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 * @return A random value between the given interval
53 float RandomRange(float f0, float f1)
55 return f0 + (rand() & 0xfff) * (f1-f0) * (1.0f/4095.0f);
68 BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
70 unsigned int maximumNumberOfBubble,
71 const Vector2& bubbleSizeRange )
72 : Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
73 mShapeImage( shapeImage ),
74 mMovementArea( movementArea ),
75 mBubbleSizeRange( bubbleSizeRange ),
77 mTotalNumOfBubble( maximumNumberOfBubble ),
79 mRenderTaskRunning(false)
81 // Calculate how many shaders are required
82 if( mTotalNumOfBubble>100 )
84 mNumBubblePerActor = 100;
85 mNumActor = mTotalNumOfBubble / 100;
86 if( mNumActor*mNumBubblePerActor < mTotalNumOfBubble )
89 mNumBubblePerActor = mTotalNumOfBubble / mNumActor+1;
90 mTotalNumOfBubble = mNumActor * mNumBubblePerActor;
95 mNumBubblePerActor = mTotalNumOfBubble;
100 BubbleEmitter::~BubbleEmitter()
104 Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
106 unsigned int maximumNumberOfBubble,
107 const Vector2& bubbleSizeRange )
109 // Create the implementation
110 IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage,
111 maximumNumberOfBubble,bubbleSizeRange ) );
113 // Pass ownership to Toolkit::BubbleEmitter handle
114 Toolkit::BubbleEmitter bubbleEmitter( *internalBubbleEmitter );
116 //Second phase of implementeation : Initialization
117 internalBubbleEmitter->OnInitialize();
119 return bubbleEmitter;
122 void BubbleEmitter::OnInitialize()
124 // Create the root actor, all the meshActor should be its children
125 mBubbleRoot = Actor::New();
126 mBubbleRoot.SetSize(mMovementArea);
128 // Prepare the frame buffer to store the color adjusted background image
129 mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::UNUSED );
131 // Generate the samplers and geometry, which is used by all bubbleActors
132 mSamplerBackground = Sampler::New( mEffectImage, "sBackground" );
133 mSamplerBubbleShape = Sampler::New( mShapeImage, "sBubbleShape" );
134 mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity );
136 Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor );
138 mMaterial = Material::New( bubbleShader );
139 mMaterial.AddSampler( mSamplerBackground );
140 mMaterial.AddSampler( mSamplerBubbleShape );
142 mBubbleActors.resize( mNumActor );
144 // Create the meshActor group and bubbleEffect group to emit bubbles following the given track, such as finger touch track.
145 for(unsigned int i=0; i < mNumActor; i++ )
147 mBubbleActors[i] = new BubbleActor( mNumBubblePerActor, mMovementArea );
148 (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mMaterial );
149 mBubbleRoot.Add( (mBubbleActors[i])->GetMeshActor() );
152 // Create a cameraActor for the off screen render task.
153 mCameraActor = CameraActor::New(mMovementArea);
154 mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
156 Stage stage = Stage::GetCurrent();
158 stage.Add(mCameraActor);
159 stage.ContextRegainedSignal().Connect(this, &BubbleEmitter::OnContextRegained);
162 Actor BubbleEmitter::GetRootActor()
167 void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
169 mBackgroundImage = bgImage;
170 mHSVDelta = hsvDelta;
172 ImageActor sourceActor = ImageActor::New( bgImage );
173 sourceActor.SetSize( mMovementArea );
174 sourceActor.SetParentOrigin(ParentOrigin::CENTER);
175 Stage::GetCurrent().Add( sourceActor );
177 ShaderEffect colorAdjuster = CreateColorAdjuster( hsvDelta, true /*ignore alpha to make bubble color always*/ );
178 sourceActor.SetShaderEffect( colorAdjuster );
180 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
181 RenderTask task = taskList.CreateTask();
182 task.SetRefreshRate( RenderTask::REFRESH_ONCE );
183 task.SetSourceActor( sourceActor );
184 task.SetExclusive(true);
185 task.SetCameraActor(mCameraActor);
186 task.GetCameraActor().SetInvertYAxis(true);
187 task.SetTargetFrameBuffer( mEffectImage );
188 task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
189 mRenderTaskRunning = true;
192 void BubbleEmitter::SetShapeImage( Image shapeImage )
194 mSamplerBubbleShape.SetImage( shapeImage );
197 void BubbleEmitter::SetBubbleScale( float scale )
199 for(unsigned int i=0; i < mNumActor; i++ )
201 (mBubbleActors[i])->SetDynamicScale( scale );
205 void BubbleEmitter::SetBubbleDensity( unsigned int density )
207 DALI_ASSERT_ALWAYS( density>0 && density<=9 && " Only densities between 1 to 9 are valid " );
209 if( density == mDensity )
216 mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity );
217 for(unsigned int i=0; i < mNumActor; i++ )
219 (mBubbleActors[i])->SetGeometry( mMeshGeometry );
224 void BubbleEmitter::SetBlendMode( bool enable )
229 mMaterial.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
230 BlendingFactor::ZERO, BlendingFactor::ONE);
234 // using default blend func
235 mMaterial.SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
236 BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
240 // clear the resources created for the off screen rendering
241 void BubbleEmitter::OnRenderFinished(RenderTask& source)
243 mRenderTaskRunning = false;
244 Actor sourceActor = source.GetSourceActor();
247 ImageActor renderable = ImageActor::DownCast( sourceActor );
250 renderable.RemoveShaderEffect();
254 Stage stage = Stage::GetCurrent();
255 stage.Remove(sourceActor);
256 stage.GetRenderTaskList().RemoveTask(source);
259 void BubbleEmitter::OnContextRegained()
261 // Context was lost, so the framebuffer has been destroyed. Re-create render task
262 // and trigger re-draw if not already running
263 if( ! mRenderTaskRunning )
265 SetBackground( mBackgroundImage, mHSVDelta );
269 void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
271 unsigned int curUniform = mCurrentBubble % mNumBubblePerActor;
272 unsigned int groupIdx = mCurrentBubble / mNumBubblePerActor;
273 SetBubbleParameter( mBubbleActors[groupIdx], curUniform, emitPosition, direction, displacement);
274 animation.AnimateTo( (mBubbleActors[groupIdx])->GetPercentageProperty(curUniform),
275 1.f, AlphaFunction::LINEAR );
277 mCurrentBubble = (mCurrentBubble + 1) % mTotalNumOfBubble;
280 void BubbleEmitter::Restore()
282 for(unsigned int i=0; i < mNumActor; i++ )
284 (mBubbleActors[i])->ResetProperties();
288 Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch )
290 unsigned int numVertex = numOfPatch*4u;
291 std::vector<Vertex> vertexData;
292 vertexData.reserve( numVertex );
294 unsigned int numIndex = numOfPatch*6u;
295 Vector<unsigned int> indexData;
296 indexData.Reserve( numIndex );
298 for(unsigned int i = 0; i < numOfPatch; i++)
300 float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y);
302 float index = static_cast<float>( i );
303 vertexData.push_back( Vertex( index, Vector2(0.f,0.f), Vector2(0.f,0.f) ) );
304 vertexData.push_back( Vertex( index, Vector2(0.f,curSize), Vector2(0.f,1.f) ) );
305 vertexData.push_back( Vertex( index, Vector2(curSize,curSize), Vector2(1.f,1.f) ) );
306 vertexData.push_back( Vertex( index, Vector2(curSize,0.f), Vector2(1.f,0.f) ) );
308 unsigned int idx = index * 4;
309 indexData.PushBack( idx );
310 indexData.PushBack( idx+1 );
311 indexData.PushBack( idx+2 );
312 indexData.PushBack( idx );
313 indexData.PushBack( idx+2 );
314 indexData.PushBack( idx+3 );
317 Property::Map vertexFormat;
318 vertexFormat["aIndex"] = Property::FLOAT;
319 vertexFormat["aPosition"] = Property::VECTOR2;
320 vertexFormat["aTexCoord"] = Property::VECTOR2;
321 PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, numVertex );
322 vertices.SetData( &vertexData[0] );
324 Property::Map indexFormat;
325 indexFormat["indices"] = Property::INTEGER;
326 PropertyBuffer indices = PropertyBuffer::New( indexFormat, numIndex );
327 indices.SetData( &indexData[0] );
329 Geometry geometry = Geometry::New();
330 geometry.AddVertexBuffer( vertices );
331 geometry.SetIndexBuffer( indices );
336 void BubbleEmitter::SetBubbleParameter( BubbleActorPtr bubbleActor, unsigned int curUniform,
337 const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
339 Vector2 dir(direction);
341 int halfRange = displacement.x / 2;
342 // for the y coordinate, always negative, so bubbles always go upwards
343 Vector2 randomVec(rand()%static_cast<int>(displacement.x) - halfRange, -rand()%static_cast<int>(displacement.y));
345 randomVec.x -= dir.x*halfRange;
346 randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;
348 if(randomVec.y > 0.0f)
350 randomVec.y *= 0.33f;
352 Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
353 bubbleActor->SetStartAndEndPosition( curUniform, startAndEndPos );
355 bubbleActor->SetPercentage( curUniform, 0.f);
358 } // namespace Internal
360 } // namespace Toolkit