/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
*
*/
#include "particle-view.h"
-#include "utils.h"
#include "dali/public-api/animation/constraints.h"
+#include "utils.h"
-#include "generated/particle-view-vert.h"
#include "generated/particle-view-frag.h"
-#include "generated/particle-view-simple-vert.h"
#include "generated/particle-view-simple-frag.h"
+#include "generated/particle-view-simple-vert.h"
+#include "generated/particle-view-vert.h"
//#define ENABLE_DEBUG_VOLUME
namespace
{
-
const uint32_t POPULATION_GRANULARITY = 128;
uint32_t GetSkipValue(uint32_t count, uint32_t prime)
do
{
skip = (rand() % prime) * count * count + (rand() % prime) * count + (rand() % prime);
- }
- while (skip % prime == 0);
+ } while(skip % prime == 0);
return skip;
}
-}
+} // namespace
-ParticleView::ParticleView(const ParticleField& field, Dali::Actor world, Dali::CameraActor camera,
- Dali::Geometry particleGeom)
+ParticleView::ParticleView(const ParticleField& field, Dali::Actor world, Dali::CameraActor camera, Dali::Geometry particleGeom)
: mWorld(world),
mParticleBoxSize(field.mBoxSize)
{
- if (!particleGeom)
+ if(!particleGeom)
{
// create particles
particleGeom = field.MakeGeometry();
// create shader
Shader particleShader = Shader::New(SHADER_PARTICLE_VIEW_VERT, SHADER_PARTICLE_VIEW_FRAG, Shader::Hint::MODIFIES_GEOMETRY);
- float zNear = camera.GetNearClippingPlane();
- float zFar = camera.GetFarClippingPlane();
+ float zNear = camera.GetNearClippingPlane();
+ float zFar = camera.GetFarClippingPlane();
const Vector2 depthRange(zNear, 1.f / (zFar - zNear));
particleShader.RegisterProperty("uDepthRange", depthRange);
particleShader.RegisterProperty("uTwinkleSizeScale", field.mTwinkleSizeScale);
particleShader.RegisterProperty("uTwinkleOpacityWeight", field.mTwinkleOpacityWeight);
- mPropPopulation = particleShader.RegisterProperty("uPopulation", 1.f);
- mPropFocalLength = particleShader.RegisterProperty("uFocalLength", .5f);
- mPropAperture = particleShader.RegisterProperty("uAperture", 8.f);
+ mPropPopulation = particleShader.RegisterProperty("uPopulation", 1.f);
+ mPropFocalLength = particleShader.RegisterProperty("uFocalLength", .5f);
+ mPropAperture = particleShader.RegisterProperty("uAperture", 8.f);
mPropAlphaTestRefValue = particleShader.RegisterProperty("uAlphaTestRefValue", 0.f);
- mPropFadeRange = particleShader.RegisterProperty("uFadeRange", Vector2(0.f, 1.f));
+ mPropFadeRange = particleShader.RegisterProperty("uFadeRange", Vector2(0.f, 1.f));
// scatter variables
- char nameBuffer[64];
+ char nameBuffer[64];
char* writep = nameBuffer + snprintf(nameBuffer, sizeof(nameBuffer), "uScatter[");
- for (uint32_t i = 0; i < std::extent<decltype(mScatterProps)>::value; ++i)
+ for(uint32_t i = 0; i < std::extent<decltype(mScatterProps)>::value; ++i)
{
char* writep2 = writep + snprintf(writep, sizeof(nameBuffer) - std::distance(nameBuffer, writep), "%d].", i);
// Our particle mesh is sorted in Z; changing the population should remove
// particles "randomly", not from one end.
// Algorithm described in Mike McShaffry & al: Game Coding Complete.
- const uint32_t prime = 131; // next prime after POPULATION_GRANULARITY
- const uint32_t skip = GetSkipValue(POPULATION_GRANULARITY, prime);
- uint32_t next = 0;
+ const uint32_t prime = 131; // next prime after POPULATION_GRANULARITY
+ const uint32_t skip = GetSkipValue(POPULATION_GRANULARITY, prime);
+ uint32_t next = 0;
writep = nameBuffer + snprintf(nameBuffer, sizeof(nameBuffer), "uOrderLookUp[");
- for (uint32_t i = 0; i < POPULATION_GRANULARITY; ++i)
+ for(uint32_t i = 0; i < POPULATION_GRANULARITY; ++i)
{
- do {
+ do
+ {
next += skip;
next %= prime;
- }
- while (next == 0 || next > POPULATION_GRANULARITY);
+ } while(next == 0 || next > POPULATION_GRANULARITY);
snprintf(writep, sizeof(nameBuffer) - std::distance(nameBuffer, writep), "%d]", i);
particleShader.RegisterProperty(nameBuffer, float(next - 1));
mParticleShader = particleShader;
- auto renderer = CreateRenderer(TextureSet::New(), particleGeom, particleShader, OPTION_BLEND);
+ auto renderer = CreateRenderer(TextureSet::New(), particleGeom, particleShader, OPTION_BLEND);
auto masterParticles = CreateActor();
masterParticles.SetProperty(Actor::Property::SIZE, field.mBoxSize);
masterParticles.SetProperty(Actor::Property::VISIBLE, true);
#ifdef ENABLE_DEBUG_VOLUME
Geometry cubeGeom = CreateCuboidWireframeGeometry();
- renderer = CreateRenderer(renderer.GetTextures(), cubeGeom, Shader::New(SHADER_PARTICLE_VIEW_SIMPLE_VERT, SHADER_PARTICLE_VIEW_SIMPLE_FRAG));
+ renderer = CreateRenderer(renderer.GetTextures(), cubeGeom, Shader::New(SHADER_PARTICLE_VIEW_SIMPLE_VERT, SHADER_PARTICLE_VIEW_SIMPLE_FRAG));
masterParticles.AddRenderer(renderer);
#endif
UnparentAndReset(mMasterParticles);
UnparentAndReset(mSlaveParticles);
- for (auto anim: { mAngularAnim, mLinearAnim })
+ for(auto anim : {mAngularAnim, mLinearAnim})
{
- if (anim)
+ if(anim)
{
anim.Stop();
anim.Reset();
}
}
- for (auto& s: mScatterProps)
+ for(auto& s : mScatterProps)
{
auto& anim = s.mAnim;
- if (anim)
+ if(anim)
{
anim.Stop();
anim.Reset();
void ParticleView::SetAngularVelocity(float v)
{
- if (mAngularAnim)
+ if(mAngularAnim)
{
mAngularAnim.Stop();
mAngularAnim.Clear();
mAngularAnim.Reset();
}
- if (v * v > .0f)
+ if(v * v > .0f)
{
float sign = Sign(v);
- auto anim = Animation::New(std::abs(2. * M_PI / v));
+ auto anim = Animation::New(std::abs(2. * M_PI / v));
anim.AnimateTo(Property(mMasterParticles, Actor::Property::ORIENTATION),
- Quaternion(Radian(Degree(120. * sign)), Vector3::ZAXIS), TimePeriod(0., anim.GetDuration() / 3.));
+ Quaternion(Radian(Degree(120. * sign)), Vector3::ZAXIS),
+ TimePeriod(0., anim.GetDuration() / 3.));
anim.AnimateTo(Property(mMasterParticles, Actor::Property::ORIENTATION),
- Quaternion(Radian(Degree(240. * sign)), Vector3::ZAXIS), TimePeriod(anim.GetDuration() / 3., anim.GetDuration() / 3.));
+ Quaternion(Radian(Degree(240. * sign)), Vector3::ZAXIS),
+ TimePeriod(anim.GetDuration() / 3., anim.GetDuration() / 3.));
anim.AnimateTo(Property(mMasterParticles, Actor::Property::ORIENTATION),
- Quaternion(Radian(Degree(360. * sign)), Vector3::ZAXIS), TimePeriod(2. * anim.GetDuration() / 3., anim.GetDuration() / 3.));
+ Quaternion(Radian(Degree(360. * sign)), Vector3::ZAXIS),
+ TimePeriod(2. * anim.GetDuration() / 3., anim.GetDuration() / 3.));
anim.SetLoopCount(0);
anim.Play();
void ParticleView::SetLinearVelocity(float v)
{
- if (mLinearAnim)
+ if(mLinearAnim)
{
mLinearAnim.Stop();
mLinearAnim.Clear();
}
UnparentAndReset(mSlaveParticles);
- if (v * v > .0f)
+ if(v * v > .0f)
{
- float sign = Sign(v);
+ float sign = Sign(v);
float directedSize = sign * mParticleBoxSize.z;
- Actor slaveParticles = CloneActor(mMasterParticles);
- Vector3 position = mMasterParticles.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>();
+ Actor slaveParticles = CloneActor(mMasterParticles);
+ Vector3 position = mMasterParticles.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>();
slaveParticles.SetProperty(Actor::Property::POSITION, position + Vector3(0., 0., directedSize));
auto propSecondaryColor = slaveParticles.RegisterProperty("uSecondaryColor", Vector3::XAXIS);
Actor world = mWorld.GetHandle();
world.Add(slaveParticles);
- if (sign < 0.) // fix draw order
+ if(sign < 0.) // fix draw order
{
world.Remove(mMasterParticles);
world.Add(mMasterParticles);
}
- Constraint constraint = Constraint::New<Vector4>(slaveParticles, Actor::Property::COLOR,
- EqualToConstraint());
+ Constraint constraint = Constraint::New<Vector4>(slaveParticles, Actor::Property::COLOR, EqualToConstraint());
constraint.AddSource(Source(mMasterParticles, Actor::Property::COLOR));
constraint.Apply();
- constraint = Constraint::New<Vector3>(slaveParticles, propSecondaryColor,
- EqualToConstraint());
+ constraint = Constraint::New<Vector3>(slaveParticles, propSecondaryColor, EqualToConstraint());
constraint.AddSource(Source(mMasterParticles, mPropSecondaryColor));
constraint.Apply();
- constraint = Constraint::New<Quaternion>(slaveParticles, Actor::Property::ORIENTATION,
- EqualToConstraint());
+ constraint = Constraint::New<Quaternion>(slaveParticles, Actor::Property::ORIENTATION, EqualToConstraint());
constraint.AddSource(Source(mMasterParticles, Actor::Property::ORIENTATION));
constraint.Apply();
anim.SetLoopCount(0);
anim.Play();
- mLinearAnim = anim;
+ mLinearAnim = anim;
mSlaveParticles = slaveParticles;
}
}
mActiveScatter = (mActiveScatter + 1) % std::extent<decltype(mScatterProps)>::value;
auto& scatter = mScatterProps[mActiveScatter];
- if (scatter.mAnim)
+ if(scatter.mAnim)
{
scatter.mAnim.Stop();
}
radius *= radius;
mParticleShader.SetProperty(scatter.mPropRadius, radius);
- Animation anim = Animation::New(durationOut + durationIn);
- auto scatterAmount = Property(mParticleShader, scatter.mPropAmount);
- anim.AnimateTo(scatterAmount, amount, AlphaFunction::EASE_OUT,
- TimePeriod(0.f, durationOut));
- anim.AnimateTo(scatterAmount, 0.f, AlphaFunction::EASE_IN_OUT_SINE,
- TimePeriod(durationOut, durationIn));
+ Animation anim = Animation::New(durationOut + durationIn);
+ auto scatterAmount = Property(mParticleShader, scatter.mPropAmount);
+ anim.AnimateTo(scatterAmount, amount, AlphaFunction::EASE_OUT, TimePeriod(0.f, durationOut));
+ anim.AnimateTo(scatterAmount, 0.f, AlphaFunction::EASE_IN_OUT_SINE, TimePeriod(durationOut, durationIn));
anim.Play();
scatter.mAnim = anim;
void ParticleView::SetScatterRay(Dali::Vector3 rayDir)
{
auto& scatter = mScatterProps[mActiveScatter];
- mParticleShader.SetProperty(scatter.mPropRay, rayDir);;
+ mParticleShader.SetProperty(scatter.mPropRay, rayDir);
+ ;
}
-void ParticleView::Fade(float duration, float target, AlphaFunction alphaFn,
- std::function<void(Dali::Animation&)> onFinished)
+void ParticleView::Fade(float duration, float target, AlphaFunction alphaFn, std::function<void(Dali::Animation&)> onFinished)
{
- if (mFadeAnim)
+ if(mFadeAnim)
{
mFadeAnim.Stop();
}
Animation anim = Animation::New(duration);
anim.AnimateTo(Property(mMasterParticles, Actor::Property::COLOR_ALPHA), target, alphaFn);
- if (mSlaveParticles)
+ if(mSlaveParticles)
{
anim.AnimateTo(Property(mSlaveParticles, Actor::Property::COLOR_ALPHA), target, alphaFn);
}
- if (onFinished)
+ if(onFinished)
{
anim.FinishedSignal().Connect(this, onFinished);
}
mFadeAnim = anim;
}
-void ParticleView::Fade(float duration, float target, float from, AlphaFunction alphaFn,
- std::function<void(Dali::Animation&)> onFinished)
+void ParticleView::Fade(float duration, float target, float from, AlphaFunction alphaFn, std::function<void(Dali::Animation&)> onFinished)
{
mMasterParticles.SetProperty(Actor::Property::COLOR_ALPHA, from);
- if (mSlaveParticles)
+ if(mSlaveParticles)
{
mSlaveParticles.SetProperty(Actor::Property::COLOR_ALPHA, from);
}