/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
*/
-//External includes
+// EXTERNAL INCLUDES
+#include <cstdint> // uint32_t, uint16_t etc
#include <cstdio>
#include <string>
-//Internal includes
-#include <dali/dali.h>
-#include <dali/devel-api/rendering/renderer.h>
-#include <dali-toolkit/dali-toolkit.h>
+#include <dali/public-api/math/random.h>
+#include <dali/public-api/rendering/frame-buffer.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <dali/public-api/rendering/texture-set.h>
+#include <dali/public-api/rendering/texture.h>
-#include "shared/view.h"
-#include "shared/utility.h"
+// INTERNAL INCLUDES
+#include "shared/utility.h" // DemoHelper::LoadTexture
+#include "generated/metaball-vert.h"
+#include "generated/metaball-frag.h"
+#include "generated/metaball-refraction-frag.h"
using namespace Dali;
-using namespace Dali::Toolkit;
-namespace
+namespace // unnamed namespace for constants
{
-const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-2.jpg" );
-const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
-
-const float GRAVITY_X(0);
-const float GRAVITY_Y(-0.09);
-}
-
-#define METABALL_NUMBER 6
-
-
-const char*const METABALL_VERTEX_SHADER = DALI_COMPOSE_SHADER (
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aTexture;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform lowp vec4 uColor;\n
- varying mediump vec2 vTexCoord;\n
-
- void main()\n
- {\n
- vTexCoord = aTexture;\n
- mediump vec4 vertexPosition = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n
- gl_Position = uMvpMatrix * vertexPosition;\n
- }\n
-);
-
-
-const char*const METABALL_FRAG_SHADER = DALI_COMPOSE_SHADER (
- precision mediump float;\n
- varying vec2 vTexCoord;\n
- uniform vec2 uPositionMetaball;\n
- uniform vec2 uPositionVar;\n
- uniform vec2 uGravityVector;\n
- uniform float uRadius;\n
- uniform float uRadiusVar;\n
- void main()\n
- {\n
- vec2 adjustedCoords = vTexCoord * 2.0 - 1.0;\n
- vec2 finalMetaballPosition = uPositionMetaball + uGravityVector + uPositionVar;\n
- \n
- float finalRadius = uRadius + uRadiusVar;\n
- vec2 distanceVec = adjustedCoords - finalMetaballPosition;\n
- float result = dot(distanceVec, distanceVec);\n
- float color = inversesqrt(result) * finalRadius;\n
- \n
- gl_FragColor = vec4(color,color,color,1.0);\n
- }\n
-);
-
-const char*const REFRACTION_FRAG_SHADER = DALI_COMPOSE_SHADER (
- precision highp float;\n
- varying vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform sampler2D sEffect;\n
- uniform vec2 uPositionMetaball;\n
- void main()\n
- {\n
- vec2 zoomCoords;\n
- vec3 normal = vec3(0.0,0.0,1.0);\n
- vec2 fakePos = vec2(0.0,0.0);\n
- vec3 color = vec3(1.0, 1.0, 1.0);
- float ambient = 0.2;
- \n
- vec4 metaColor = texture2D(sEffect, vTexCoord);\n
- \n
- vec2 adjustedCoords = vTexCoord.xy * vec2(2.0) - vec2(1.0);\n
- fakePos = adjustedCoords.xy - vec2(uPositionMetaball.x, -uPositionMetaball.y);
- float len = length(fakePos) + 0.01;\n
- vec3 colorPos = vec3(0,0,1);
- \n
- if (metaColor.r > 0.85)\n
- {\n
- zoomCoords = ((vTexCoord - 0.5) * 0.9);\n
- zoomCoords = zoomCoords + 0.5;\n
- \n
- float interpNormal = mix(0.7, 1.0, (metaColor.r - 0.85) * 4.);\n
- normal.xyz = vec3(fakePos.x * (1.0 - interpNormal) / len, fakePos.y * (1.0 - interpNormal) / len, interpNormal);\n
- normal.xyz = normalize(normal.xyz);\n
- color = vec3(0.65, 1.0, 0);\n
- colorPos = vec3(fakePos.x,fakePos.y,0);
- }\n
- else if (metaColor.r > 0.75)\n
- {\n
- float interpolation = mix(0.9, 1.15, (0.85 - metaColor.r) * 10.0);\n
- zoomCoords = ((vTexCoord - 0.5) * interpolation);\n
- zoomCoords = zoomCoords + 0.5;\n
- \n
- float interpNormal = mix(0.7, 0.0, (0.85 - metaColor.r) * 10.0);\n
- normal.xyz = vec3(fakePos.x * (1.0 - interpNormal) / len, fakePos.y * (1.0 - interpNormal) / len, interpNormal);\n
- normal.xyz = normalize(normal.xyz);\n
- color = vec3(0.65, 1.0, 0);\n
- colorPos = vec3(fakePos.x,fakePos.y,0);
- }\n
- else\n
- {\n
- zoomCoords = vTexCoord;\n
- normal = vec3(0,0,0);\n
- ambient = 0.5;\n
- }\n
- \n
- vec3 lightPosition = vec3(-750.0,-1000.0,2000.0);\n
- vec3 vertex = vec3(adjustedCoords.x,adjustedCoords.y,0.0);\n
- \n
- vec3 vecToLight = normalize( lightPosition - vertex );\n
- \n
- float lightDiffuse = dot( vecToLight, normal );\n
- lightDiffuse = max(0.0,lightDiffuse);\n
- lightDiffuse = lightDiffuse * 0.5 + 0.5;
- \n
- vec3 vertexToEye = vec3(0,0,1) - vertex;\n
- vertexToEye = normalize(vertexToEye);
- vec3 lightReflect = normalize(reflect(-vecToLight, normal));\n
- float specularFactor = max(0.0,dot(vertexToEye, lightReflect));\n
- specularFactor = pow(specularFactor, 32.0) * 0.7;
- \n
- vec4 texColor = texture2D(sTexture, zoomCoords);\n
- gl_FragColor.rgb = texColor.rgb * ambient + color.rgb * texColor.rgb * lightDiffuse + vec3(specularFactor);\n
- gl_FragColor.a = 1.0;
- }\n
- );
-
-const char*const FRAG_SHADER = DALI_COMPOSE_SHADER (
- precision mediump float;\n
- void main()\n
- {\n
- gl_FragColor = texture2D(sTexture, vTexCoord);\n
- }\n
-);
+// background image
+const char* const BACKGROUND_IMAGE(DEMO_IMAGE_DIR "background-2.jpg");
+// number of metaballs
+constexpr uint32_t METABALL_NUMBER = 6;
+/**
+ * Metadata for each ball
+ */
struct MetaballInfo
{
- Actor actor;
- Vector2 position;
- float radius;
- float initRadius;
+ Actor actor;
+ Vector2 position;
+ float radius;
+ float initRadius;
//new shader stuff
Property::Index positionIndex;
Property::Index positionVarIndex;
};
+} // unnamed namespace
-/**************************************************************************/
-/* Demo using Metaballs ***********/
-/* When the metaball is clicked it explodes in different balls ***********/
-/**************************************************************************/
+/**
+ * Demo using Metaballs
+ *
+ * When the metaball is clicked it explodes to smaller balls
+ */
class MetaballExplosionController : public ConnectionTracker
{
public:
- MetaballExplosionController( Application& application );
- ~MetaballExplosionController();
-
/**
- * Main create function, it creates the metaballs and all the related data
+ * Constructor
+ * @param application
*/
- void Create( Application& app );
+ MetaballExplosionController(Application& application);
/**
- * Touch event function
+ * Destructor
*/
- bool OnTouch( Actor actor, const TouchData& touch );
+ virtual ~MetaballExplosionController();
/**
- * Key event function
+ * Creates the metaballs and initializes the scene
*/
- void OnKeyEvent(const KeyEvent& event);
+ void Create(Application& app);
+ /**
+ * Touch event handler to center metaballs at touch position
+ * and start explosion animation on release
+ */
+ bool OnTouch(Actor actor, const TouchEvent& touch);
-private:
- Application& mApplication;
- Vector2 mScreenSize;
+ /**
+ * Key event handler to quit application on escape or back key
+ */
+ void OnKeyEvent(const KeyEvent& event);
- Layer mContentLayer;
+private: // Data
+ Application& mApplication;
+ Vector2 mScreenSize;
- Image mBackImage;
- FrameBufferImage mMetaballFBO;
+ Texture mBackgroundTexture;
+ FrameBuffer mMetaballFBO;
- Actor mMetaballRoot;
- MetaballInfo mMetaballs[METABALL_NUMBER];
+ Actor mMetaballRoot;
+ MetaballInfo mMetaballs[METABALL_NUMBER];
- Property::Index mPositionIndex;
- Actor mCompositionActor;
+ Property::Index mPositionIndex;
+ Actor mCompositionActor;
//Motion
- Vector2 mCurrentTouchPosition;
- Vector2 mMetaballPosVariation;
- Vector2 mMetaballPosVariationFrom;
- Vector2 mMetaballPosVariationTo;
- Vector2 mMetaballCenter;
+ Vector2 mCurrentTouchPosition;
+ Vector2 mMetaballPosVariation;
+ Vector2 mMetaballPosVariationFrom;
+ Vector2 mMetaballPosVariationTo;
+ Vector2 mMetaballCenter;
//Animations
- Animation mPositionVarAnimation[METABALL_NUMBER];
+ Animation mPositionVarAnimation[METABALL_NUMBER];
- int mDispersion;
- Animation mDispersionAnimation[METABALL_NUMBER];
+ uint32_t mDispersion;
+ Animation mDispersionAnimation[METABALL_NUMBER];
- Timer mTimerDispersion;
+ Timer mTimerDispersion;
- float mTimeMult;
+ float mTimeMultiplier;
- //Private functions
+ // Private helper functions
/**
* Create a mesh data with the geometry for the metaball rendering
+ * @param aspectMappedTexture whether texture coords should be mapped based on aspect ratio
*/
- Geometry CreateGeometry();
+ Geometry CreateGeometry(bool aspectMappedTexture = true);
/**
- * Create a mesh data with the geometry for the final composition
+ * Create a actors and renderers for the metaballs
*/
- Geometry CreateGeometryComposition();
-
- /**
- * Create a mesh actor for the metaballs
- */
- void CreateMetaballActors();
+ void CreateMetaballActors();
/**
* Create the render task and FBO to render the metaballs into a texture
*/
- void CreateMetaballImage();
+ void CreateMetaballImage();
/**
- * Create a mesh image to render the final composition
+ * Create the the final composition
*/
- void AddRefractionImage();
+ void CreateComposition();
/**
* Function to create animations for the small variations of position inside the metaball
*/
- void CreateAnimations();
+ void CreateAnimations();
/**
* Function to reset metaball state
*/
- void ResetMetaballs(bool resetAnims);
+ void ResetMetaballs(bool resetAnims);
/**
* Function to create disperse each of the ball that compose the metaball when exploding
*/
- void DisperseBallAnimation(int ball);
+ void DisperseBallAnimation(uint32_t ball);
/**
* Function to make metaballs come back to reset position
*/
- void LaunchResetMetaballPosition(Animation &source);
+ void LaunchResetMetaballPosition(Animation& source);
/**
* Function to set things at the end of the animation
*/
- void EndDisperseAnimation(Animation &source);
+ void EndDisperseAnimation(Animation& source);
/**
* Function to init dispersion of the metaballs one by one using a timer
* (so not all the balls begin moving at the same time)
*/
- bool OnTimerDispersionTick();
+ bool OnTimerDispersionTick();
/**
* Function to set the actual position of the metaballs when the user clicks the screen
*/
- void SetPositionToMetaballs(Vector2 & metaballCenter);
+ void SetPositionToMetaballs(const Vector2& metaballCenter);
};
+/**
+ * Implementation
+ */
-//-----------------------------------------------------------------------------------------------
-//
-// IMPLEMENTATION
-//
-//----------------
-
-MetaballExplosionController::MetaballExplosionController( Application& application )
- : mApplication( application )
+MetaballExplosionController::MetaballExplosionController(Application& application)
+: mApplication(application),
+ mScreenSize(),
+ mBackgroundTexture(),
+ mMetaballFBO(),
+ mMetaballRoot(),
+ mMetaballs(),
+ mPositionIndex(),
+ mCompositionActor(),
+ mCurrentTouchPosition(),
+ mMetaballPosVariation(),
+ mMetaballPosVariationFrom(),
+ mMetaballPosVariationTo(),
+ mMetaballCenter(),
+ mPositionVarAnimation(),
+ mDispersion(0),
+ mDispersionAnimation(),
+ mTimerDispersion(),
+ mTimeMultiplier(1.0f)
{
// Connect to the Application's Init signal
- mApplication.InitSignal().Connect( this, &MetaballExplosionController::Create );
+ mApplication.InitSignal().Connect(this, &MetaballExplosionController::Create);
}
MetaballExplosionController::~MetaballExplosionController()
// Nothing to do here;
}
-void MetaballExplosionController::Create( Application& app )
+void MetaballExplosionController::Create(Application& app)
{
- Stage stage = Stage::GetCurrent();
+ Window window = app.GetWindow();
- stage.KeyEventSignal().Connect(this, &MetaballExplosionController::OnKeyEvent);
+ window.KeyEventSignal().Connect(this, &MetaballExplosionController::OnKeyEvent);
- mScreenSize = stage.GetSize();
+ mScreenSize = window.GetSize();
- mTimeMult = 1.0f;
+ mTimeMultiplier = 1.0f;
- stage.SetBackgroundColor(Color::BLACK);
+ window.SetBackgroundColor(Color::BLACK);
- //Set background image for the view
- mBackImage = DemoHelper::LoadImage( BACKGROUND_IMAGE );
+ // Load background texture
+ mBackgroundTexture = DemoHelper::LoadTexture(BACKGROUND_IMAGE);
- srand((unsigned)time(0));
+ srand(static_cast<uint32_t>(time(0)));
//Create internal data
CreateMetaballActors();
CreateMetaballImage();
- AddRefractionImage();
+ CreateComposition();
CreateAnimations();
- mDispersion = 0;
- mTimerDispersion = Timer::New( 150 );
+ mDispersion = 0;
+ mTimerDispersion = Timer::New(150);
mTimerDispersion.TickSignal().Connect(this, &MetaballExplosionController::OnTimerDispersionTick);
// Connect the callback to the touch signal on the mesh actor
- stage.GetRootLayer().TouchSignal().Connect( this, &MetaballExplosionController::OnTouch );
+ window.GetRootLayer().TouchedSignal().Connect(this, &MetaballExplosionController::OnTouch);
}
-Geometry MetaballExplosionController::CreateGeometry()
+Geometry MetaballExplosionController::CreateGeometry(bool aspectMappedTexture)
{
- float aspect = (float)mScreenSize.y / (float)mScreenSize.x;
+ const float aspect = mScreenSize.y / mScreenSize.x;
// Create vertices and specify their color
- float xsize = mScreenSize.x * 0.5;
-
- //We create the meshdata for the metaballs
- struct VertexPosition { Vector2 position; };
- struct VertexTexture { Vector2 texture; };
- struct VertexNormal { Vector3 normal; };
-
- VertexPosition vertices[] = {
- { Vector2( -xsize, -xsize * aspect) },
- { Vector2( xsize, -xsize * aspect) },
- { Vector2( -xsize, xsize * aspect) },
- { Vector2( xsize, xsize * aspect) }
- };
+ const float xsize = mScreenSize.x * 0.5;
- VertexTexture textures[] = {
- { Vector2(0.0f, 0.0f) },
- { Vector2(1.0f, 0.0f) },
- { Vector2(0.0f, 1.0f * aspect) },
- { Vector2(1.0f, 1.0f * aspect) }
+ // Create the meshdata for the metaballs
+ struct VertexPosition
+ {
+ Vector2 position;
};
-
- unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);
-
- //Vertices
- Property::Map positionVertexFormat;
- positionVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
- positionVertices.SetData( vertices, numberOfVertices );
-
- //Textures
- Property::Map textureVertexFormat;
- textureVertexFormat["aTexture"] = Property::VECTOR2;
- PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
- textureVertices.SetData( textures, numberOfVertices );
-
- //Indices
- unsigned short indices[] = { 0, 3, 1, 0, 2, 3 };
-
- // Create the geometry object
- Geometry texturedQuadGeometry = Geometry::New();
- texturedQuadGeometry.AddVertexBuffer( positionVertices );
- texturedQuadGeometry.AddVertexBuffer( textureVertices );
-
- texturedQuadGeometry.SetIndexBuffer ( &indices[0], sizeof( indices )/ sizeof( indices[0] ) );
-
- return texturedQuadGeometry;
-}
-
-Geometry MetaballExplosionController::CreateGeometryComposition()
-{
- float aspect = (float)mScreenSize.y / (float)mScreenSize.x;
-
- // Create vertices and specify their color
- float xsize = mScreenSize.x * 0.5;
-
- //We create the meshdata for the metaballs
- struct VertexPosition { Vector2 position; };
- struct VertexTexture { Vector2 texture; };
- struct VertexNormal { Vector3 normal; };
-
- VertexPosition vertices[] = {
- { Vector2( -xsize, -xsize * aspect) },
- { Vector2( xsize, -xsize * aspect) },
- { Vector2( -xsize, xsize * aspect) },
- { Vector2( xsize, xsize * aspect) }
+ struct VertexTexture
+ {
+ Vector2 texture;
};
- VertexTexture textures[] = {
- { Vector2(0.0f, 0.0f) },
- { Vector2(1.0f, 0.0f) },
- { Vector2(0.0f, 1.0f) },
- { Vector2(1.0f, 1.0f) }
- };
+ VertexPosition vertices[] =
+ {
+ {Vector2(-xsize, -xsize * aspect)},
+ {Vector2(xsize, -xsize * aspect)},
+ {Vector2(-xsize, xsize * aspect)},
+ {Vector2(xsize, xsize * aspect)}};
+
+ const float textureAspect = (aspectMappedTexture) ? aspect : 1.0f;
+ VertexTexture textures[] =
+ {
+ {Vector2(0.0f, 0.0f)},
+ {Vector2(1.0f, 0.0f)},
+ {Vector2(0.0f, 1.0f * textureAspect)},
+ {Vector2(1.0f, 1.0f * textureAspect)}};
- unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);
+ uint32_t numberOfVertices = sizeof(vertices) / sizeof(VertexPosition);
- //Vertices
+ // Vertices
Property::Map positionVertexFormat;
positionVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
- positionVertices.SetData( vertices, numberOfVertices );
+ VertexBuffer positionVertices = VertexBuffer::New(positionVertexFormat);
+ positionVertices.SetData(vertices, numberOfVertices);
- //Textures
+ // Textures
Property::Map textureVertexFormat;
textureVertexFormat["aTexture"] = Property::VECTOR2;
- PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
- textureVertices.SetData( textures, numberOfVertices );
+ VertexBuffer textureVertices = VertexBuffer::New(textureVertexFormat);
+ textureVertices.SetData(textures, numberOfVertices);
- //Indices
- unsigned short indices[] = { 0, 3, 1, 0, 2, 3 };
+ // Indices
+ const uint16_t indices[] = {0, 3, 1, 0, 2, 3};
// Create the geometry object
Geometry texturedQuadGeometry = Geometry::New();
- texturedQuadGeometry.AddVertexBuffer( positionVertices );
- texturedQuadGeometry.AddVertexBuffer( textureVertices );
+ texturedQuadGeometry.AddVertexBuffer(positionVertices);
+ texturedQuadGeometry.AddVertexBuffer(textureVertices);
- texturedQuadGeometry.SetIndexBuffer ( &indices[0], sizeof( indices )/ sizeof( indices[0] ) );
+ texturedQuadGeometry.SetIndexBuffer(&indices[0], sizeof(indices) / sizeof(indices[0]));
return texturedQuadGeometry;
}
-float randomNumber(float lowest, float highest)
-{
- float range=(highest-lowest);
- return lowest+range*rand()/RAND_MAX;
-}
-
void MetaballExplosionController::CreateMetaballActors()
{
- //Create the shader for the metaballs
- Shader shader = Shader::New( METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER );
+ // Create the shader for the metaballs, tell DALi that shader modifies geometry so we dont need to set a meaningless size
+ Shader shader = Shader::New(SHADER_METABALL_VERT, SHADER_METABALL_FRAG, Shader::Hint::MODIFIES_GEOMETRY);
Geometry metaballGeom = CreateGeometry();
- Renderer renderer = Renderer::New( metaballGeom, shader );
- renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
- renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE );
- renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE );
- renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE );
- renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE );
+ // Reuse same renderer for each actor
+ Renderer renderer = Renderer::New(metaballGeom, shader);
+ renderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE);
+ renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE);
+ renderer.SetProperty(Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE);
+ renderer.SetProperty(Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE);
//Initialization of each of the metaballs
- for( int i = 0; i < METABALL_NUMBER; i++ )
+ for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
mMetaballs[i].position = Vector2(0.0f, 0.0f);
- mMetaballs[i].radius = mMetaballs[i].initRadius = randomNumber(0.05f,0.07f);
-
- mMetaballs[i].actor = Actor::New( );
- mMetaballs[i].actor.SetName("Metaball");
- mMetaballs[i].actor.SetScale( 1.0f );
- mMetaballs[i].actor.SetParentOrigin( ParentOrigin::CENTER );
- mMetaballs[i].actor.AddRenderer( renderer );
-
- mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty( "uPositionMetaball", mMetaballs[i].position );
+ mMetaballs[i].radius = mMetaballs[i].initRadius = Random::Range(0.05f, 0.07f);
- mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty( "uPositionVar", Vector2(0.f,0.f) );
+ mMetaballs[i].actor = Actor::New();
+ mMetaballs[i].actor.SetProperty(Dali::Actor::Property::NAME, "Metaball");
+ mMetaballs[i].actor.SetProperty(Actor::Property::SCALE, 1.0f);
+ mMetaballs[i].actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mMetaballs[i].actor.AddRenderer(renderer);
- mMetaballs[i].actor.RegisterProperty( "uGravityVector", Vector2(randomNumber(-0.2,0.2),randomNumber(-0.2,0.2)) );
+ mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty("uPositionMetaball", mMetaballs[i].position);
- mMetaballs[i].actor.RegisterProperty( "uRadius", mMetaballs[i].radius );
+ mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty("uPositionVar", Vector2(0.f, 0.f));
- mMetaballs[i].actor.RegisterProperty( "uRadiusVar", 0.f );
-
- mMetaballs[i].actor.SetSize(400, 400);
+ mMetaballs[i].actor.RegisterProperty("uGravityVector", Vector2(Random::Range(-0.2, 0.2), Random::Range(-0.2, 0.2)));
+ mMetaballs[i].actor.RegisterProperty("uRadius", mMetaballs[i].radius);
+ mMetaballs[i].actor.RegisterProperty("uRadiusVar", 0.f);
}
- //Root creation
+ // Root creation
mMetaballRoot = Actor::New();
- mMetaballRoot.SetParentOrigin( ParentOrigin::CENTER );
- for( int i = 0; i < METABALL_NUMBER; i++ )
+ mMetaballRoot.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
- mMetaballRoot.Add( mMetaballs[i].actor );
+ mMetaballRoot.Add(mMetaballs[i].actor);
}
-
- //Initialization of variables related to metaballs
- mMetaballPosVariation = Vector2(0,0);
- mMetaballPosVariationFrom = Vector2(0,0);
- mMetaballPosVariationTo = Vector2(0,0);
- mCurrentTouchPosition = Vector2(0,0);
}
void MetaballExplosionController::CreateMetaballImage()
{
- //We create an FBO and a render task to create to render the metaballs with a fragment shader
- Stage stage = Stage::GetCurrent();
- mMetaballFBO = FrameBufferImage::New(mScreenSize.x, mScreenSize.y, Pixel::RGBA8888, RenderBuffer::COLOR_DEPTH);
+ // Create an FBO and a render task to create to render the metaballs with a fragment shader
+ Window window = mApplication.GetWindow();
+ mMetaballFBO = FrameBuffer::New(mScreenSize.x, mScreenSize.y);
- stage.Add(mMetaballRoot);
+ window.Add(mMetaballRoot);
- //Creation of the render task used to render the metaballs
- RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
- RenderTask task = taskList.CreateTask();
- task.SetRefreshRate( RenderTask::REFRESH_ALWAYS );
- task.SetSourceActor( mMetaballRoot );
+ // Create the render task used to render the metaballs
+ RenderTaskList taskList = window.GetRenderTaskList();
+ RenderTask task = taskList.CreateTask();
+ task.SetRefreshRate(RenderTask::REFRESH_ALWAYS);
+ task.SetSourceActor(mMetaballRoot);
task.SetExclusive(true);
- task.SetClearColor( Color::BLACK );
- task.SetClearEnabled( true );
- task.SetTargetFrameBuffer( mMetaballFBO );
+ task.SetClearColor(Color::BLACK);
+ task.SetClearEnabled(true);
+ task.SetFrameBuffer(mMetaballFBO);
}
-void MetaballExplosionController::AddRefractionImage()
+void MetaballExplosionController::CreateComposition()
{
- //Create Gaussian blur for the rendered image
- FrameBufferImage fbo;
- fbo = FrameBufferImage::New( mScreenSize.x, mScreenSize.y, Pixel::RGBA8888, RenderBuffer::COLOR_DEPTH);
-
- GaussianBlurView gbv = GaussianBlurView::New(5, 2.0f, Pixel::RGBA8888, 0.5f, 0.5f, true);
- gbv.SetBackgroundColor(Color::TRANSPARENT);
- gbv.SetUserImageAndOutputRenderTarget( mMetaballFBO, fbo );
- gbv.SetSize(mScreenSize.x, mScreenSize.y);
- Stage::GetCurrent().Add(gbv);
- gbv.Activate();
-
//Create new shader
- Shader shader = Shader::New( METABALL_VERTEX_SHADER, REFRACTION_FRAG_SHADER );
+ Shader shader = Shader::New(SHADER_METABALL_VERT, SHADER_METABALL_REFRACTION_FRAG);
- //Create new texture set
- TextureSet textureSet = TextureSet::New();
- textureSet.SetImage( 0u, mBackImage );
- textureSet.SetImage( 1u, fbo );
+ // Create new texture set
+ auto textureSet = TextureSet::New();
+ textureSet.SetTexture(0u, mBackgroundTexture);
+ textureSet.SetTexture(1u, mMetaballFBO.GetColorTexture());
- //Create geometry
- Geometry metaballGeom = CreateGeometryComposition();
+ // Create geometry
+ Geometry metaballGeom = CreateGeometry(false);
- Renderer mRenderer = Renderer::New( metaballGeom, shader );
- mRenderer.SetTextures( textureSet );
+ Renderer mRenderer = Renderer::New(metaballGeom, shader);
+ mRenderer.SetTextures(textureSet);
- mCompositionActor = Actor::New( );
- mCompositionActor.SetParentOrigin(ParentOrigin::CENTER);
- mCompositionActor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
- mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y);
+ // Create actor
+ mCompositionActor = Actor::New();
+ mCompositionActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mCompositionActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+ mCompositionActor.SetProperty(Actor::Property::SIZE, Vector2(mScreenSize.x, mScreenSize.y));
+ mCompositionActor.AddRenderer(mRenderer);
- mCompositionActor.AddRenderer( mRenderer );
-
- Vector2 metaballCenter(0.0,0);
+ Vector2 metaballCenter(0.0, 0);
metaballCenter.x = metaballCenter.x * 0.5;
metaballCenter.y = metaballCenter.y * 0.5;
-
- mPositionIndex = mCompositionActor.RegisterProperty( "uPositionMetaball", metaballCenter );
+ mPositionIndex = mCompositionActor.RegisterProperty("uPositionMetaball", metaballCenter);
SetPositionToMetaballs(metaballCenter);
- mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y);
+ mCompositionActor.SetProperty(Actor::Property::SIZE, Vector2(mScreenSize.x, mScreenSize.y));
- Stage stage = Stage::GetCurrent();
- stage.Add( mCompositionActor );
+ Window window = mApplication.GetWindow();
+ window.Add(mCompositionActor);
}
void MetaballExplosionController::CreateAnimations()
{
Vector2 direction;
- for( int i = 0; i < METABALL_NUMBER; i++ )
+ for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
- float key;
KeyFrames keySinCosVariation = KeyFrames::New();
- Vector2 sinCosVariation(0,0);
+ Vector2 sinCosVariation(0, 0);
- direction.x = randomNumber(-100.f,100.f);
- direction.y = randomNumber(-100.f,100.f);
+ direction.x = Random::Range(-100.f, 100.f);
+ direction.y = Random::Range(-100.f, 100.f);
direction.Normalize();
direction *= 0.1f;
- for( int j = 0; j < 360; j++ )
+ for(uint32_t j = 0; j < 360; j++)
{
- sinCosVariation.x = sin(j * Math::PI/180.f) * direction.x;
- sinCosVariation.y = cos(j * Math::PI/180.f) * direction.y;
- key = j/360.f;
+ sinCosVariation.x = sinf(j * Math::PI / 180.f) * direction.x;
+ sinCosVariation.y = cosf(j * Math::PI / 180.f) * direction.y;
+ float key = j / 360.f;
keySinCosVariation.Add(key, sinCosVariation);
}
mPositionVarAnimation[i] = Animation::New(3.f);
- mPositionVarAnimation[i].AnimateBetween(Property( mMetaballs[i].actor, mMetaballs[i].positionVarIndex ), keySinCosVariation);
- mPositionVarAnimation[i].SetLooping( true );
+ mPositionVarAnimation[i].AnimateBetween(Property(mMetaballs[i].actor, mMetaballs[i].positionVarIndex), keySinCosVariation);
+ mPositionVarAnimation[i].SetLooping(true);
mPositionVarAnimation[i].Play();
}
}
void MetaballExplosionController::ResetMetaballs(bool resetAnims)
{
- for( int i = 0; i < METABALL_NUMBER; i++ )
+ for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
- if (mDispersionAnimation[i])
+ if(mDispersionAnimation[i])
+ {
mDispersionAnimation[i].Clear();
+ }
mMetaballs[i].position = Vector2(0.0f, 0.0f);
mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position);
mTimerDispersion.Stop();
mDispersion = 0;
- mCompositionActor.SetProperty( mPositionIndex, Vector2(0,0) );
+ mCompositionActor.SetProperty(mPositionIndex, Vector2(0, 0));
}
-void MetaballExplosionController::DisperseBallAnimation(int ball)
+void MetaballExplosionController::DisperseBallAnimation(uint32_t ball)
{
Vector2 position;
- position.x = randomNumber(-1.5f,1.5f);
- position.y = randomNumber(-1.5f,1.5f);
+ position.x = Random::Range(-1.5f, 1.5f);
+ position.y = Random::Range(-1.5f, 1.5f);
- mDispersionAnimation[ball] = Animation::New(2.0f * mTimeMult);
- mDispersionAnimation[ball].AnimateTo( Property(mMetaballs[ball].actor, mMetaballs[ball].positionIndex), position);
+ mDispersionAnimation[ball] = Animation::New(2.0f * mTimeMultiplier);
+ mDispersionAnimation[ball].AnimateTo(Property(mMetaballs[ball].actor, mMetaballs[ball].positionIndex), position);
mDispersionAnimation[ball].Play();
- if( ball == METABALL_NUMBER - 1 )
- mDispersionAnimation[ball].FinishedSignal().Connect( this, &MetaballExplosionController::LaunchResetMetaballPosition );
+ if(ball == METABALL_NUMBER - 1)
+ {
+ mDispersionAnimation[ball].FinishedSignal().Connect(this, &MetaballExplosionController::LaunchResetMetaballPosition);
+ }
}
-void MetaballExplosionController::LaunchResetMetaballPosition(Animation &source)
+void MetaballExplosionController::LaunchResetMetaballPosition(Animation& source)
{
- for( int i = 0; i < METABALL_NUMBER; i++ )
+ for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
- mDispersionAnimation[i] = Animation::New(1.5f + i*0.25f*mTimeMult);
- mDispersionAnimation[i].AnimateTo(Property(mMetaballs[i].actor, mMetaballs[i].positionIndex), Vector2(0,0));
+ mDispersionAnimation[i] = Animation::New(1.5f + i * 0.25f * mTimeMultiplier);
+ mDispersionAnimation[i].AnimateTo(Property(mMetaballs[i].actor, mMetaballs[i].positionIndex), Vector2(0, 0));
mDispersionAnimation[i].Play();
- if( i == METABALL_NUMBER - 1 )
- mDispersionAnimation[i].FinishedSignal().Connect( this, &MetaballExplosionController::EndDisperseAnimation );
+ if(i == METABALL_NUMBER - 1)
+ {
+ mDispersionAnimation[i].FinishedSignal().Connect(this, &MetaballExplosionController::EndDisperseAnimation);
+ }
}
}
-void MetaballExplosionController::EndDisperseAnimation(Animation &source)
+void MetaballExplosionController::EndDisperseAnimation(Animation& source)
{
- mCompositionActor.SetProperty( mPositionIndex, Vector2(0,0) );
+ mCompositionActor.SetProperty(mPositionIndex, Vector2(0, 0));
}
bool MetaballExplosionController::OnTimerDispersionTick()
{
- if( mDispersion < METABALL_NUMBER )
+ if(mDispersion < METABALL_NUMBER)
{
DisperseBallAnimation(mDispersion);
mDispersion++;
return true;
}
-void MetaballExplosionController::SetPositionToMetaballs(Vector2 & metaballCenter)
+void MetaballExplosionController::SetPositionToMetaballs(const Vector2& metaballCenter)
{
//We set the position for the metaballs based on click position
- for( int i = 0; i < METABALL_NUMBER; i++ )
+ for(uint32_t i = 0; i < METABALL_NUMBER; i++)
{
mMetaballs[i].position = metaballCenter;
mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[i].position);
}
- mCompositionActor.SetProperty( mPositionIndex, metaballCenter );
+ mCompositionActor.SetProperty(mPositionIndex, metaballCenter);
}
-bool MetaballExplosionController::OnTouch( Actor actor, const TouchData& touch )
+bool MetaballExplosionController::OnTouch(Actor actor, const TouchEvent& touch)
{
float aspectR = mScreenSize.y / mScreenSize.x;
- switch( touch.GetState( 0 ) )
+ switch(touch.GetState(0))
{
case PointState::DOWN:
{
ResetMetaballs(true);
- const Vector2 screen = touch.GetScreenPosition( 0 );
- Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5) * 2.0;
+ const Vector2 screen = touch.GetScreenPosition(0);
+ Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5f, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f) * 2.0f;
SetPositionToMetaballs(metaballCenter);
break;
}
case PointState::MOTION:
{
- const Vector2 screen = touch.GetScreenPosition( 0 );
- Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5) * 2.0;
+ const Vector2 screen = touch.GetScreenPosition(0);
+ Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5f, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5f) * 2.0f;
SetPositionToMetaballs(metaballCenter);
break;
}
}
default:
break;
- }
+ }
return true;
}
void MetaballExplosionController::OnKeyEvent(const KeyEvent& event)
{
- if(event.state == KeyEvent::Down)
+ if(event.GetState() == KeyEvent::DOWN)
{
- if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
+ if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
}
}
-
-//-----------------------------------------------------------------------------------------------
-//
-// Main functions
-//
-//-----------------------------------------------------------------------------------------------
-
-void RunTest( Application& application )
+/**
+ * Main entry point
+ */
+int32_t DALI_EXPORT_API main(int argc, char** argv)
{
- MetaballExplosionController test( application );
+ Application application = Application::New(&argc, &argv);
- application.MainLoop();
-}
-
-// Entry point for Linux & Tizen applications
-//
-int DALI_EXPORT_API main( int argc, char **argv )
-{
- Application application = Application::New( &argc, &argv );
+ MetaballExplosionController test(application);
- RunTest( application );
+ application.MainLoop();
return 0;
}