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>
27 #include <dali-toolkit/public-api/shader-effects/bubble-effect/color-adjuster.h>
37 BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
39 unsigned int maximumNumberOfBubble,
40 const Vector2& bubbleSizeRange )
41 : Control( REQUIRES_TOUCH_EVENTS ),
42 mMovementArea( movementArea ),
43 mShapeImage( shapeImage ),
44 mTotalNumOfBubble( maximumNumberOfBubble ),
45 mBubbleSizeRange( bubbleSizeRange ),
51 BubbleEmitter::~BubbleEmitter()
55 Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
57 unsigned int maximumNumberOfBubble,
58 const Vector2& bubbleSizeRange )
60 // Create the implementation
61 IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage,
62 maximumNumberOfBubble,bubbleSizeRange ) );
64 // Pass ownership to Toolkit::BubbleEmitter handle
65 Toolkit::BubbleEmitter bubbleEmitter( *internalBubbleEmitter );
67 //Second phase of implementeation : Initialization
68 internalBubbleEmitter->OnInitialize();
73 void BubbleEmitter::OnInitialize()
75 // Create the root actor, all the meshActor should be its children
76 mBubbleRoot = Actor::New();
77 mBubbleRoot.SetSize(mMovementArea);
79 // Prepare the frame buffer to store the color adjusted background image
80 mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::Unused );
82 // Generate the material object, which is used by all meshActors
85 // Calculate how many BubbleEffect shaders are required
86 if( mTotalNumOfBubble>100 )
88 mNumBubblePerShader = 100;
89 mNumShader = mTotalNumOfBubble / 100;
93 mNumBubblePerShader = mTotalNumOfBubble;
97 mMesh.resize( mNumShader );
98 mMeshActor.resize( mNumShader );
99 mEffect.resize( mNumShader );
101 // Create the meshActor group and bubbleEffect group to emit bubbles following the given track, such as finger touch track.
103 ConstructBubbleMesh( meshData, mNumBubblePerShader*mDensity);
104 for(unsigned int i=0; i < mNumShader; i++ )
106 mMesh[i] = Mesh::New( meshData );
107 mMeshActor[i] = MeshActor::New( mMesh[i] );
108 mMeshActor[i].SetAffectedByLighting( false );
109 mMeshActor[i].SetParentOrigin(ParentOrigin::TOP_LEFT);
110 mEffect[i] = BubbleEffect::New( mNumBubblePerShader, mShapeImage.GetFilename() );
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.SetAffectedByLighting( false );
122 mMeshActorForNoise.SetParentOrigin(ParentOrigin::TOP_LEFT);
123 mEffectForNoise = BubbleEffect::New( mNumBubblePerShader, mShapeImage.GetFilename() );
124 mEffectForNoise.SetMovementArea( mMovementArea );
125 mEffectForNoise.SetEffectImage( mEffectImage );
126 mMeshActorForNoise.SetShaderEffect( mEffectForNoise );
127 mBubbleRoot.Add( mMeshActorForNoise );
129 // Create a cameraActor for the off screen render task.
130 mCameraActor = CameraActor::New(mMovementArea);
131 mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
132 Stage::GetCurrent().Add(mCameraActor);
135 Actor BubbleEmitter::GetRootActor()
140 void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
142 ImageActor sourceActor = ImageActor::New( bgImage );
143 sourceActor.SetSize( mMovementArea );
144 sourceActor.SetParentOrigin(ParentOrigin::CENTER);
145 Stage::GetCurrent().Add( sourceActor );
147 ColorAdjuster colorAdjuster = ColorAdjuster::New( hsvDelta, true /*ignore alpha to make bubble color always*/ );
148 sourceActor.SetShaderEffect( colorAdjuster );
150 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
151 RenderTask task = taskList.CreateTask();
152 task.SetRefreshRate( RenderTask::REFRESH_ONCE );
153 task.SetSourceActor( sourceActor );
154 task.SetExclusive(true);
155 task.SetCameraActor(mCameraActor);
156 task.GetCameraActor().SetInvertYAxis(true);
157 task.SetTargetFrameBuffer( mEffectImage );
158 task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
161 void BubbleEmitter::SetShapeImage( Image shapeImage )
163 mCustomMaterial.SetDiffuseTexture( shapeImage );
165 //Get pixel width of the shape
166 float width = Image::GetImageSize(shapeImage.GetFilename()).width;
168 for(unsigned int i=0; i < mNumShader; i++ )
170 mEffect[i].SetShapeImageWidth(width);
172 mEffectForNoise.SetShapeImageWidth(width);
175 void BubbleEmitter::SetBubbleScale( float scale )
177 for(unsigned int i=0; i < mNumShader; i++ )
179 mEffect[i].SetDynamicScale( scale );
181 mEffectForNoise.SetDynamicScale( scale );
184 void BubbleEmitter::SetBubbleDensity( unsigned int density )
186 DALI_ASSERT_ALWAYS( density>0 && density<=9 && " Only densities between 1 to 9 are valid " );
188 if( density == mDensity )
196 ConstructBubbleMesh( meshData, mNumBubblePerShader*mDensity);
197 for(unsigned int i=0; i < mNumShader; i++ )
199 mMesh[i].UpdateMeshData(meshData);
204 // clear the resources created for the off screen rendering
205 void BubbleEmitter::OnRenderFinished(RenderTask& source)
207 Actor sourceActor = source.GetSourceActor();
210 RenderableActor renderable = RenderableActor::DownCast( sourceActor );
213 renderable.RemoveShaderEffect();
216 Stage::GetCurrent().Remove(sourceActor);
217 Stage::GetCurrent().GetRenderTaskList().RemoveTask(source);
220 void BubbleEmitter::SetBlendMode( bool enable )
224 for(unsigned int i=0; i < mNumShader; i++ )
227 // TODO: if BlendColor would be public api from renderable actor, then can optimize the constant color
228 mMeshActor[i].SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
229 BlendingFactor::ZERO, BlendingFactor::ONE);
231 mMeshActorForNoise.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
232 BlendingFactor::ZERO, BlendingFactor::ONE);
236 for(unsigned int i=0; i < mNumShader; i++ )
238 // using default blend func
239 mMeshActor[i].SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
240 BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
242 mMeshActorForNoise.SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
243 BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
247 void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
249 unsigned int curUniform = mCurrentUniform % mNumBubblePerShader;
250 unsigned int groupIdx = mCurrentUniform / mNumBubblePerShader;
251 SetBubbleParameter( mEffect[groupIdx], curUniform, emitPosition, direction, displacement);
252 animation.AnimateTo( Property( mEffect[groupIdx], mEffect[groupIdx].GetPercentagePropertyName(curUniform) ),
253 1.f, AlphaFunctions::Linear );
255 if( mCurrentUniform % mNumShader == 0 )
257 unsigned int uniform = mCurrentUniform / mNumShader;
258 SetBubbleParameter(mEffectForNoise, uniform, emitPosition, displacement);
259 animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetPercentagePropertyName(uniform) ),
260 1.f, AlphaFunctions::Linear );
263 mCurrentUniform = (mCurrentUniform + 1) % mTotalNumOfBubble;
266 void BubbleEmitter::StartExplosion( float duration, float multiple )
268 Animation animation = Animation::New( duration );
269 for(unsigned int i=0; i < mNumShader; i++ )
271 animation.AnimateTo( Property( mEffect[i], mEffect[i].GetMagnificationPropertyName() ),
272 multiple, AlphaFunctions::EaseOut);
274 animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetMagnificationPropertyName() ),
275 multiple, AlphaFunctions::EaseOut);
278 animation.FinishedSignal().Connect(this, &BubbleEmitter::OnExplosionFinished);
281 void BubbleEmitter::Restore()
283 for(unsigned int i=0; i < mNumShader; i++ )
285 mEffect[i].ResetParameters();
287 mEffectForNoise.ResetParameters();
290 void BubbleEmitter::GenMaterial()
292 mCustomMaterial = Material::New("CustomMaterial");
293 mCustomMaterial.SetOpacity(1.0f);
294 mCustomMaterial.SetDiffuseColor(Color::WHITE);
295 mCustomMaterial.SetAmbientColor(Vector4(0.0, 0.1, 0.1, 1.0));
296 mCustomMaterial.SetMapU( Material::MAPPING_MODE_WRAP );
297 mCustomMaterial.SetMapV( Material::MAPPING_MODE_WRAP );
298 mCustomMaterial.SetDiffuseTexture( mShapeImage );
301 void BubbleEmitter::AddVertex(MeshData::VertexContainer& vertices, Vector3 XYZ, Vector2 UV)
303 MeshData::Vertex meshVertex;
304 meshVertex.x = XYZ.x;
305 meshVertex.y = XYZ.y;
306 meshVertex.z = XYZ.z;
309 vertices.push_back(meshVertex);
312 void BubbleEmitter::AddTriangle(MeshData::FaceIndices& faces,
313 size_t v0, size_t v1, size_t v2)
320 void BubbleEmitter::ConstructBubbleMesh( MeshData& meshData, unsigned int numOfBubble)
322 MeshData::VertexContainer vertices;
323 MeshData::FaceIndices faces;
324 BoneContainer bones(0);
326 for(unsigned int index = 0; index < numOfBubble; index ++)
328 float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y);
333 float depth = static_cast<float>( index );
334 AddVertex( vertices, Vector3(0.f,0.f,depth), Vector2(0.f,0.f) );
335 AddVertex( vertices, Vector3(0.f,curSize,depth), Vector2( 0.f,1.f ));
336 AddVertex( vertices, Vector3(curSize,curSize,depth), Vector2(1.f,1.f) );
337 AddVertex( vertices, Vector3(curSize,0.f,depth), Vector2(1.f,0.f) );
339 unsigned int idx = index * 4;
340 AddTriangle( faces, idx, idx+1, idx+2);
341 AddTriangle( faces, idx, idx+2, idx+3);
344 meshData.SetData(vertices, faces, bones, mCustomMaterial);
345 meshData.SetHasColor(false);
346 meshData.SetHasTextureCoords(true);
349 void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
350 const Vector2& emitPosition, const Vector2& displacement )
352 int halfRange = displacement.x / 2;
353 Vector2 randomVec(rand()%static_cast<int>(displacement.x) - halfRange, rand()%static_cast<int>(displacement.y) - halfRange);
354 if(randomVec.y > 0.0f)
356 randomVec.y *= 0.33f;
359 Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
360 effect.SetStartAndEndPosition( curUniform, startAndEndPos );
362 effect.SetPercentage( curUniform, 0.f);
365 void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
366 const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
368 Vector2 dir(direction);
370 int halfRange = displacement.x / 2;
371 // for the y coordinate, always negative, so bubbles always go upwards
372 Vector2 randomVec(rand()%static_cast<int>(displacement.x) - halfRange, -rand()%static_cast<int>(displacement.y));
374 randomVec.x -= dir.x*halfRange;
375 randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;
377 if(randomVec.y > 0.0f)
379 randomVec.y *= 0.33f;
381 Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
382 effect.SetStartAndEndPosition( curUniform, startAndEndPos );
384 effect.SetPercentage( curUniform, 0.f);
387 void BubbleEmitter::OnExplosionFinished( Animation& source )
392 float BubbleEmitter::RandomRange(float f0, float f1)
394 return f0 + (rand() & 0xfff) * (f1-f0) * (1.0f/4095.0f);
397 } // namespace Internal
399 } // namespace Toolkit