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 void operator()( Vector2& current, const PropertyInputContainer& inputs )
61 float spinAngle = inputs[0]->GetFloat();
62 current.x = cos( spinAngle );
63 current.y = sin( spinAngle );
72 * @brief Load an image, scaled-down to no more than the stage dimensions.
74 * Uses image scaling mode SCALE_TO_FILL to resize the image at
75 * load time to cover the entire stage with pixels with no borders,
76 * and filter mode BOX_THEN_LINEAR to sample the image with maximum quality.
78 ResourceImage LoadStageFillingImage( const char * const imagePath )
80 Size stageSize = Stage::GetCurrent().GetSize();
81 return ResourceImage::New( imagePath, ImageDimensions( stageSize.x, stageSize.y ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
86 /************************************************************************************************
87 *** This shader is used when the MeshActor is not touched***
88 ************************************************************************************************/
89 class NoEffect : public ShaderEffect
93 * Create an empty handle.
107 * Create a NoEffect object.
108 * @return A handle to a newly allocated NoEffect
110 static NoEffect New()
112 std::string vertexShader = MAKE_SHADER(
113 precision mediump float;\n
114 uniform mediump vec4 uTextureRect;\n
117 gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
118 vTexCoord = aTexCoord.xy;\n
121 std::string fragmentShader = MAKE_SHADER(
122 precision mediump float;\n
125 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
128 ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
129 GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
130 ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ) );
131 NoEffect handle( shaderEffect );
139 NoEffect( ShaderEffect handle )
140 : ShaderEffect( handle )
145 /************************************************************/
146 /* Custom refraction effect shader******************************/
147 /************************************************************/
149 class RefractionEffect : public ShaderEffect
154 * Create an empty RefractionEffect handle.
163 virtual ~RefractionEffect()
168 * Create a RefractionEffect object.
169 * @return A handle to a newly allocated RefractionEffect
171 static RefractionEffect New()
173 std::string vertexShader = MAKE_SHADER(
174 precision mediump float;\n
175 varying mediump vec2 vTextureOffset;\n
178 gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
179 vTexCoord = aTexCoord.xy;\n
182 vVertex = vec4( aPosition, 1.0 );\n
183 float length = max(0.01, length(aNormal.xy)) * 40.0;\n
184 vTextureOffset = aNormal.xy / length;\n
188 std::string fragmentShader = MAKE_SHADER(
189 precision mediump float;\n
190 uniform mediump float uEffectStrength;\n
191 uniform mediump vec3 uLightPosition;\n
192 uniform mediump vec2 uLightXYOffset;\n
193 uniform mediump vec2 uLightSpinOffset;\n
194 uniform mediump float uLightIntensity;\n
195 varying mediump vec2 vTextureOffset;\n
197 vec3 rgb2hsl(vec3 rgb)\n
199 float epsilon = 1.0e-10;\n
200 vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
201 vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n
202 vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n
206 float chroma = Q.x - min(Q.w, Q.y);\n
207 float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n
209 float lightness = value - chroma*0.5;\n
210 return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n
213 vec3 hsl2rgb( vec3 hsl )
216 vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
217 vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n
218 vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n
220 float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n
221 return ( RGB - 0.5 ) * chroma + hsl.z;
226 vec3 normal = normalize( vNormal);\n
228 vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0);\n
229 mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n
230 mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n
232 spotEffect = spotEffect * uEffectStrength;\n
233 mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity ) * spotEffect;\n
235 lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n
236 vec3 lightedColor = hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n
238 gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n
242 ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
243 GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
244 ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
245 RefractionEffect handle( shaderEffect );
247 Vector2 stageSize = Stage::GetCurrent().GetSize();
248 handle.SetLightPosition( Vector2(stageSize.x, 0.f) );
249 handle.SetUniform( "uLightXYOffset", Vector2::ZERO );
250 handle.SetUniform( "uLightSpinOffset", Vector2::ZERO );
251 handle.SetUniform( "uEffectStrength", 0.f );
252 handle.SetUniform( "uLightIntensity", 2.5f );
254 Dali::Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
255 Constraint constraint = Constraint::New<Vector2>( handle, handle.GetPropertyIndex("uLightSpinOffset"), LightOffsetConstraint(stageSize.x*0.1f) );
256 constraint.AddSource( LocalSource(index) );
262 void SetLightPosition( const Vector2& position )
264 Vector2 stageHalfSize = Stage::GetCurrent().GetSize() * 0.5f;
265 SetUniform( "uLightPosition", Vector3( position.x - stageHalfSize.x, position.y - stageHalfSize.y, stageHalfSize.x ) );
268 void SetLightXYOffset( const Vector2& offset )
270 SetUniform( "uLightXYOffset", offset );
273 void SetEffectStrength( float strength )
275 SetUniform( "uEffectStrength", strength );
278 void SetLightIntensity( float intensity )
280 SetUniform( "uLightIntensity", intensity );
287 RefractionEffect( ShaderEffect handle )
288 : ShaderEffect( handle )
293 /*************************************************/
294 /*Demo using RefractionEffect*****************/
295 /*************************************************/
296 class RefractionEffectExample : public ConnectionTracker
299 RefractionEffectExample( Application &application )
300 : mApplication( application ),
302 mCurrentTextureId( 1 ),
305 // Connect to the Application's Init signal
306 application.InitSignal().Connect(this, &RefractionEffectExample::Create);
309 ~RefractionEffectExample()
315 // The Init signal is received once (only) during the Application lifetime
316 void Create(Application& application)
318 DemoHelper::RequestThemeChange();
320 Stage stage = Stage::GetCurrent();
321 mStageHalfSize = stage.GetSize() * 0.5f;
323 stage.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent);
325 // Creates a default view with a default tool bar.
326 // The view is added to the stage.
327 Toolkit::ToolBar toolBar;
328 Toolkit::Control view;
329 mContent = DemoHelper::CreateView( application,
336 // Add a button to change background. (right of toolbar)
337 mChangeTextureButton = Toolkit::PushButton::New();
338 mChangeTextureButton.SetBackgroundImage( ResourceImage::New( CHANGE_TEXTURE_ICON ) );
339 mChangeTextureButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeTexture );
340 toolBar.AddControl( mChangeTextureButton,
341 DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
342 Toolkit::Alignment::HorizontalRight,
343 DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
344 // Add a button to change mesh pattern. ( left of bar )
345 mChangeMeshButton = Toolkit::PushButton::New();
346 mChangeMeshButton.SetBackgroundImage( ResourceImage::New( CHANGE_MESH_ICON ) );
347 mChangeMeshButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeMesh );
348 toolBar.AddControl( mChangeMeshButton,
349 DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
350 Toolkit::Alignment::HorizontalLeft,
351 DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
353 // creates the shader effects applied on the mesh actor
354 mRefractionEffect = RefractionEffect::New(); // used when the finger is touching the screen
355 mNoEffect = NoEffect::New(); // used in the other situations, basic render shader
356 // Create the mesh from the obj file and add to stage
357 mMaterial = Material::New( "Material" ) ;
358 mMaterial.SetDiffuseTexture( LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] ) );
359 CreateSurface( MESH_FILES[mCurrentMeshId] );
361 // Connect the callback to the touch signal on the mesh actor
362 mContent.TouchedSignal().Connect( this, &RefractionEffectExample::OnTouch );
364 // the animation which spin the light around the finger touch position
365 mLightPosition = Vector2( mStageHalfSize.x*2.f, 0.f);
366 mLightAnimation = Animation::New(2.f);
367 mLightAnimation.AnimateTo( Property( mRefractionEffect, "uSpinAngle" ), Math::PI*2.f );
368 mLightAnimation.SetLooping( true );
369 mLightAnimation.Pause();
373 * Create a mesh actor with different geometry to replace the current one
375 bool OnChangeMesh( Toolkit::Button button )
379 UnparentAndReset( mMeshActor );
382 mCurrentMeshId = ( mCurrentMeshId + 1 ) % NUM_MESH_FILES;
383 CreateSurface( MESH_FILES[mCurrentMeshId] );
388 bool OnChangeTexture( Toolkit::Button button )
390 mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
391 mMaterial.SetDiffuseTexture( LoadStageFillingImage( TEXTURE_IMAGES[mCurrentTextureId] ) );
396 bool OnTouch( Actor actor , const TouchEvent& event )
398 const TouchPoint &point = event.GetPoint(0);
402 case TouchPoint::Down:
405 mDownPosition = point.screen;
407 mLightAnimation.Play();
409 if( mStrenghAnimation )
411 mStrenghAnimation.Clear();
414 mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
415 mMeshActor.SetShaderEffect( mRefractionEffect );
416 mStrenghAnimation= Animation::New(0.5f);
417 mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 1.f );
418 mStrenghAnimation.Play();
422 case TouchPoint::Motion:
426 // make the light position following the finger movement
427 mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
432 case TouchPoint::Leave:
433 case TouchPoint::Interrupted:
437 mLightAnimation.Pause();
439 if( mStrenghAnimation )
441 mStrenghAnimation.Clear();
443 mStrenghAnimation = Animation::New(0.5f);
444 mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 0.f );
445 mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
446 mStrenghAnimation.Play();
452 case TouchPoint::Stationary:
453 case TouchPoint::Last:
462 void OnTouchFinished( Animation& source )
464 mMeshActor.SetShaderEffect( mNoEffect );
465 mRefractionEffect.SetLightXYOffset( Vector2::ZERO );
468 void CreateSurface( const std::string& objFileName )
470 MeshData::VertexContainer vertices;
471 MeshData::FaceIndices faces;
474 std::vector<float> boundingBox;
475 std::vector<Vector3> vertexPositions;
476 std::vector<int> faceIndices;
477 // read the vertice and faces from the .obj file, and record the bounding box
478 ReadObjFile( objFileName, boundingBox, vertexPositions, faceIndices );
480 std::vector<Vector2> textureCoordinates;
481 // align the mesh, scale it to fit the screen size, and calculate the texture coordinate for each vertex
482 ShapeResizeAndTexureCoordinateCalculation( boundingBox, vertexPositions, textureCoordinates );
484 // re-organize the mesh, the vertices are duplicated, each vertex only belongs to one triangle.
485 // Without sharing vertex between triangle, so we can manipulate the texture offset on each triangle conveniently.
486 for( std::size_t i=0; i<faceIndices.size(); i=i+3 )
488 Vector3 edge1 = vertexPositions[ faceIndices[i+2] ] - vertexPositions[ faceIndices[i] ];
489 Vector3 edge2 = vertexPositions[ faceIndices[i+1] ] - vertexPositions[ faceIndices[i] ];
490 Vector3 normal = edge1.Cross(edge2);
495 faces.push_back( i );
496 faces.push_back( i+1 );
497 faces.push_back( i+2 );
502 faces.push_back( i );
503 faces.push_back( i+2 );
504 faces.push_back( i+1 );
507 vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i] ], textureCoordinates[ faceIndices[i] ], normal ) );
508 vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+1] ], textureCoordinates[ faceIndices[i+1] ], normal ) );
509 vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+2] ], textureCoordinates[ faceIndices[i+2] ], normal ) );
513 // Now ready to construct the mesh actor
514 meshData.SetMaterial( mMaterial );
515 meshData.SetVertices( vertices );
516 meshData.SetFaceIndices( faces );
517 meshData.SetHasTextureCoords(true);
518 meshData.SetHasNormals(true);
519 mMeshActor = MeshActor::New( Mesh::New( meshData ) );
520 mMeshActor.SetParentOrigin(ParentOrigin::CENTER);
521 mMeshActor.SetShaderEffect( mNoEffect );
522 mContent.Add( mMeshActor );
525 void ReadObjFile( const std::string& objFileName,
526 std::vector<float>& boundingBox,
527 std::vector<Vector3>& vertexPositions,
528 std::vector<int>& faceIndices)
530 std::ifstream ifs( objFileName.c_str(), std::ios::in );
532 boundingBox.resize( 6 );
533 boundingBox[0]=boundingBox[2]=boundingBox[4] = std::numeric_limits<float>::max();
534 boundingBox[1]=boundingBox[3]=boundingBox[5] = -std::numeric_limits<float>::max();
537 while( std::getline( ifs, line ) )
539 if( line[0] == 'v' && std::isspace(line[1])) // vertex
541 std::istringstream iss(line.substr(2), std::istringstream::in);
544 while( iss >> vertex[i++] && i < 3);
545 if( vertex.x < boundingBox[0] ) boundingBox[0] = vertex.x;
546 if( vertex.x > boundingBox[1] ) boundingBox[1] = vertex.x;
547 if( vertex.y < boundingBox[2] ) boundingBox[2] = vertex.y;
548 if( vertex.y > boundingBox[3] ) boundingBox[3] = vertex.y;
549 if( vertex.z < boundingBox[4] ) boundingBox[4] = vertex.z;
550 if( vertex.z > boundingBox[5] ) boundingBox[5] = vertex.z;
551 vertexPositions.push_back( vertex );
553 else if( line[0] == 'f' ) //face
555 unsigned int numOfInt = 3;
558 std::size_t found = line.find('/');
559 if( found == std::string::npos )
567 std::istringstream iss(line.substr(2), std::istringstream::in);
568 int indices[ numOfInt ];
570 while( iss >> indices[i++] && i < numOfInt);
571 unsigned int step = (i+1) / 3;
572 faceIndices.push_back( indices[0]-1 );
573 faceIndices.push_back( indices[step]-1 );
574 faceIndices.push_back( indices[2*step]-1 );
581 void ShapeResizeAndTexureCoordinateCalculation( const std::vector<float>& boundingBox,
582 std::vector<Vector3>& vertexPositions,
583 std::vector<Vector2>& textureCoordinates)
585 Vector3 bBoxSize( boundingBox[1] - boundingBox[0], boundingBox[3] - boundingBox[2], boundingBox[5] - boundingBox[4]);
586 Vector3 bBoxMinCorner( boundingBox[0], boundingBox[2], boundingBox[4] );
588 Vector2 stageSize = Stage::GetCurrent().GetSize();
589 Vector3 scale( stageSize.x / bBoxSize.x, stageSize.y / bBoxSize.y, 1.f );
590 scale.z = (scale.x + scale.y)/2.f;
592 for( std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++ )
594 Vector3 newPosition( (*iter) - bBoxMinCorner ) ;
596 Vector2 textureCoord( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y );
597 textureCoordinates.push_back( textureCoord );
599 newPosition -= bBoxSize * 0.5f;
600 (*iter) = newPosition * scale;
605 * Main key event handler
607 void OnKeyEvent(const KeyEvent& event)
609 if(event.state == KeyEvent::Down)
611 if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
620 Application& mApplication;
624 Vector2 mDownPosition;
625 Vector2 mLightPosition;
626 Vector2 mStageHalfSize;
629 MeshActor mMeshActor;
631 RefractionEffect mRefractionEffect;
633 Animation mLightAnimation;
634 Animation mStrenghAnimation;
636 Toolkit::PushButton mChangeTextureButton;
637 Toolkit::PushButton mChangeMeshButton;
638 unsigned int mCurrentTextureId;
639 unsigned int mCurrentMeshId;
642 /*****************************************************************************/
645 RunTest(Application& app)
647 RefractionEffectExample theApp(app);
651 /*****************************************************************************/
654 main(int argc, char **argv)
656 Application app = Application::New(&argc, &argv);