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"
23 #include <dali/public-api/animation/animation.h>
24 #include <dali/public-api/render-tasks/render-task-list.h>
25 #include <dali/public-api/images/resource-image.h>
28 #include <dali-toolkit/public-api/shader-effects/bubble-effect/color-adjuster.h>
38 BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
40 unsigned int maximumNumberOfBubble,
41 const Vector2& bubbleSizeRange )
42 : Control( REQUIRES_TOUCH_EVENTS ),
43 mMovementArea( movementArea ),
44 mShapeImage( shapeImage ),
45 mTotalNumOfBubble( maximumNumberOfBubble ),
46 mRenderTaskRunning(false),
47 mBubbleSizeRange( bubbleSizeRange ),
51 // Calculate how many BubbleEffect shaders are required
52 if( mTotalNumOfBubble>100 )
54 mNumBubblePerShader = 100;
55 mNumShader = mTotalNumOfBubble / 100;
59 mNumBubblePerShader = mTotalNumOfBubble;
64 BubbleEmitter::~BubbleEmitter()
68 Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
70 unsigned int maximumNumberOfBubble,
71 const Vector2& bubbleSizeRange )
73 // Create the implementation
74 IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage,
75 maximumNumberOfBubble,bubbleSizeRange ) );
77 // Pass ownership to Toolkit::BubbleEmitter handle
78 Toolkit::BubbleEmitter bubbleEmitter( *internalBubbleEmitter );
80 //Second phase of implementeation : Initialization
81 internalBubbleEmitter->OnInitialize();
86 void BubbleEmitter::OnInitialize()
88 // Create the root actor, all the meshActor should be its children
89 mBubbleRoot = Actor::New();
90 mBubbleRoot.SetSize(mMovementArea);
92 // Prepare the frame buffer to store the color adjusted background image
93 mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::UNUSED );
95 // Generate the material object, which is used by all meshActors
98 mMesh.resize( mNumShader );
99 mMeshActor.resize( mNumShader );
100 mEffect.resize( mNumShader );
102 // Create the meshActor group and bubbleEffect group to emit bubbles following the given track, such as finger touch track.
104 ConstructBubbleMesh( meshData, mNumBubblePerShader*mDensity);
105 for(unsigned int i=0; i < mNumShader; i++ )
107 mMesh[i] = Mesh::New( meshData );
108 mMeshActor[i] = MeshActor::New( mMesh[i] );
109 mMeshActor[i].SetParentOrigin(ParentOrigin::TOP_LEFT);
110 mEffect[i] = BubbleEffect::New( mNumBubblePerShader );
111 mEffect[i].SetEffectImage( mEffectImage );
112 mEffect[i].SetMovementArea( mMovementArea );
113 mMeshActor[i].SetShaderEffect( mEffect[i] );
114 mBubbleRoot.Add( mMeshActor[i] );
117 // Create the extra meshActor and bubbleEffect to emit bubbles in totally random angle.
118 MeshData meshDataForNoise;
119 ConstructBubbleMesh( meshDataForNoise, mNumBubblePerShader);
120 mMeshActorForNoise = MeshActor::New( Mesh::New(meshDataForNoise) );
121 mMeshActorForNoise.SetParentOrigin(ParentOrigin::TOP_LEFT);
122 mEffectForNoise = BubbleEffect::New( mNumBubblePerShader );
123 mEffectForNoise.SetMovementArea( mMovementArea );
124 mEffectForNoise.SetEffectImage( mEffectImage );
125 mMeshActorForNoise.SetShaderEffect( mEffectForNoise );
126 mBubbleRoot.Add( mMeshActorForNoise );
128 // Create a cameraActor for the off screen render task.
129 mCameraActor = CameraActor::New(mMovementArea);
130 mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
132 Stage stage = Stage::GetCurrent();
134 stage.Add(mCameraActor);
135 stage.ContextRegainedSignal().Connect(this, &BubbleEmitter::OnContextRegained);
138 Actor BubbleEmitter::GetRootActor()
143 void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
145 mBackgroundImage = bgImage;
146 mHSVDelta = hsvDelta;
148 ImageActor sourceActor = ImageActor::New( bgImage );
149 sourceActor.SetSize( mMovementArea );
150 sourceActor.SetParentOrigin(ParentOrigin::CENTER);
151 Stage::GetCurrent().Add( sourceActor );
153 ColorAdjuster colorAdjuster = ColorAdjuster::New( hsvDelta, true /*ignore alpha to make bubble color always*/ );
154 sourceActor.SetShaderEffect( colorAdjuster );
156 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
157 RenderTask task = taskList.CreateTask();
158 task.SetRefreshRate( RenderTask::REFRESH_ONCE );
159 task.SetSourceActor( sourceActor );
160 task.SetExclusive(true);
161 task.SetCameraActor(mCameraActor);
162 task.GetCameraActor().SetInvertYAxis(true);
163 task.SetTargetFrameBuffer( mEffectImage );
164 task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
165 mRenderTaskRunning = true;
168 void BubbleEmitter::SetShapeImage( Image shapeImage )
170 mCustomMaterial.SetDiffuseTexture( shapeImage );
173 void BubbleEmitter::SetBubbleScale( float scale )
175 for(unsigned int i=0; i < mNumShader; i++ )
177 mEffect[i].SetDynamicScale( scale );
179 mEffectForNoise.SetDynamicScale( scale );
182 void BubbleEmitter::SetBubbleDensity( unsigned int density )
184 DALI_ASSERT_ALWAYS( density>0 && density<=9 && " Only densities between 1 to 9 are valid " );
186 if( density == mDensity )
194 ConstructBubbleMesh( meshData, mNumBubblePerShader*mDensity);
195 for(unsigned int i=0; i < mNumShader; i++ )
197 mMesh[i].UpdateMeshData(meshData);
202 // clear the resources created for the off screen rendering
203 void BubbleEmitter::OnRenderFinished(RenderTask& source)
205 mRenderTaskRunning = false;
206 Actor sourceActor = source.GetSourceActor();
209 RenderableActor renderable = RenderableActor::DownCast( sourceActor );
212 renderable.RemoveShaderEffect();
216 Stage stage = Stage::GetCurrent();
217 stage.Remove(sourceActor);
218 stage.GetRenderTaskList().RemoveTask(source);
221 void BubbleEmitter::OnContextRegained()
223 // Context was lost, so the framebuffer has been destroyed. Re-create render task
224 // and trigger re-draw if not already running
225 if( ! mRenderTaskRunning )
227 SetBackground( mBackgroundImage, mHSVDelta );
231 void BubbleEmitter::SetBlendMode( bool enable )
235 for(unsigned int i=0; i < mNumShader; i++ )
238 // TODO: if BlendColor would be public api from renderable actor, then can optimize the constant color
239 mMeshActor[i].SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
240 BlendingFactor::ZERO, BlendingFactor::ONE);
242 mMeshActorForNoise.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
243 BlendingFactor::ZERO, BlendingFactor::ONE);
247 for(unsigned int i=0; i < mNumShader; i++ )
249 // using default blend func
250 mMeshActor[i].SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
251 BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
253 mMeshActorForNoise.SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
254 BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
258 void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
260 unsigned int curUniform = mCurrentUniform % mNumBubblePerShader;
261 unsigned int groupIdx = mCurrentUniform / mNumBubblePerShader;
262 SetBubbleParameter( mEffect[groupIdx], curUniform, emitPosition, direction, displacement);
263 animation.AnimateTo( Property( mEffect[groupIdx], mEffect[groupIdx].GetPercentagePropertyName(curUniform) ),
264 1.f, AlphaFunctions::Linear );
266 if( mCurrentUniform % mNumShader == 0 )
268 unsigned int uniform = mCurrentUniform / mNumShader;
269 SetBubbleParameter(mEffectForNoise, uniform, emitPosition, displacement);
270 animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetPercentagePropertyName(uniform) ),
271 1.f, AlphaFunctions::Linear );
274 mCurrentUniform = (mCurrentUniform + 1) % mTotalNumOfBubble;
277 void BubbleEmitter::StartExplosion( float duration, float multiple )
279 Animation animation = Animation::New( duration );
280 for(unsigned int i=0; i < mNumShader; i++ )
282 animation.AnimateTo( Property( mEffect[i], mEffect[i].GetMagnificationPropertyName() ),
283 multiple, AlphaFunctions::EaseOut);
285 animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetMagnificationPropertyName() ),
286 multiple, AlphaFunctions::EaseOut);
289 animation.FinishedSignal().Connect(this, &BubbleEmitter::OnExplosionFinished);
292 void BubbleEmitter::Restore()
294 for(unsigned int i=0; i < mNumShader; i++ )
296 mEffect[i].ResetParameters();
298 mEffectForNoise.ResetParameters();
301 void BubbleEmitter::GenMaterial()
303 mCustomMaterial = Material::New("CustomMaterial");
304 mCustomMaterial.SetOpacity(1.0f);
305 mCustomMaterial.SetDiffuseColor(Color::WHITE);
306 mCustomMaterial.SetAmbientColor(Vector4(0.0, 0.1, 0.1, 1.0));
307 mCustomMaterial.SetMapU( Material::MAPPING_MODE_WRAP );
308 mCustomMaterial.SetMapV( Material::MAPPING_MODE_WRAP );
309 mCustomMaterial.SetDiffuseTexture( mShapeImage );
312 void BubbleEmitter::AddVertex(MeshData::VertexContainer& vertices, Vector3 XYZ, Vector2 UV)
314 MeshData::Vertex meshVertex;
315 meshVertex.x = XYZ.x;
316 meshVertex.y = XYZ.y;
317 meshVertex.z = XYZ.z;
320 vertices.push_back(meshVertex);
323 void BubbleEmitter::AddTriangle(MeshData::FaceIndices& faces,
324 size_t v0, size_t v1, size_t v2)
331 void BubbleEmitter::ConstructBubbleMesh( MeshData& meshData, unsigned int numOfBubble)
333 MeshData::VertexContainer vertices;
334 MeshData::FaceIndices faces;
335 BoneContainer bones(0);
337 for(unsigned int index = 0; index < numOfBubble; index ++)
339 float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y);
344 float depth = static_cast<float>( index );
345 AddVertex( vertices, Vector3(0.f,0.f,depth), Vector2(0.f,0.f) );
346 AddVertex( vertices, Vector3(0.f,curSize,depth), Vector2( 0.f,1.f ));
347 AddVertex( vertices, Vector3(curSize,curSize,depth), Vector2(1.f,1.f) );
348 AddVertex( vertices, Vector3(curSize,0.f,depth), Vector2(1.f,0.f) );
350 unsigned int idx = index * 4;
351 AddTriangle( faces, idx, idx+1, idx+2);
352 AddTriangle( faces, idx, idx+2, idx+3);
355 meshData.SetData(vertices, faces, bones, mCustomMaterial);
356 meshData.SetHasColor(false);
357 meshData.SetHasTextureCoords(true);
360 void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
361 const Vector2& emitPosition, const Vector2& displacement )
363 int halfRange = displacement.x / 2;
364 Vector2 randomVec(rand()%static_cast<int>(displacement.x) - halfRange, rand()%static_cast<int>(displacement.y) - halfRange);
365 if(randomVec.y > 0.0f)
367 randomVec.y *= 0.33f;
370 Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
371 effect.SetStartAndEndPosition( curUniform, startAndEndPos );
373 effect.SetPercentage( curUniform, 0.f);
376 void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
377 const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
379 Vector2 dir(direction);
381 int halfRange = displacement.x / 2;
382 // for the y coordinate, always negative, so bubbles always go upwards
383 Vector2 randomVec(rand()%static_cast<int>(displacement.x) - halfRange, -rand()%static_cast<int>(displacement.y));
385 randomVec.x -= dir.x*halfRange;
386 randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;
388 if(randomVec.y > 0.0f)
390 randomVec.y *= 0.33f;
392 Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
393 effect.SetStartAndEndPosition( curUniform, startAndEndPos );
395 effect.SetPercentage( curUniform, 0.f);
398 void BubbleEmitter::OnExplosionFinished( Animation& source )
403 float BubbleEmitter::RandomRange(float f0, float f1)
405 return f0 + (rand() & 0xfff) * (f1-f0) * (1.0f/4095.0f);
408 } // namespace Internal
410 } // namespace Toolkit