint::Leave:
436 case TouchPoint::Interrupted:
440 mLightAnimation.Pause();
442 if( mStrenghAnimation )
444 mStrenghAnimation.Clear();
446 mStrenghAnimation = Animation::New(0.5f);
447 mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 0.f );
448 mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
449 mStrenghAnimation.Play();
455 case TouchPoint::Stationary:
456 case TouchPoint::Last:
465 void OnTouchFinished( Animation& source )
467 mMeshActor.SetShaderEffect( mNoEffect );
468 mRefractionEffect.SetLightXYOffset( Vector2::ZERO );
471 void CreateSurface( const std::string& objFileName )
473 MeshData::VertexContainer vertices;
474 MeshData::FaceIndices faces;
477 std::vector<float> boundingBox;
478 std::vector<Vector3> vertexPositions;
479 std::vector<int> faceIndices;
480 // read the vertice and faces from the .obj file, and record the bounding box
481 ReadObjFile( objFileName, boundingBox, vertexPositions, faceIndices );
483 std::vector<Vector2> textureCoordinates;
484 // align the mesh, scale it to fit the screen size, and calculate the texture coordinate for each vertex
485 ShapeResizeAndTexureCoordinateCalculation( boundingBox, vertexPositions, textureCoordinates );
487 // re-organize the mesh, the vertices are duplicated, each vertex only belongs to one triangle.
488 // Without sharing vertex between triangle, so we can manipulate the texture offset on each triangle conveniently.
489 for( std::size_t i=0; i<faceIndices.size(); i=i+3 )
491 Vector3 edge1 = vertexPositions[ faceIndices[i+2] ] - vertexPositions[ faceIndices[i] ];
492 Vector3 edge2 = vertexPositions[ faceIndices[i+1] ] - vertexPositions[ faceIndices[i] ];
493 Vector3 normal = edge1.Cross(edge2);
498 faces.push_back( i );
499 faces.push_back( i+1 );
500 faces.push_back( i+2 );
505 faces.push_back( i );
506 faces.push_back( i+2 );
507 faces.push_back( i+1 );
510 vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i] ], textureCoordinates[ faceIndices[i] ], normal ) );
511 vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+1] ], textureCoordinates[ faceIndices[i+1] ], normal ) );
512 vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+2] ], textureCoordinates[ faceIndices[i+2] ], normal ) );
516 // Now ready to construct the mesh actor
517 meshData.SetMaterial( mMaterial );
518 meshData.SetVertices( vertices );
519 meshData.SetFaceIndices( faces );
520 meshData.SetHasTextureCoords(true);
521 meshData.SetHasNormals(true);
522 mMeshActor = MeshActor::New( Mesh::New( meshData ) );
523 mMeshActor.SetParentOrigin(ParentOrigin::CENTER);
524 mMeshActor.SetShaderEffect( mNoEffect );
525 mContent.Add( mMeshActor );
528 void ReadObjFile( const std::string& objFileName,
529 std::vector<float>& boundingBox,
530 std::vector<Vector3>& vertexPositions,
531 std::vector<int>& faceIndices)
533 std::ifstream ifs( objFileName.c_str(), std::ios::in );
535 boundingBox.resize( 6 );
536 boundingBox[0]=boundingBox[2]=boundingBox[4] = std::numeric_limits<float>::max();
537 boundingBox[1]=boundingBox[3]=boundingBox[5] = -std::numeric_limits<float>::max();
540 while( std::getline( ifs, line ) )
542 if( line[0] == 'v' && std::isspace(line[1])) // vertex
544 std::istringstream iss(line.substr(2), std::istringstream::in);
547 while( iss >> vertex[i++] && i < 3);
548 if( vertex.x < boundingBox[0] ) boundingBox[0] = vertex.x;
549 if( vertex.x > boundingBox[1] ) boundingBox[1] = vertex.x;
550 if( vertex.y < boundingBox[2] ) boundingBox[2] = vertex.y;
551 if( vertex.y > boundingBox[3] ) boundingBox[3] = vertex.y;
552 if( vertex.z < boundingBox[4] ) boundingBox[4] = vertex.z;
553 if( vertex.z > boundingBox[5] ) boundingBox[5] = vertex.z;
554 vertexPositions.push_back( vertex );
556 else if( line[0] == 'f' ) //face
558 unsigned int numOfInt = 3;
561 std::size_t found = line.find('/');
562 if( found == std::string::npos )
570 std::istringstream iss(line.substr(2), std::istringstream::in);
571 int indices[ numOfInt ];
573 while( iss >> indices[i++] && i < numOfInt);
574 unsigned int step = (i+1) / 3;
575 faceIndices.push_back( indices[0]-1 );
576 faceIndices.push_back( indices[step]-1 );
577 faceIndices.push_back( indices[2*step]-1 );
584 void ShapeResizeAndTexureCoordinateCalculation( const std::vector<float>& boundingBox,
585 std::vector<Vector3>& vertexPositions,
586 std::vector<Vector2>& textureCoordinates)
588 Vector3 bBoxSize( boundingBox[1] - boundingBox[0], boundingBox[3] - boundingBox[2], boundingBox[5] - boundingBox[4]);
589 Vector3 bBoxMinCorner( boundingBox[0], boundingBox[2], boundingBox[4] );
591 Vector2 stageSize = Stage::GetCurrent().GetSize();
592 Vector3 scale( stageSize.x / bBoxSize.x, stageSize.y / bBoxSize.y, 1.f );
593 scale.z = (scale.x + scale.y)/2.f;
595 for( std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++ )
597 Vector3 newPosition( (*iter) - bBoxMinCorner ) ;
599 Vector2 textureCoord( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y );
600 textureCoordinates.push_back( textureCoord );
602 newPosition -= bBoxSize * 0.5f;
603 (*iter) = newPosition * scale;
608 * Main key event handler
610 void OnKeyEvent(const KeyEvent& event)
612 if(event.state == KeyEvent::Down)
614 if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
623 Application& mApplication;
627 Vector2 mDownPosition;
628 Vector2 mLightPosition;
629 Vector2 mStageHalfSize;
632 MeshActor mMeshActor;
634 RefractionEffect mRefractionEffect;
636 Animation mLightAnimation;
637 Animation mStrenghAnimation;
639 Toolkit::PushButton mChangeTextureButton;
640 Toolkit::PushButton mChangeMeshButton;
641 unsigned int mCurrentTextureId;
642 unsigned int mCurrentMeshId;
645 /*****************************************************************************/
648 RunTest(Application& app)
650 RefractionEffectExample theApp(app);
654 /*****************************************************************************/
657 main(int argc, char **argv)
659 Application app = Application::New(&argc, &argv);