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/devel-api/rendering/renderer.h>
20 #include <dali-toolkit/dali-toolkit.h>
26 using namespace Dali::Toolkit;
30 const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-2.jpg" );
31 const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
33 const float GRAVITY_X(0);
34 const float GRAVITY_Y(-0.09);
37 #define METABALL_NUMBER 4
39 const char*const METABALL_VERTEX_SHADER = DALI_COMPOSE_SHADER (
40 attribute mediump vec2 aPosition;\n
41 attribute mediump vec2 aTexture;\n
42 attribute mediump vec3 aNormal;\n
43 uniform mediump mat4 uMvpMatrix;\n
44 uniform mediump vec3 uSize;\n
45 uniform lowp vec4 uColor;\n
46 varying mediump vec2 vTexCoord;\n
50 mediump vec4 vertexPosition = vec4(aPosition.x, aPosition.y, 0.0, 1.0);\n
51 vertexPosition = uMvpMatrix * vertexPosition;\n
52 gl_Position = vertexPosition;\n
53 vTexCoord = aTexture;\n
58 const char*const METABALL_FRAG_SHADER = DALI_COMPOSE_SHADER (
59 precision mediump float;\n
60 varying vec2 vTexCoord;\n
61 uniform vec2 uPositionMetaball;\n
62 uniform vec2 uPositionVar;\n
63 uniform vec2 uGravityVector;\n
64 uniform float uRadius;\n
65 uniform float uRadiusVar;\n
66 uniform float uAspect;\n
69 vec2 adjustedCoords = vTexCoord * 2.0 - 1.0;\n
70 vec2 finalMetaballPosition = uPositionMetaball + uGravityVector + uPositionVar;\n
72 float distance = (adjustedCoords.x - finalMetaballPosition.x) * (adjustedCoords.x - finalMetaballPosition.x) +
73 (adjustedCoords.y - finalMetaballPosition.y) * (adjustedCoords.y - finalMetaballPosition.y);\n
74 float finalRadius = uRadius + uRadiusVar;\n
75 float color = finalRadius / sqrt( distance );\n
76 vec2 bordercolor = vec2(0.0,0.0);\n
77 if (vTexCoord.x < 0.1)\n
79 bordercolor.x = (0.1 - vTexCoord.x) * 0.8;\n
81 if (vTexCoord.x > 0.9)\n
83 bordercolor.x = (vTexCoord.x - 0.9) * 0.8;\n
85 if (vTexCoord.y < 0.1)\n
87 bordercolor.y = (0.1 - vTexCoord.y) * 0.8;\n
89 if (vTexCoord.y > (0.9 * uAspect))\n
91 bordercolor.y = (vTexCoord.y - (0.9 * uAspect)) * 0.8;\n
93 float border = (bordercolor.x + bordercolor.y) * 0.5;\n
94 gl_FragColor = vec4(color + border,color + border,color + border,1.0);\n
98 const char*const REFRACTION_FRAG_SHADER = DALI_COMPOSE_SHADER (
99 precision mediump float;\n
100 varying vec2 vTexCoord;\n
101 uniform sampler2D sTexture;\n
102 uniform sampler2D sEffect;\n
105 vec4 metaColor = texture2D(sEffect, vTexCoord);\n
107 float bright = 1.0;\n
108 if (metaColor.r > 0.85)\n
110 zoomCoords = ((vTexCoord - 0.5) * 0.95) + 0.5;\n
112 else if (metaColor.r > 0.81)\n
114 float interpolation = mix(0.95, 1.05, (0.85 - metaColor.r) * 50.0);\n
115 zoomCoords = ((vTexCoord - 0.5) * interpolation) + 0.5;\n
120 zoomCoords = vTexCoord;\n
123 gl_FragColor = texture2D(sTexture, zoomCoords) * bright;\n
127 const char*const FRAG_SHADER = DALI_COMPOSE_SHADER (
128 precision mediump float;\n
129 varying vec2 vTexCoord;\n
130 uniform sampler2D sTexture;\n
133 gl_FragColor = texture2D(sTexture, vTexCoord);\n
140 //ShaderEffect shader;
146 //Properties needed for animations
147 Property::Index positionIndex;
148 Property::Index positionVarIndex;
149 Property::Index gravityIndex;
150 Property::Index radiusIndex;
151 Property::Index radiusVarIndex;
152 Property::Index aspectIndex;
156 /***************************************************************************/
157 /* Demo using Metaballs for Refraction when clicking the screen ************/
158 /* The concept is similar to the Note 5 ScreenLock ************/
159 /***************************************************************************/
160 class MetaballRefracController : public ConnectionTracker
163 MetaballRefracController( Application& application );
164 ~MetaballRefracController();
166 void Create( Application& app );
167 bool OnTouch( Actor actor, const TouchEvent& touch );
168 void OnKeyEvent(const KeyEvent& event);
170 void SetGravity(const Vector2 & gravity);
174 Application& mApplication;
180 FrameBufferImage mMetaballFBO;
183 MetaballInfo mMetaballs[METABALL_NUMBER];
185 Actor mCompositionActor;
189 Vector2 mCurrentTouchPosition;
190 Vector2 mMetaballPosVariation;
191 Vector2 mMetaballPosVariationFrom;
192 Vector2 mMetaballPosVariationTo;
193 Vector2 mMetaballCenter;
198 Renderer mRendererRefraction;
199 TextureSet mTextureSetRefraction;
200 Shader mShaderRefraction;
201 TextureSet mTextureSetNormal;
202 Shader mShaderNormal;
205 Animation mGravityAnimation[METABALL_NUMBER];
206 Animation mRadiusDecAnimation[METABALL_NUMBER];
207 Animation mRadiusIncFastAnimation[METABALL_NUMBER];
208 Animation mRadiusIncSlowAnimation[METABALL_NUMBER];
209 Animation mRadiusVarAnimation[METABALL_NUMBER];
210 Animation mPositionVarAnimation[METABALL_NUMBER];
213 Geometry CreateGeometry();
214 Geometry CreateGeometryComposition();
216 void CreateMetaballActors();
217 void CreateMetaballImage();
218 void AddRefractionImage();
219 void CreateAnimations();
221 void LaunchRadiusIncSlowAnimations(Animation &source);
222 void LaunchGetBackToPositionAnimation(Animation &source);
224 void StopClickAnimations();
225 void StopAfterClickAnimations();
227 void ResetMetaballsState();
229 void SetPositionToMetaballs(Vector2 & metaballCenter);
233 //-----------------------------------------------------------------------------------------------
239 MetaballRefracController::MetaballRefracController( Application& application )
240 : mApplication( application )
242 // Connect to the Application's Init signal
243 mApplication.InitSignal().Connect( this, &MetaballRefracController::Create );
246 MetaballRefracController::~MetaballRefracController()
248 // Nothing to do here;
252 * Setter function for gravity
254 void MetaballRefracController::SetGravity(const Vector2 & gravity)
260 * Main create function, it creates the metaballs and all the
262 void MetaballRefracController::Create( Application& app )
264 Stage stage = Stage::GetCurrent();
266 stage.KeyEventSignal().Connect(this, &MetaballRefracController::OnKeyEvent);
268 mScreenSize = stage.GetSize();
270 stage.SetBackgroundColor(Color::BLACK);
272 //Set background image for the view
273 mBackImage = ResourceImage::New( BACKGROUND_IMAGE );
275 mGravity = Vector2(GRAVITY_X,GRAVITY_Y);
276 mGravityVar = Vector2(0,0);
278 //Create internal data
279 CreateMetaballActors();
280 CreateMetaballImage();
281 AddRefractionImage();
285 // Connect the callback to the touch signal on the mesh actor
286 stage.GetRootLayer().TouchedSignal().Connect( this, &MetaballRefracController::OnTouch );
290 * Create a mesh data with the geometry for the metaball rendering
292 Geometry MetaballRefracController::CreateGeometry()
294 float aspect = (float)mScreenSize.y / (float)mScreenSize.x;
296 // Create vertices and specify their color
297 float xsize = mScreenSize.x * 0.5;
299 //We create the meshdata for the metaballs
300 struct VertexPosition { Vector2 position; };
301 struct VertexTexture { Vector2 texture; };
302 struct VertexNormal { Vector3 normal; };
304 VertexPosition vertices[] = {
305 { Vector2( -xsize, -xsize * aspect) },
306 { Vector2( xsize, -xsize * aspect) },
307 { Vector2( -xsize, xsize * aspect) },
308 { Vector2( xsize, xsize * aspect) }
311 VertexTexture textures[] = {
312 { Vector2(0.0f, 0.0f) },
313 { Vector2(1.0f, 0.0f) },
314 { Vector2(0.0f, 1.0f * aspect) },
315 { Vector2(1.0f, 1.0f * aspect) }
318 VertexNormal normals [] = {
319 { Vector3(0.0f, 0.0f, 1.0f) },
320 { Vector3(0.0f, 0.0f, 1.0f) },
321 { Vector3(0.0f, 0.0f, 1.0f) },
322 { Vector3(0.0f, 0.0f, 1.0f) }
325 int indices[] = { 0, 3, 1, 0, 2, 3 };
327 unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);
330 Property::Map positionVertexFormat;
331 positionVertexFormat["aPosition"] = Property::VECTOR2;
332 PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
333 positionVertices.SetData( vertices, numberOfVertices );
336 Property::Map textureVertexFormat;
337 textureVertexFormat["aTexture"] = Property::VECTOR2;
338 PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
339 textureVertices.SetData( textures, numberOfVertices );
342 Property::Map normalVertexFormat;
343 normalVertexFormat["aNormal"] = Property::VECTOR3;
344 PropertyBuffer normalVertices = PropertyBuffer::New( normalVertexFormat );
345 normalVertices.SetData( normals, numberOfVertices );
348 Property::Map indicesVertexFormat;
349 indicesVertexFormat["aIndices"] = Property::INTEGER;
350 PropertyBuffer indicesToVertices = PropertyBuffer::New( indicesVertexFormat );
351 indicesToVertices.SetData( indices, 6 );
354 // Create the geometry object
355 Geometry texturedQuadGeometry = Geometry::New();
356 texturedQuadGeometry.AddVertexBuffer( positionVertices );
357 texturedQuadGeometry.AddVertexBuffer( textureVertices );
358 texturedQuadGeometry.AddVertexBuffer( normalVertices );
360 texturedQuadGeometry.SetIndexBuffer ( indicesToVertices );
362 return texturedQuadGeometry;
366 * Create a mesh data with the geometry for the metaball rendering
368 Geometry MetaballRefracController::CreateGeometryComposition()
370 float aspect = (float)mScreenSize.y / (float)mScreenSize.x;
372 // Create vertices and specify their color
373 float xsize = mScreenSize.x * 0.5;
375 //We create the meshdata for the metaballs
376 struct VertexPosition { Vector2 position; };
377 struct VertexTexture { Vector2 texture; };
378 struct VertexNormal { Vector3 normal; };
380 VertexPosition vertices[] = {
381 { Vector2( -xsize, -xsize * aspect) },
382 { Vector2( xsize, -xsize * aspect) },
383 { Vector2( -xsize, xsize * aspect) },
384 { Vector2( xsize, xsize * aspect) }
387 VertexTexture textures[] = {
388 { Vector2(0.0f, 0.0f) },
389 { Vector2(1.0f, 0.0f) },
390 { Vector2(0.0f, 1.0f) },
391 { Vector2(1.0f, 1.0f) }
394 VertexNormal normals [] = {
395 { Vector3(0.0f, 0.0f, 1.0f) },
396 { Vector3(0.0f, 0.0f, 1.0f) },
397 { Vector3(0.0f, 0.0f, 1.0f) },
398 { Vector3(0.0f, 0.0f, 1.0f) }
401 int indices[] = { 0, 3, 1, 0, 2, 3 };
403 unsigned int numberOfVertices = sizeof(vertices)/sizeof(VertexPosition);
406 Property::Map positionVertexFormat;
407 positionVertexFormat["aPosition"] = Property::VECTOR2;
408 PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
409 positionVertices.SetData( vertices, numberOfVertices );
412 Property::Map textureVertexFormat;
413 textureVertexFormat["aTexture"] = Property::VECTOR2;
414 PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
415 textureVertices.SetData( textures, numberOfVertices );
418 Property::Map normalVertexFormat;
419 normalVertexFormat["aNormal"] = Property::VECTOR3;
420 PropertyBuffer normalVertices = PropertyBuffer::New( normalVertexFormat );
421 normalVertices.SetData( normals, numberOfVertices );
424 Property::Map indicesVertexFormat;
425 indicesVertexFormat["aIndices"] = Property::INTEGER;
426 PropertyBuffer indicesToVertices = PropertyBuffer::New( indicesVertexFormat );
427 indicesToVertices.SetData( indices, 6 );
429 // Create the geometry object
430 Geometry texturedQuadGeometry = Geometry::New();
431 texturedQuadGeometry.AddVertexBuffer( positionVertices );
432 texturedQuadGeometry.AddVertexBuffer( textureVertices );
433 texturedQuadGeometry.AddVertexBuffer( normalVertices );
435 texturedQuadGeometry.SetIndexBuffer ( indicesToVertices );
437 return texturedQuadGeometry;
441 * Create a mesh actor for the metaballs
443 void MetaballRefracController::CreateMetaballActors()
445 //We create metaball structures
446 //With MeshData Textured
447 float aspect = (float)mScreenSize.y / (float)mScreenSize.x;
449 //Create the renderer for the metaballs
450 Shader shader = Shader::New( METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER );
451 Geometry metaballGeom = CreateGeometry();
452 Renderer renderer = Renderer::New( metaballGeom, shader );
453 renderer.SetProperty( Renderer::Property::BLENDING_MODE, BlendingMode::ON );
454 renderer.SetBlendFunc(BlendingFactor::ONE, BlendingFactor::ONE, BlendingFactor::ONE, BlendingFactor::ONE);
456 //Each metaball has a different radius
457 mMetaballs[0].radius = mMetaballs[0].initRadius = 0.0145f;
458 mMetaballs[1].radius = mMetaballs[1].initRadius = 0.012f;
459 mMetaballs[2].radius = mMetaballs[2].initRadius = 0.0135f;
460 mMetaballs[3].radius = mMetaballs[3].initRadius = 0.0135f;
462 //Initialization of each of the metaballs
463 for (int i = 0 ; i < METABALL_NUMBER ; i++)
465 mMetaballs[i].position = Vector2(0.0f, 0.0f);
467 mMetaballs[i].actor = Actor::New( );
468 mMetaballs[i].actor.SetName("Metaball");
469 mMetaballs[i].actor.SetScale( 1.0f );
470 mMetaballs[i].actor.SetParentOrigin( ParentOrigin::CENTER );
473 mMetaballs[i].actor.AddRenderer( renderer );
475 mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty( "uPositionMetaball", mMetaballs[i].position );
477 mMetaballs[i].positionVarIndex = mMetaballs[i].actor.RegisterProperty( "uPositionVar", Vector2(0.f,0.f) );
479 mMetaballs[i].gravityIndex = mMetaballs[i].actor.RegisterProperty( "uGravityVector", Vector2(0.f,0.f) );
481 mMetaballs[i].radiusIndex = mMetaballs[i].actor.RegisterProperty( "uRadius", mMetaballs[i].radius );
483 mMetaballs[i].radiusVarIndex = mMetaballs[i].actor.RegisterProperty( "uRadiusVar", 0.f );
485 mMetaballs[i].aspectIndex = mMetaballs[i].actor.RegisterProperty( "uAspect", aspect );
487 mMetaballs[i].actor.SetSize(400, 400);
491 mMetaballRoot = Actor::New();
492 mMetaballRoot.SetParentOrigin( ParentOrigin::CENTER );
493 for (int i = 0 ; i < METABALL_NUMBER ; i++)
495 mMetaballRoot.Add( mMetaballs[i].actor );
498 //Initialization of variables related to metaballs
499 mMetaballPosVariation = Vector2(0,0);
500 mMetaballPosVariationFrom = Vector2(0,0);
501 mMetaballPosVariationTo = Vector2(0,0);
502 mCurrentTouchPosition = Vector2(0,0);
506 * Create the render task and FBO to render the metaballs into a texture
508 void MetaballRefracController::CreateMetaballImage()
510 //We create an FBO and a render task to create to render the metaballs with a fragment shader
511 Stage stage = Stage::GetCurrent();
512 mMetaballFBO = FrameBufferImage::New(mScreenSize.x, mScreenSize.y );
514 stage.Add(mMetaballRoot);
516 //Creation of the render task used to render the metaballs
517 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
518 RenderTask task = taskList.CreateTask();
519 task.SetRefreshRate( RenderTask::REFRESH_ALWAYS );
520 task.SetSourceActor( mMetaballRoot );
521 task.SetExclusive(true);
522 task.SetClearColor( Color::BLACK );
523 task.SetClearEnabled( true );
524 task.SetTargetFrameBuffer( mMetaballFBO );
528 * Create a mesh image to render the final composition
530 void MetaballRefracController::AddRefractionImage()
532 //Creation of the composition image
535 Geometry metaballGeom = CreateGeometryComposition();
537 //Create Refraction shader and renderer
538 mShaderRefraction = Shader::New( METABALL_VERTEX_SHADER, REFRACTION_FRAG_SHADER );
540 //Create new texture set
541 mTextureSetRefraction = TextureSet::New();
542 mTextureSetRefraction.SetImage( 0u, mBackImage );
543 mTextureSetRefraction.SetImage( 1u, mMetaballFBO );
545 //Create normal shader
546 mShaderNormal = Shader::New( METABALL_VERTEX_SHADER, FRAG_SHADER );
548 //Create new texture set
549 mTextureSetNormal = TextureSet::New();
550 mTextureSetNormal.SetImage( 0u, mBackImage );
553 mCompositionActor = Actor::New( );
554 mCompositionActor.SetParentOrigin(ParentOrigin::CENTER);
555 mCompositionActor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
556 mCompositionActor.SetSize(mScreenSize.x, mScreenSize.y);
558 mRendererRefraction = Renderer::New( metaballGeom, mShaderNormal );
559 mRendererRefraction.SetTextures( mTextureSetNormal );
560 mCompositionActor.AddRenderer( mRendererRefraction );
562 Stage stage = Stage::GetCurrent();
563 stage.Add( mCompositionActor );
567 * Creation of all the metaballs animations (gravity, movement, size, etc.)
569 void MetaballRefracController::CreateAnimations()
574 mPositionVarAnimation[1] = Animation::New(2.f);
575 mPositionVarAnimation[1].SetLooping( false );
576 mPositionVarAnimation[1].Pause();
577 mPositionVarAnimation[1].FinishedSignal().Connect( this, &MetaballRefracController::LaunchGetBackToPositionAnimation );
579 KeyFrames keySinCosVariation = KeyFrames::New();
580 Vector2 sinCosVariation(0,0);
581 for ( i = 0 ; i < 360 ; i++)
583 sinCosVariation.x = 0.05f * (-sin(i * Math::PI/180.f) + cos(i * Math::PI/180.f));
584 sinCosVariation.y = 0.05f * (sin(i * Math::PI/180.f) - cos(i * Math::PI/180.f));
586 keySinCosVariation.Add(key, sinCosVariation);
589 mPositionVarAnimation[2] = Animation::New(6.f);
590 mPositionVarAnimation[2].AnimateBetween(Property( mMetaballs[2].actor, mMetaballs[2].positionVarIndex ), keySinCosVariation);
591 mPositionVarAnimation[2].SetLooping( true );
592 mPositionVarAnimation[2].Pause();
594 KeyFrames keyCosSinVariation = KeyFrames::New();
595 Vector2 cosSinVariation(0,0);
596 for ( i = 0 ; i < 360 ; i++)
598 cosSinVariation.x = 0.05f * (-sin(i * Math::PI/180.f) - cos(i * Math::PI/180.f));
599 cosSinVariation.y = 0.05f * (sin(i * Math::PI/180.f) + cos(i * Math::PI/180.f));
601 keyCosSinVariation.Add(key, cosSinVariation);
604 mPositionVarAnimation[3] = Animation::New(6.f);
605 mPositionVarAnimation[3].AnimateBetween(Property( mMetaballs[3].actor, mMetaballs[3].positionVarIndex ), keyCosSinVariation);
606 mPositionVarAnimation[3].SetLooping( true );
607 mPositionVarAnimation[3].Pause();
609 //Animations for gravity
610 for ( i = 0 ; i < METABALL_NUMBER ; i++)
612 mGravityAnimation[i] = Animation::New(25.f);
613 mGravityAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].gravityIndex ), mGravity * 25.f * 3.f);
614 mGravityAnimation[i].SetLooping( false );
615 mGravityAnimation[i].Pause();
618 //Animation to decrease size of metaballs when there is no click
619 for ( i = 0 ; i < METABALL_NUMBER ; i++)
621 mRadiusDecAnimation[i] = Animation::New(25.f);
622 mRadiusDecAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].radiusIndex ), -0.004f * 25.f * 3.f);
623 mRadiusDecAnimation[i].SetLooping( false );
624 mRadiusDecAnimation[i].Pause();
627 //Animation to grow the size of the metaballs the first second of the click
628 for ( i = 0 ; i < METABALL_NUMBER ; i++)
630 mRadiusIncFastAnimation[i] = Animation::New(0.3f);
631 mRadiusIncFastAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].radiusIndex ), 0.06f);
632 mRadiusIncFastAnimation[i].SetLooping( false );
633 mRadiusIncFastAnimation[i].Pause();
635 mRadiusIncFastAnimation[0].FinishedSignal().Connect( this, &MetaballRefracController::LaunchRadiusIncSlowAnimations );
637 //Animation to grow the size of the metaballs afterwards
638 for ( i = 0 ; i < METABALL_NUMBER ; i++)
640 mRadiusIncSlowAnimation[i] = Animation::New(20.f);
641 mRadiusIncSlowAnimation[i].AnimateBy( Property( mMetaballs[i].actor, mMetaballs[i].radiusIndex ), 0.04f);
642 mRadiusIncSlowAnimation[i].SetLooping( false );
643 mRadiusIncSlowAnimation[i].Pause();
646 //keyframes of a sin function
647 KeyFrames keySin = KeyFrames::New();
649 for ( i = 0 ; i < 360 ; i++)
651 val = 0.01f * sin(i * Math::PI/180.f);
653 keySin.Add(key, val);
656 //Animation to change the size of the metaball
657 mRadiusVarAnimation[2] = Animation::New(8.f);
658 mRadiusVarAnimation[2].AnimateBetween(Property( mMetaballs[2].actor, mMetaballs[2].radiusVarIndex ), keySin);
659 mRadiusVarAnimation[2].SetLooping( true );
661 //keyframes of a cos function
662 KeyFrames keyCos = KeyFrames::New();
663 for ( i = 0 ; i < 360 ; i++)
665 val = 0.01f * cos(i * Math::PI/180.f);
667 keyCos.Add(key, val);
670 //Animation to change the size of the metaball
671 mRadiusVarAnimation[3] = Animation::New(8.f);
672 mRadiusVarAnimation[3].AnimateBetween(Property( mMetaballs[3].actor, mMetaballs[3].radiusVarIndex ), keyCos);
673 mRadiusVarAnimation[3].SetLooping( true );
677 * Function to launch the animation to get the metaball[1] back to the center
679 void MetaballRefracController::LaunchGetBackToPositionAnimation(Animation &source)
681 mMetaballPosVariationTo = Vector2(0,0);
683 mPositionVarAnimation[1] = Animation::New(1.f);
684 mPositionVarAnimation[1].SetLooping( false );
685 mPositionVarAnimation[1].AnimateTo(Property( mMetaballs[1].actor, mMetaballs[1].positionVarIndex ), Vector2(0,0));
686 mPositionVarAnimation[1].Play();
690 * Function to launch the gro slow radius for the metaballs, and also the small variations for metaball[2] and [3]
692 void MetaballRefracController::LaunchRadiusIncSlowAnimations(Animation &source)
694 for (int i = 0 ; i < METABALL_NUMBER ; i++)
696 mRadiusIncSlowAnimation[i].Play();
698 mPositionVarAnimation[2].Play();
699 mPositionVarAnimation[3].Play();
703 * Function to stop all animations related to the click of the user in the screen
705 void MetaballRefracController::StopClickAnimations()
707 for (int i = 0 ; i < METABALL_NUMBER ; i++)
709 mRadiusIncSlowAnimation[i].Stop();
710 mRadiusIncFastAnimation[i].Stop();
712 mPositionVarAnimation[1].Stop();
713 mPositionVarAnimation[2].Stop();
714 mPositionVarAnimation[3].Stop();
718 * Function to stop all animations related to the after click of the user in the screen
720 void MetaballRefracController::StopAfterClickAnimations()
722 for (int i = 0 ; i < METABALL_NUMBER ; i++)
724 mGravityAnimation[i].Stop();
725 mRadiusDecAnimation[i].Stop();
727 mMetaballs[i].radius = mMetaballs[i].initRadius;
729 mMetaballs[i].actor.SetProperty(mMetaballs[i].gravityIndex, Vector2(0,0));
730 mMetaballs[i].actor.SetProperty(mMetaballs[i].radiusIndex, mMetaballs[i].radius);
731 mMetaballs[i].actor.SetProperty(mMetaballs[i].radiusVarIndex, 0.f);
733 mRadiusVarAnimation[2].Stop();
734 mRadiusVarAnimation[3].Stop();
738 * Function that resets the sate of the different Metaballs
740 void MetaballRefracController::ResetMetaballsState()
742 mRendererRefraction.SetTextures(mTextureSetNormal);
743 mRendererRefraction.SetShader( mShaderNormal );
745 for (int i = 0 ; i < METABALL_NUMBER ; i++)
747 mMetaballs[i].radius = mMetaballs[i].initRadius;
750 mMetaballPosVariationTo = Vector2(0,0);
751 mMetaballPosVariationFrom = Vector2(0,0);
752 mMetaballPosVariation = Vector2(0,0);
754 mGravityVar = Vector2(0,0);
758 * Function to set the actual position of the metaballs when the user clicks the screen
760 void MetaballRefracController::SetPositionToMetaballs(Vector2 & metaballCenter)
762 //We set the position for the metaballs based on click position
763 for (int i = 0 ; i < METABALL_NUMBER ; i++)
765 mMetaballs[i].position = metaballCenter;
766 mMetaballs[i].actor.SetProperty(mMetaballs[i].positionIndex, mMetaballs[0].position); // 0 y no i ?!?!?!
770 bool MetaballRefracController::OnTouch( Actor actor, const TouchEvent& touch )
772 const TouchPoint &point = touch.GetPoint(0);
773 float aspectR = mScreenSize.y / mScreenSize.x;
776 case TouchPoint::Down:
778 StopAfterClickAnimations();
779 for (int i = 0 ; i < METABALL_NUMBER ; i++)
780 mRadiusIncFastAnimation[i].Play();
781 mRadiusVarAnimation[2].Play();
782 mRadiusVarAnimation[3].Play();
784 //We draw with the refraction-composition shader
785 mRendererRefraction.SetTextures(mTextureSetRefraction);
786 mRendererRefraction.SetShader( mShaderRefraction );
787 mCurrentTouchPosition = point.screen;
789 //we use the click position for the metaballs
790 Vector2 metaballCenter = Vector2((point.screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - point.screen.y) / mScreenSize.y) - 0.5) * 2.0;
791 SetPositionToMetaballs(metaballCenter);
794 case TouchPoint::Motion:
796 Vector2 displacement = point.screen - mCurrentTouchPosition;
797 mCurrentTouchPosition = point.screen;
799 mMetaballPosVariationTo.x += (displacement.x / mScreenSize.x) * 2.2;
800 mMetaballPosVariationTo.y += (- displacement.y / mScreenSize.y) * 2.2;
802 if (mPositionVarAnimation[1])
804 mPositionVarAnimation[1].FinishedSignal().Disconnect( this, &MetaballRefracController::LaunchGetBackToPositionAnimation );
805 mPositionVarAnimation[1].Stop();
807 mPositionVarAnimation[1] = Animation::New(1.f);
808 mPositionVarAnimation[1].SetLooping( false );
809 mPositionVarAnimation[1].AnimateTo(Property( mMetaballs[1].actor, mMetaballs[1].positionVarIndex ), mMetaballPosVariationTo);
810 mPositionVarAnimation[1].FinishedSignal().Connect( this, &MetaballRefracController::LaunchGetBackToPositionAnimation );
811 mPositionVarAnimation[1].Play();
813 //we use the click position for the metaballs
814 Vector2 metaballCenter = Vector2((point.screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - point.screen.y) / mScreenSize.y) - 0.5) * 2.0;
815 SetPositionToMetaballs(metaballCenter);
819 case TouchPoint::Leave:
820 case TouchPoint::Interrupted:
822 //Stop click animations
823 StopClickAnimations();
825 //Launch out of screen animations
826 for (int i = 0 ; i < METABALL_NUMBER ; i++)
827 mGravityAnimation[i].Play();
829 for (int i = 0 ; i < METABALL_NUMBER ; i++)
830 mRadiusDecAnimation[i].Play();
841 void MetaballRefracController::OnKeyEvent(const KeyEvent& event)
843 if(event.state == KeyEvent::Down)
845 if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
855 //-----------------------------------------------------------------------------------------------
857 void RunTest( Application& application )
859 MetaballRefracController test( application );
861 application.MainLoop();
864 // Entry point for Linux & Tizen applications
866 int DALI_EXPORT_API main( int argc, char **argv )
868 Application application = Application::New( &argc, &argv );
870 RunTest( application );