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 uniform mediump vec4 uTextureRect;\n
100 gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
101 vTexCoord = aTexCoord.xy;\n
104 std::string fragmentShader = MAKE_SHADER(
107 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
110 ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
111 GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
112 ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ) );
113 NoEffect handle( shaderEffect );
121 NoEffect( ShaderEffect handle )
122 : ShaderEffect( handle )
127 /************************************************************/
128 /* Custom refraction effect shader******************************/
129 /************************************************************/
131 class RefractionEffect : public ShaderEffect
136 * Create an empty RefractionEffect handle.
145 virtual ~RefractionEffect()
150 * Create a RefractionEffect object.
151 * @return A handle to a newly allocated RefractionEffect
153 static RefractionEffect New()
155 std::string vertexShader = MAKE_SHADER(
156 varying mediump vec2 vTextureOffset;\n
159 gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );\n
160 vTexCoord = aTexCoord.xy;\n
163 vVertex = vec4( aPosition, 1.0 );\n
164 float length = max(0.01, length(aNormal.xy)) * 40.0;\n
165 vTextureOffset = aNormal.xy / length;\n
169 std::string fragmentShader = MAKE_SHADER(
170 uniform mediump float uEffectStrength;\n
171 uniform mediump vec3 uLightPosition;\n
172 uniform mediump vec2 uLightXYOffset;\n
173 uniform mediump vec2 uLightSpinOffset;\n
174 uniform mediump float uLightIntensity;\n
175 varying mediump vec2 vTextureOffset;\n
177 vec3 rgb2hsl(vec3 rgb)\n
179 float epsilon = 1.0e-10;\n
180 vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n
181 vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));\n
182 vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r));\n
186 float chroma = Q.x - min(Q.w, Q.y);\n
187 float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon));\n
189 float lightness = value - chroma*0.5;\n
190 return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness );\n
193 vec3 hsl2rgb( vec3 hsl )
196 vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n
197 vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www);\n
198 vec3 RGB = clamp(p - K.xxx, 0.0, 1.0);\n
200 float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y;\n
201 return ( RGB - 0.5 ) * chroma + hsl.z;
206 vec3 normal = normalize( vNormal);\n
208 vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.f);\n
209 mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n
210 mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n
212 spotEffect = spotEffect * uEffectStrength;\n
213 mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity ) * spotEffect;\n
215 lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect );\n
216 vec3 lightedColor = hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) );\n
218 gl_FragColor = vec4( lightedColor, color.a ) * uColor;\n
222 ShaderEffect shaderEffect = ShaderEffect::New( vertexShader, fragmentShader,
223 GeometryType( GEOMETRY_TYPE_TEXTURED_MESH),
224 ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
225 RefractionEffect handle( shaderEffect );
227 Vector2 stageSize = Stage::GetCurrent().GetSize();
228 handle.SetLightPosition( Vector2(stageSize.x, 0.f) );
229 handle.SetUniform( "uLightXYOffset", Vector2::ZERO );
230 handle.SetUniform( "uLightSpinOffset", Vector2::ZERO );
231 handle.SetUniform( "uEffectStrength", 0.f );
232 handle.SetUniform( "uLightIntensity", 2.5f );
234 Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
235 Constraint constraint = Constraint::New<Vector2>( handle.GetPropertyIndex("uLightSpinOffset"),
237 LightOffsetConstraint(stageSize.x*0.1f));
238 handle.ApplyConstraint( constraint );
243 void SetLightPosition( const Vector2& position )
245 Vector2 stageHalfSize = Stage::GetCurrent().GetSize() * 0.5f;
246 SetUniform( "uLightPosition", Vector3( position.x - stageHalfSize.x, position.y - stageHalfSize.y, stageHalfSize.x ) );
249 void SetLightXYOffset( const Vector2& offset )
251 SetUniform( "uLightXYOffset", offset );
254 void SetEffectStrength( float strength )
256 SetUniform( "uEffectStrength", strength );
259 void SetLightIntensity( float intensity )
261 SetUniform( "uLightIntensity", intensity );
268 RefractionEffect( ShaderEffect handle )
269 : ShaderEffect( handle )
274 /*************************************************/
275 /*Demo using RefractionEffect*****************/
276 /*************************************************/
277 class RefractionEffectExample : public ConnectionTracker
280 RefractionEffectExample( Application &application )
281 : mApplication( application ),
283 mCurrentTextureId( 1 ),
286 // Connect to the Application's Init signal
287 application.InitSignal().Connect(this, &RefractionEffectExample::Create);
290 ~RefractionEffectExample()
296 // The Init signal is received once (only) during the Application lifetime
297 void Create(Application& application)
299 Stage stage = Stage::GetCurrent();
300 mStageHalfSize = stage.GetSize() * 0.5f;
302 stage.KeyEventSignal().Connect(this, &RefractionEffectExample::OnKeyEvent);
304 // Creates a default view with a default tool bar.
305 // The view is added to the stage.
306 Toolkit::ToolBar toolBar;
308 mContent = DemoHelper::CreateView( application,
315 // Add a button to change background. (right of toolbar)
316 mChangeTextureButton = Toolkit::PushButton::New();
317 mChangeTextureButton.SetBackgroundImage( Image::New( CHANGE_TEXTURE_ICON ) );
318 mChangeTextureButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeTexture );
319 toolBar.AddControl( mChangeTextureButton,
320 DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
321 Toolkit::Alignment::HorizontalRight,
322 DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
323 // Add a button to change mesh pattern. ( left of bar )
324 mChangeMeshButton = Toolkit::PushButton::New();
325 mChangeMeshButton.SetBackgroundImage( Image::New( CHANGE_MESH_ICON ) );
326 mChangeMeshButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeMesh );
327 toolBar.AddControl( mChangeMeshButton,
328 DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
329 Toolkit::Alignment::HorizontalLeft,
330 DemoHelper::DEFAULT_MODE_SWITCH_PADDING );
332 // creates the shader effects applied on the mesh actor
333 mRefractionEffect = RefractionEffect::New(); // used when the finger is touching the screen
334 mNoEffect = NoEffect::New(); // used in the other situations, basic render shader
335 // Create the mesh from the obj file and add to stage
336 mMaterial = Material::New( "Material" ) ;
337 mMaterial.SetDiffuseTexture(Image::New(TEXTURE_IMAGES[mCurrentTextureId]));
338 CreateSurface( MESH_FILES[mCurrentMeshId] );
340 // Connect the callback to the touch signal on the mesh actor
341 mContent.TouchedSignal().Connect( this, &RefractionEffectExample::OnTouch );
343 // the animation which spin the light around the finger touch position
344 mLightPosition = Vector2( mStageHalfSize.x*2.f, 0.f);
345 mLightAnimation = Animation::New(2.f);
346 mLightAnimation.AnimateTo( Property( mRefractionEffect, "uSpinAngle" ), Math::PI*2.f );
347 mLightAnimation.SetLooping( true );
348 mLightAnimation.Pause();
352 * Create a mesh actor with different geometry to replace the current one
354 bool OnChangeMesh( Toolkit::Button button )
358 UnparentAndReset( mMeshActor );
361 mCurrentMeshId = ( mCurrentMeshId + 1 ) % NUM_MESH_FILES;
362 CreateSurface( MESH_FILES[mCurrentMeshId] );
367 bool OnChangeTexture( Toolkit::Button button )
369 mCurrentTextureId = ( mCurrentTextureId + 1 ) % NUM_TEXTURE_IMAGES;
370 mMaterial.SetDiffuseTexture(Image::New(TEXTURE_IMAGES[mCurrentTextureId]));
375 bool OnTouch( Actor actor , const TouchEvent& event )
377 const TouchPoint &point = event.GetPoint(0);
381 case TouchPoint::Down:
384 mDownPosition = point.screen;
386 mLightAnimation.Play();
388 if( mStrenghAnimation )
390 mStrenghAnimation.Clear();
393 mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
394 mMeshActor.SetShaderEffect( mRefractionEffect );
395 mStrenghAnimation= Animation::New(0.5f);
396 mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 1.f );
397 mStrenghAnimation.Play();
401 case TouchPoint::Motion:
405 // make the light position following the finger movement
406 mRefractionEffect.SetLightXYOffset( point.screen - mLightPosition );
411 case TouchPoint::Leave:
412 case TouchPoint::Interrupted:
416 mLightAnimation.Pause();
418 if( mStrenghAnimation )
420 mStrenghAnimation.Clear();
422 mStrenghAnimation = Animation::New(0.5f);
423 mStrenghAnimation.AnimateTo( Property( mRefractionEffect, "uEffectStrength" ), 0.f );
424 mStrenghAnimation.FinishedSignal().Connect( this, &RefractionEffectExample::OnTouchFinished );
425 mStrenghAnimation.Play();
431 case TouchPoint::Stationary:
432 case TouchPoint::Last:
441 void OnTouchFinished( Animation& source )
443 mMeshActor.SetShaderEffect( mNoEffect );
444 mRefractionEffect.SetLightXYOffset( Vector2::ZERO );
447 void CreateSurface( const std::string& objFileName )
449 MeshData::VertexContainer vertices;
450 MeshData::FaceIndices faces;
453 std::vector<float> boundingBox;
454 std::vector<Vector3> vertexPositions;
455 std::vector<int> faceIndices;
456 // read the vertice and faces from the .obj file, and record the bounding box
457 ReadObjFile( objFileName, boundingBox, vertexPositions, faceIndices );
459 std::vector<Vector2> textureCoordinates;
460 // align the mesh, scale it to fit the screen size, and calculate the texture coordinate for each vertex
461 ShapeResizeAndTexureCoordinateCalculation( boundingBox, vertexPositions, textureCoordinates );
463 // re-organize the mesh, the vertices are duplicated, each vertex only belongs to one triangle.
464 // Without sharing vertex between triangle, so we can manipulate the texture offset on each triangle conveniently.
465 for( std::size_t i=0; i<faceIndices.size(); i=i+3 )
467 Vector3 edge1 = vertexPositions[ faceIndices[i+2] ] - vertexPositions[ faceIndices[i] ];
468 Vector3 edge2 = vertexPositions[ faceIndices[i+1] ] - vertexPositions[ faceIndices[i] ];
469 Vector3 normal = edge1.Cross(edge2);
474 faces.push_back( i );
475 faces.push_back( i+1 );
476 faces.push_back( i+2 );
481 faces.push_back( i );
482 faces.push_back( i+2 );
483 faces.push_back( i+1 );
486 vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i] ], textureCoordinates[ faceIndices[i] ], normal ) );
487 vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+1] ], textureCoordinates[ faceIndices[i+1] ], normal ) );
488 vertices.push_back( MeshData::Vertex( vertexPositions[ faceIndices[i+2] ], textureCoordinates[ faceIndices[i+2] ], normal ) );
492 // Now ready to construct the mesh actor
493 meshData.SetMaterial( mMaterial );
494 meshData.SetVertices( vertices );
495 meshData.SetFaceIndices( faces );
496 meshData.SetHasTextureCoords(true);
497 meshData.SetHasNormals(true);
498 mMeshActor = MeshActor::New( Mesh::New( meshData ) );
499 mMeshActor.SetParentOrigin(ParentOrigin::CENTER);
500 mMeshActor.SetAffectedByLighting( false );
501 mMeshActor.SetShaderEffect( mNoEffect );
502 mContent.Add( mMeshActor );
505 void ReadObjFile( const std::string& objFileName,
506 std::vector<float>& boundingBox,
507 std::vector<Vector3>& vertexPositions,
508 std::vector<int>& faceIndices)
510 std::ifstream ifs( objFileName.c_str(), std::ios::in );
512 boundingBox.resize( 6 );
513 boundingBox[0]=boundingBox[2]=boundingBox[4] = std::numeric_limits<float>::max();
514 boundingBox[1]=boundingBox[3]=boundingBox[5] = -std::numeric_limits<float>::max();
517 while( std::getline( ifs, line ) )
519 if( line[0] == 'v' && std::isspace(line[1])) // vertex
521 std::istringstream iss(line.substr(2), std::istringstream::in);
524 while( iss >> vertex[i++] && i < 3);
525 if( vertex.x < boundingBox[0] ) boundingBox[0] = vertex.x;
526 if( vertex.x > boundingBox[1] ) boundingBox[1] = vertex.x;
527 if( vertex.y < boundingBox[2] ) boundingBox[2] = vertex.y;
528 if( vertex.y > boundingBox[3] ) boundingBox[3] = vertex.y;
529 if( vertex.z < boundingBox[4] ) boundingBox[4] = vertex.z;
530 if( vertex.z > boundingBox[5] ) boundingBox[5] = vertex.z;
531 vertexPositions.push_back( vertex );
533 else if( line[0] == 'f' ) //face
535 unsigned int numOfInt = 3;
538 std::size_t found = line.find('/');
539 if( found == std::string::npos )
547 std::istringstream iss(line.substr(2), std::istringstream::in);
548 int indices[ numOfInt ];
550 while( iss >> indices[i++] && i < numOfInt);
551 unsigned int step = (i+1) / 3;
552 faceIndices.push_back( indices[0]-1 );
553 faceIndices.push_back( indices[step]-1 );
554 faceIndices.push_back( indices[2*step]-1 );
561 void ShapeResizeAndTexureCoordinateCalculation( const std::vector<float>& boundingBox,
562 std::vector<Vector3>& vertexPositions,
563 std::vector<Vector2>& textureCoordinates)
565 Vector3 bBoxSize( boundingBox[1] - boundingBox[0], boundingBox[3] - boundingBox[2], boundingBox[5] - boundingBox[4]);
566 Vector3 bBoxMinCorner( boundingBox[0], boundingBox[2], boundingBox[4] );
568 Vector2 stageSize = Stage::GetCurrent().GetSize();
569 Vector3 scale( stageSize.x / bBoxSize.x, stageSize.y / bBoxSize.y, 1.f );
570 scale.z = (scale.x + scale.y)/2.f;
572 for( std::vector<Vector3>::iterator iter = vertexPositions.begin(); iter != vertexPositions.end(); iter++ )
574 Vector3 newPosition( (*iter) - bBoxMinCorner ) ;
576 Vector2 textureCoord( newPosition.x / bBoxSize.x, newPosition.y / bBoxSize.y );
577 textureCoordinates.push_back( textureCoord );
579 newPosition -= bBoxSize * 0.5f;
580 (*iter) = newPosition * scale;
585 * Main key event handler
587 void OnKeyEvent(const KeyEvent& event)
589 if(event.state == KeyEvent::Down)
591 if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
600 Application& mApplication;
604 Vector2 mDownPosition;
605 Vector2 mLightPosition;
606 Vector2 mStageHalfSize;
609 MeshActor mMeshActor;
611 RefractionEffect mRefractionEffect;
613 Animation mLightAnimation;
614 Animation mStrenghAnimation;
616 Toolkit::PushButton mChangeTextureButton;
617 Toolkit::PushButton mChangeMeshButton;
618 unsigned int mCurrentTextureId;
619 unsigned int mCurrentMeshId;
622 /*****************************************************************************/
625 RunTest(Application& app)
627 RefractionEffectExample theApp(app);
631 /*****************************************************************************/
634 main(int argc, char **argv)
636 Application app = Application::New(&argc, &argv);