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.
19 #include "bubble-emitter-impl.h"
22 #include <dali/public-api/animation/animation.h>
23 #include <dali/public-api/render-tasks/render-task-list.h>
24 #include <dali/public-api/images/resource-image.h>
27 #include <dali-toolkit/internal/controls/bubble-effect/bubble-actor.h>
28 #include <dali-toolkit/internal/controls/bubble-effect/color-adjuster.h>
29 #include <dali-toolkit/internal/controls/bubble-effect/bubble-effect.h>
36 : index( 0.0f ), position(), textureCoord()
40 Vertex( float index, const Dali::Vector2& position, const Dali::Vector2& textureCoord )
41 : index( index ), position( position ), textureCoord( textureCoord )
46 Dali::Vector2 position;
47 Dali::Vector2 textureCoord;
51 * Return a random value between the given interval.
52 * @param[in] f0 The low bound
53 * @param[in] f1 The up bound
54 * @param[in] seed The seed to genergate random number
55 * @return A random value between the given interval
57 float RandomRange(float f0, float f1, unsigned int& seed)
59 return f0 + (rand_r( &seed ) & 0xfff) * (f1-f0) * (1.0f/4095.0f);
72 BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
74 unsigned int maximumNumberOfBubble,
75 const Vector2& bubbleSizeRange )
76 : Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
77 mShapeImage( shapeImage ),
78 mMovementArea( movementArea ),
79 mBubbleSizeRange( bubbleSizeRange ),
81 mTotalNumOfBubble( maximumNumberOfBubble ),
84 mRenderTaskRunning(false)
86 // Calculate how many shaders are required
87 if( mTotalNumOfBubble>100 )
89 mNumBubblePerActor = 100;
90 mNumActor = mTotalNumOfBubble / 100;
91 if( mNumActor*mNumBubblePerActor < mTotalNumOfBubble )
94 mNumBubblePerActor = mTotalNumOfBubble / mNumActor+1;
95 mTotalNumOfBubble = mNumActor * mNumBubblePerActor;
100 mNumBubblePerActor = mTotalNumOfBubble;
104 mRandomSeed = time( NULL );
107 BubbleEmitter::~BubbleEmitter()
111 Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
113 unsigned int maximumNumberOfBubble,
114 const Vector2& bubbleSizeRange )
116 // Create the implementation
117 IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage,
118 maximumNumberOfBubble,bubbleSizeRange ) );
120 // Pass ownership to Toolkit::BubbleEmitter handle
121 Toolkit::BubbleEmitter bubbleEmitter( *internalBubbleEmitter );
123 //Second phase of implementeation : Initialization
124 internalBubbleEmitter->OnInitialize();
126 return bubbleEmitter;
129 void BubbleEmitter::OnInitialize()
131 // Create the root actor, all the meshActor should be its children
132 mBubbleRoot = Actor::New();
133 mBubbleRoot.SetSize(mMovementArea);
135 // Prepare the frame buffer to store the color adjusted background image
136 mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::UNUSED );
138 // Generate the geometry, which is used by all bubbleActors
139 mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity );
141 Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor );
143 mMaterial = Material::New( bubbleShader );
144 mMaterial.AddTexture( mEffectImage, "sBackground" );
145 mMaterial.AddTexture( mShapeImage, "sBubbleShape" );
147 mBubbleActors.resize( mNumActor );
149 // Create the meshActor group and bubbleEffect group to emit bubbles following the given track, such as finger touch track.
150 for(unsigned int i=0; i < mNumActor; i++ )
152 mBubbleActors[i] = new BubbleActor( mNumBubblePerActor, mMovementArea );
153 (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mMaterial );
154 mBubbleRoot.Add( (mBubbleActors[i])->GetMeshActor() );
157 // Create a cameraActor for the off screen render task.
158 mCameraActor = CameraActor::New(mMovementArea);
159 mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
161 Stage stage = Stage::GetCurrent();
163 stage.Add(mCameraActor);
164 stage.ContextRegainedSignal().Connect(this, &BubbleEmitter::OnContextRegained);
167 Actor BubbleEmitter::GetRootActor()
172 void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
174 mBackgroundImage = bgImage;
175 mHSVDelta = hsvDelta;
177 ImageActor sourceActor = ImageActor::New( bgImage );
178 sourceActor.SetSize( mMovementArea );
179 sourceActor.SetParentOrigin(ParentOrigin::CENTER);
180 Stage::GetCurrent().Add( sourceActor );
182 ShaderEffect colorAdjuster = CreateColorAdjuster( hsvDelta, true /*ignore alpha to make bubble color always*/ );
183 sourceActor.SetShaderEffect( colorAdjuster );
185 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
186 RenderTask task = taskList.CreateTask();
187 task.SetRefreshRate( RenderTask::REFRESH_ONCE );
188 task.SetSourceActor( sourceActor );
189 task.SetExclusive(true);
190 task.SetCameraActor(mCameraActor);
191 task.GetCameraActor().SetInvertYAxis(true);
192 task.SetTargetFrameBuffer( mEffectImage );
193 task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
194 mRenderTaskRunning = true;
197 void BubbleEmitter::SetShapeImage( Image shapeImage )
199 mMaterial.SetTextureImage( 1, shapeImage );
202 void BubbleEmitter::SetBubbleScale( float scale )
204 for(unsigned int i=0; i < mNumActor; i++ )
206 (mBubbleActors[i])->SetDynamicScale( scale );
210 void BubbleEmitter::SetBubbleDensity( unsigned int density )
212 DALI_ASSERT_ALWAYS( density>0 && density<=9 && " Only densities between 1 to 9 are valid " );
214 if( density == mDensity )
221 mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity );
222 for(unsigned int i=0; i < mNumActor; i++ )
224 (mBubbleActors[i])->SetGeometry( mMeshGeometry );
229 // clear the resources created for the off screen rendering
230 void BubbleEmitter::OnRenderFinished(RenderTask& source)
232 mRenderTaskRunning = false;
233 Actor sourceActor = source.GetSourceActor();
236 ImageActor renderable = ImageActor::DownCast( sourceActor );
239 renderable.RemoveShaderEffect();
243 Stage stage = Stage::GetCurrent();
244 stage.Remove(sourceActor);
245 stage.GetRenderTaskList().RemoveTask(source);
248 void BubbleEmitter::OnContextRegained()
250 // Context was lost, so the framebuffer has been destroyed. Re-create render task
251 // and trigger re-draw if not already running
252 if( ! mRenderTaskRunning )
254 SetBackground( mBackgroundImage, mHSVDelta );
258 void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
260 unsigned int curUniform = mCurrentBubble % mNumBubblePerActor;
261 unsigned int groupIdx = mCurrentBubble / mNumBubblePerActor;
262 SetBubbleParameter( mBubbleActors[groupIdx], curUniform, emitPosition, direction, displacement);
263 animation.AnimateTo( (mBubbleActors[groupIdx])->GetPercentageProperty(curUniform),
264 1.f, AlphaFunction::LINEAR );
266 mCurrentBubble = (mCurrentBubble + 1) % mTotalNumOfBubble;
269 void BubbleEmitter::Restore()
271 for(unsigned int i=0; i < mNumActor; i++ )
273 (mBubbleActors[i])->ResetProperties();
277 Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch )
279 unsigned int numVertex = numOfPatch*4u;
280 std::vector<Vertex> vertexData;
281 vertexData.reserve( numVertex );
283 unsigned int numIndex = numOfPatch*6u;
284 Vector<unsigned int> indexData;
285 indexData.Reserve( numIndex );
287 for(unsigned int i = 0; i < numOfPatch; i++)
289 float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y, mRandomSeed);
291 float index = static_cast<float>( i );
292 vertexData.push_back( Vertex( index, Vector2(0.f,0.f), Vector2(0.f,0.f) ) );
293 vertexData.push_back( Vertex( index, Vector2(0.f,curSize), Vector2(0.f,1.f) ) );
294 vertexData.push_back( Vertex( index, Vector2(curSize,curSize), Vector2(1.f,1.f) ) );
295 vertexData.push_back( Vertex( index, Vector2(curSize,0.f), Vector2(1.f,0.f) ) );
297 unsigned int idx = index * 4;
298 indexData.PushBack( idx );
299 indexData.PushBack( idx+1 );
300 indexData.PushBack( idx+2 );
301 indexData.PushBack( idx );
302 indexData.PushBack( idx+2 );
303 indexData.PushBack( idx+3 );
306 Property::Map vertexFormat;
307 vertexFormat["aIndex"] = Property::FLOAT;
308 vertexFormat["aPosition"] = Property::VECTOR2;
309 vertexFormat["aTexCoord"] = Property::VECTOR2;
310 PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
311 vertices.SetData( &vertexData[0], numVertex );
313 Property::Map indexFormat;
314 indexFormat["indices"] = Property::INTEGER;
315 PropertyBuffer indices = PropertyBuffer::New( indexFormat );
316 indices.SetData( &indexData[0], numIndex );
318 Geometry geometry = Geometry::New();
319 geometry.AddVertexBuffer( vertices );
320 geometry.SetIndexBuffer( indices );
325 void BubbleEmitter::SetBubbleParameter( BubbleActorPtr bubbleActor, unsigned int curUniform,
326 const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
328 Vector2 dir(direction);
330 int halfRange = displacement.x / 2;
331 // for the y coordinate, always negative, so bubbles always go upwards
332 Vector2 randomVec( rand_r( &mRandomSeed ) % static_cast<int>(displacement.x) - halfRange, -rand_r( &mRandomSeed ) % static_cast<int>(displacement.y) );
334 randomVec.x -= dir.x*halfRange;
335 randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;
337 if(randomVec.y > 0.0f)
339 randomVec.y *= 0.33f;
341 Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
342 bubbleActor->SetStartAndEndPosition( curUniform, startAndEndPos );
344 bubbleActor->SetPercentage( curUniform, 0.f);
347 } // namespace Internal
349 } // namespace Toolkit