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 Dali::Vector2 position;
37 Dali::Vector2 textureCoord;
42 Vertex( float index, const Dali::Vector2& position, const Dali::Vector2& textureCoord )
43 : index( index ), position( position ), textureCoord( textureCoord )
48 * Return a random value between the given interval.
49 * @param[in] f0 The low bound
50 * @param[in] f1 The up bound
51 * @param[in] seed The seed to genergate random number
52 * @return A random value between the given interval
54 float RandomRange(float f0, float f1, unsigned int& seed)
56 return f0 + (rand_r( &seed ) & 0xfff) * (f1-f0) * (1.0f/4095.0f);
69 BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
71 unsigned int maximumNumberOfBubble,
72 const Vector2& bubbleSizeRange )
73 : Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
74 mShapeImage( shapeImage ),
75 mMovementArea( movementArea ),
76 mBubbleSizeRange( bubbleSizeRange ),
78 mTotalNumOfBubble( maximumNumberOfBubble ),
81 mRenderTaskRunning(false)
83 // Calculate how many shaders are required
84 if( mTotalNumOfBubble>100 )
86 mNumBubblePerActor = 100;
87 mNumActor = mTotalNumOfBubble / 100;
88 if( mNumActor*mNumBubblePerActor < mTotalNumOfBubble )
91 mNumBubblePerActor = mTotalNumOfBubble / mNumActor+1;
92 mTotalNumOfBubble = mNumActor * mNumBubblePerActor;
97 mNumBubblePerActor = mTotalNumOfBubble;
101 mRandomSeed = time( NULL );
104 BubbleEmitter::~BubbleEmitter()
108 Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
110 unsigned int maximumNumberOfBubble,
111 const Vector2& bubbleSizeRange )
113 // Create the implementation
114 IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage,
115 maximumNumberOfBubble,bubbleSizeRange ) );
117 // Pass ownership to Toolkit::BubbleEmitter handle
118 Toolkit::BubbleEmitter bubbleEmitter( *internalBubbleEmitter );
120 //Second phase of implementeation : Initialization
121 internalBubbleEmitter->OnInitialize();
123 return bubbleEmitter;
126 void BubbleEmitter::OnInitialize()
128 // Create the root actor, all the meshActor should be its children
129 mBubbleRoot = Actor::New();
130 mBubbleRoot.SetSize(mMovementArea);
132 // Prepare the frame buffer to store the color adjusted background image
133 mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::UNUSED );
135 // Generate the samplers and geometry, which is used by all bubbleActors
136 mSamplerBackground = Sampler::New( mEffectImage, "sBackground" );
137 mSamplerBubbleShape = Sampler::New( mShapeImage, "sBubbleShape" );
138 mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity );
140 Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor );
142 mMaterial = Material::New( bubbleShader );
143 mMaterial.AddSampler( mSamplerBackground );
144 mMaterial.AddSampler( mSamplerBubbleShape );
146 mBubbleActors.resize( mNumActor );
148 // Create the meshActor group and bubbleEffect group to emit bubbles following the given track, such as finger touch track.
149 for(unsigned int i=0; i < mNumActor; i++ )
151 mBubbleActors[i] = new BubbleActor( mNumBubblePerActor, mMovementArea );
152 (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mMaterial );
153 mBubbleRoot.Add( (mBubbleActors[i])->GetMeshActor() );
156 // Create a cameraActor for the off screen render task.
157 mCameraActor = CameraActor::New(mMovementArea);
158 mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
160 Stage stage = Stage::GetCurrent();
162 stage.Add(mCameraActor);
163 stage.ContextRegainedSignal().Connect(this, &BubbleEmitter::OnContextRegained);
166 Actor BubbleEmitter::GetRootActor()
171 void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
173 mBackgroundImage = bgImage;
174 mHSVDelta = hsvDelta;
176 ImageActor sourceActor = ImageActor::New( bgImage );
177 sourceActor.SetSize( mMovementArea );
178 sourceActor.SetParentOrigin(ParentOrigin::CENTER);
179 Stage::GetCurrent().Add( sourceActor );
181 ShaderEffect colorAdjuster = CreateColorAdjuster( hsvDelta, true /*ignore alpha to make bubble color always*/ );
182 sourceActor.SetShaderEffect( colorAdjuster );
184 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
185 RenderTask task = taskList.CreateTask();
186 task.SetRefreshRate( RenderTask::REFRESH_ONCE );
187 task.SetSourceActor( sourceActor );
188 task.SetExclusive(true);
189 task.SetCameraActor(mCameraActor);
190 task.GetCameraActor().SetInvertYAxis(true);
191 task.SetTargetFrameBuffer( mEffectImage );
192 task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
193 mRenderTaskRunning = true;
196 void BubbleEmitter::SetShapeImage( Image shapeImage )
198 mSamplerBubbleShape.SetImage( shapeImage );
201 void BubbleEmitter::SetBubbleScale( float scale )
203 for(unsigned int i=0; i < mNumActor; i++ )
205 (mBubbleActors[i])->SetDynamicScale( scale );
209 void BubbleEmitter::SetBubbleDensity( unsigned int density )
211 DALI_ASSERT_ALWAYS( density>0 && density<=9 && " Only densities between 1 to 9 are valid " );
213 if( density == mDensity )
220 mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity );
221 for(unsigned int i=0; i < mNumActor; i++ )
223 (mBubbleActors[i])->SetGeometry( mMeshGeometry );
228 void BubbleEmitter::SetBlendMode( bool enable )
233 mMaterial.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
234 BlendingFactor::ZERO, BlendingFactor::ONE);
238 // using default blend func
239 mMaterial.SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
240 BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
244 // clear the resources created for the off screen rendering
245 void BubbleEmitter::OnRenderFinished(RenderTask& source)
247 mRenderTaskRunning = false;
248 Actor sourceActor = source.GetSourceActor();
251 ImageActor renderable = ImageActor::DownCast( sourceActor );
254 renderable.RemoveShaderEffect();
258 Stage stage = Stage::GetCurrent();
259 stage.Remove(sourceActor);
260 stage.GetRenderTaskList().RemoveTask(source);
263 void BubbleEmitter::OnContextRegained()
265 // Context was lost, so the framebuffer has been destroyed. Re-create render task
266 // and trigger re-draw if not already running
267 if( ! mRenderTaskRunning )
269 SetBackground( mBackgroundImage, mHSVDelta );
273 void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
275 unsigned int curUniform = mCurrentBubble % mNumBubblePerActor;
276 unsigned int groupIdx = mCurrentBubble / mNumBubblePerActor;
277 SetBubbleParameter( mBubbleActors[groupIdx], curUniform, emitPosition, direction, displacement);
278 animation.AnimateTo( (mBubbleActors[groupIdx])->GetPercentageProperty(curUniform),
279 1.f, AlphaFunction::LINEAR );
281 mCurrentBubble = (mCurrentBubble + 1) % mTotalNumOfBubble;
284 void BubbleEmitter::Restore()
286 for(unsigned int i=0; i < mNumActor; i++ )
288 (mBubbleActors[i])->ResetProperties();
292 Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch )
294 unsigned int numVertex = numOfPatch*4u;
295 std::vector<Vertex> vertexData;
296 vertexData.reserve( numVertex );
298 unsigned int numIndex = numOfPatch*6u;
299 Vector<unsigned int> indexData;
300 indexData.Reserve( numIndex );
302 for(unsigned int i = 0; i < numOfPatch; i++)
304 float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y, mRandomSeed);
306 float index = static_cast<float>( i );
307 vertexData.push_back( Vertex( index, Vector2(0.f,0.f), Vector2(0.f,0.f) ) );
308 vertexData.push_back( Vertex( index, Vector2(0.f,curSize), Vector2(0.f,1.f) ) );
309 vertexData.push_back( Vertex( index, Vector2(curSize,curSize), Vector2(1.f,1.f) ) );
310 vertexData.push_back( Vertex( index, Vector2(curSize,0.f), Vector2(1.f,0.f) ) );
312 unsigned int idx = index * 4;
313 indexData.PushBack( idx );
314 indexData.PushBack( idx+1 );
315 indexData.PushBack( idx+2 );
316 indexData.PushBack( idx );
317 indexData.PushBack( idx+2 );
318 indexData.PushBack( idx+3 );
321 Property::Map vertexFormat;
322 vertexFormat["aIndex"] = Property::FLOAT;
323 vertexFormat["aPosition"] = Property::VECTOR2;
324 vertexFormat["aTexCoord"] = Property::VECTOR2;
325 PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, numVertex );
326 vertices.SetData( &vertexData[0] );
328 Property::Map indexFormat;
329 indexFormat["indices"] = Property::INTEGER;
330 PropertyBuffer indices = PropertyBuffer::New( indexFormat, numIndex );
331 indices.SetData( &indexData[0] );
333 Geometry geometry = Geometry::New();
334 geometry.AddVertexBuffer( vertices );
335 geometry.SetIndexBuffer( indices );
340 void BubbleEmitter::SetBubbleParameter( BubbleActorPtr bubbleActor, unsigned int curUniform,
341 const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
343 Vector2 dir(direction);
345 int halfRange = displacement.x / 2;
346 // for the y coordinate, always negative, so bubbles always go upwards
347 Vector2 randomVec( rand_r( &mRandomSeed ) % static_cast<int>(displacement.x) - halfRange, -rand_r( &mRandomSeed ) % static_cast<int>(displacement.y) );
349 randomVec.x -= dir.x*halfRange;
350 randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;
352 if(randomVec.y > 0.0f)
354 randomVec.y *= 0.33f;
356 Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
357 bubbleActor->SetStartAndEndPosition( curUniform, startAndEndPos );
359 bubbleActor->SetPercentage( curUniform, 0.f);
362 } // namespace Internal
364 } // namespace Toolkit