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 mRenderTaskRunning(false),
46 mBubbleSizeRange( bubbleSizeRange ),
52 BubbleEmitter::~BubbleEmitter()
56 Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
58 unsigned int maximumNumberOfBubble,
59 const Vector2& bubbleSizeRange )
61 // Create the implementation
62 IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage,
63 maximumNumberOfBubble,bubbleSizeRange ) );
65 // Pass ownership to Toolkit::BubbleEmitter handle
66 Toolkit::BubbleEmitter bubbleEmitter( *internalBubbleEmitter );
68 //Second phase of implementeation : Initialization
69 internalBubbleEmitter->OnInitialize();
74 void BubbleEmitter::OnInitialize()
76 // Create the root actor, all the meshActor should be its children
77 mBubbleRoot = Actor::New();
78 mBubbleRoot.SetSize(mMovementArea);
80 // Prepare the frame buffer to store the color adjusted background image
81 mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::Unused );
83 // Generate the material object, which is used by all meshActors
86 // Calculate how many BubbleEffect shaders are required
87 if( mTotalNumOfBubble>100 )
89 mNumBubblePerShader = 100;
90 mNumShader = mTotalNumOfBubble / 100;
94 mNumBubblePerShader = mTotalNumOfBubble;
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].SetAffectedByLighting( false );
110 mMeshActor[i].SetParentOrigin(ParentOrigin::TOP_LEFT);
111 mEffect[i] = BubbleEffect::New( mNumBubblePerShader, mShapeImage.GetFilename() );
112 mEffect[i].SetEffectImage( mEffectImage );
113 mEffect[i].SetMovementArea( mMovementArea );
114 mMeshActor[i].SetShaderEffect( mEffect[i] );
115 mBubbleRoot.Add( mMeshActor[i] );
118 // Create the extra meshActor and bubbleEffect to emit bubbles in totally random angle.
119 MeshData meshDataForNoise;
120 ConstructBubbleMesh( meshDataForNoise, mNumBubblePerShader);
121 mMeshActorForNoise = MeshActor::New( Mesh::New(meshDataForNoise) );
122 mMeshActorForNoise.SetAffectedByLighting( false );
123 mMeshActorForNoise.SetParentOrigin(ParentOrigin::TOP_LEFT);
124 mEffectForNoise = BubbleEffect::New( mNumBubblePerShader, mShapeImage.GetFilename() );
125 mEffectForNoise.SetMovementArea( mMovementArea );
126 mEffectForNoise.SetEffectImage( mEffectImage );
127 mMeshActorForNoise.SetShaderEffect( mEffectForNoise );
128 mBubbleRoot.Add( mMeshActorForNoise );
130 // Create a cameraActor for the off screen render task.
131 mCameraActor = CameraActor::New(mMovementArea);
132 mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
134 Stage stage = Stage::GetCurrent();
136 stage.Add(mCameraActor);
137 stage.ContextRegainedSignal().Connect(this, &BubbleEmitter::OnContextRegained);
140 Actor BubbleEmitter::GetRootActor()
145 void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
147 mBackgroundImage = bgImage;
148 mHSVDelta = hsvDelta;
150 ImageActor sourceActor = ImageActor::New( bgImage );
151 sourceActor.SetSize( mMovementArea );
152 sourceActor.SetParentOrigin(ParentOrigin::CENTER);
153 Stage::GetCurrent().Add( sourceActor );
155 ColorAdjuster colorAdjuster = ColorAdjuster::New( hsvDelta, true /*ignore alpha to make bubble color always*/ );
156 sourceActor.SetShaderEffect( colorAdjuster );
158 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
159 RenderTask task = taskList.CreateTask();
160 task.SetRefreshRate( RenderTask::REFRESH_ONCE );
161 task.SetSourceActor( sourceActor );
162 task.SetExclusive(true);
163 task.SetCameraActor(mCameraActor);
164 task.GetCameraActor().SetInvertYAxis(true);
165 task.SetTargetFrameBuffer( mEffectImage );
166 task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
167 mRenderTaskRunning = true;
170 void BubbleEmitter::SetShapeImage( Image shapeImage )
172 mCustomMaterial.SetDiffuseTexture( shapeImage );
174 //Get pixel width of the shape
175 float width = Image::GetImageSize(shapeImage.GetFilename()).width;
177 for(unsigned int i=0; i < mNumShader; i++ )
179 mEffect[i].SetShapeImageWidth(width);
181 mEffectForNoise.SetShapeImageWidth(width);
184 void BubbleEmitter::SetBubbleScale( float scale )
186 for(unsigned int i=0; i < mNumShader; i++ )
188 mEffect[i].SetDynamicScale( scale );
190 mEffectForNoise.SetDynamicScale( scale );
193 void BubbleEmitter::SetBubbleDensity( unsigned int density )
195 DALI_ASSERT_ALWAYS( density>0 && density<=9 && " Only densities between 1 to 9 are valid " );
197 if( density == mDensity )
205 ConstructBubbleMesh( meshData, mNumBubblePerShader*mDensity);
206 for(unsigned int i=0; i < mNumShader; i++ )
208 mMesh[i].UpdateMeshData(meshData);
213 // clear the resources created for the off screen rendering
214 void BubbleEmitter::OnRenderFinished(RenderTask& source)
216 mRenderTaskRunning = false;
217 Actor sourceActor = source.GetSourceActor();
220 RenderableActor renderable = RenderableActor::DownCast( sourceActor );
223 renderable.RemoveShaderEffect();
227 Stage stage = Stage::GetCurrent();
228 stage.Remove(sourceActor);
229 stage.GetRenderTaskList().RemoveTask(source);
232 void BubbleEmitter::OnContextRegained()
234 // Context was lost, so the framebuffer has been destroyed. Re-create render task
235 // and trigger re-draw if not already running
236 if( ! mRenderTaskRunning )
238 SetBackground( mBackgroundImage, mHSVDelta );
242 void BubbleEmitter::SetBlendMode( bool enable )
246 for(unsigned int i=0; i < mNumShader; i++ )
249 // TODO: if BlendColor would be public api from renderable actor, then can optimize the constant color
250 mMeshActor[i].SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
251 BlendingFactor::ZERO, BlendingFactor::ONE);
253 mMeshActorForNoise.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
254 BlendingFactor::ZERO, BlendingFactor::ONE);
258 for(unsigned int i=0; i < mNumShader; i++ )
260 // using default blend func
261 mMeshActor[i].SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
262 BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
264 mMeshActorForNoise.SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
265 BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
269 void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
271 unsigned int curUniform = mCurrentUniform % mNumBubblePerShader;
272 unsigned int groupIdx = mCurrentUniform / mNumBubblePerShader;
273 SetBubbleParameter( mEffect[groupIdx], curUniform, emitPosition, direction, displacement);
274 animation.AnimateTo( Property( mEffect[groupIdx], mEffect[groupIdx].GetPercentagePropertyName(curUniform) ),
275 1.f, AlphaFunctions::Linear );
277 if( mCurrentUniform % mNumShader == 0 )
279 unsigned int uniform = mCurrentUniform / mNumShader;
280 SetBubbleParameter(mEffectForNoise, uniform, emitPosition, displacement);
281 animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetPercentagePropertyName(uniform) ),
282 1.f, AlphaFunctions::Linear );
285 mCurrentUniform = (mCurrentUniform + 1) % mTotalNumOfBubble;
288 void BubbleEmitter::StartExplosion( float duration, float multiple )
290 Animation animation = Animation::New( duration );
291 for(unsigned int i=0; i < mNumShader; i++ )
293 animation.AnimateTo( Property( mEffect[i], mEffect[i].GetMagnificationPropertyName() ),
294 multiple, AlphaFunctions::EaseOut);
296 animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetMagnificationPropertyName() ),
297 multiple, AlphaFunctions::EaseOut);
300 animation.FinishedSignal().Connect(this, &BubbleEmitter::OnExplosionFinished);
303 void BubbleEmitter::Restore()
305 for(unsigned int i=0; i < mNumShader; i++ )
307 mEffect[i].ResetParameters();
309 mEffectForNoise.ResetParameters();
312 void BubbleEmitter::GenMaterial()
314 mCustomMaterial = Material::New("CustomMaterial");
315 mCustomMaterial.SetOpacity(1.0f);
316 mCustomMaterial.SetDiffuseColor(Color::WHITE);
317 mCustomMaterial.SetAmbientColor(Vector4(0.0, 0.1, 0.1, 1.0));
318 mCustomMaterial.SetMapU( Material::MAPPING_MODE_WRAP );
319 mCustomMaterial.SetMapV( Material::MAPPING_MODE_WRAP );
320 mCustomMaterial.SetDiffuseTexture( mShapeImage );
323 void BubbleEmitter::AddVertex(MeshData::VertexContainer& vertices, Vector3 XYZ, Vector2 UV)
325 MeshData::Vertex meshVertex;
326 meshVertex.x = XYZ.x;
327 meshVertex.y = XYZ.y;
328 meshVertex.z = XYZ.z;
331 vertices.push_back(meshVertex);
334 void BubbleEmitter::AddTriangle(MeshData::FaceIndices& faces,
335 size_t v0, size_t v1, size_t v2)
342 void BubbleEmitter::ConstructBubbleMesh( MeshData& meshData, unsigned int numOfBubble)
344 MeshData::VertexContainer vertices;
345 MeshData::FaceIndices faces;
346 BoneContainer bones(0);
348 for(unsigned int index = 0; index < numOfBubble; index ++)
350 float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y);
355 float depth = static_cast<float>( index );
356 AddVertex( vertices, Vector3(0.f,0.f,depth), Vector2(0.f,0.f) );
357 AddVertex( vertices, Vector3(0.f,curSize,depth), Vector2( 0.f,1.f ));
358 AddVertex( vertices, Vector3(curSize,curSize,depth), Vector2(1.f,1.f) );
359 AddVertex( vertices, Vector3(curSize,0.f,depth), Vector2(1.f,0.f) );
361 unsigned int idx = index * 4;
362 AddTriangle( faces, idx, idx+1, idx+2);
363 AddTriangle( faces, idx, idx+2, idx+3);
366 meshData.SetData(vertices, faces, bones, mCustomMaterial);
367 meshData.SetHasColor(false);
368 meshData.SetHasTextureCoords(true);
371 void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
372 const Vector2& emitPosition, const Vector2& displacement )
374 int halfRange = displacement.x / 2;
375 Vector2 randomVec(rand()%static_cast<int>(displacement.x) - halfRange, rand()%static_cast<int>(displacement.y) - halfRange);
376 if(randomVec.y > 0.0f)
378 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::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
388 const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
390 Vector2 dir(direction);
392 int halfRange = displacement.x / 2;
393 // for the y coordinate, always negative, so bubbles always go upwards
394 Vector2 randomVec(rand()%static_cast<int>(displacement.x) - halfRange, -rand()%static_cast<int>(displacement.y));
396 randomVec.x -= dir.x*halfRange;
397 randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;
399 if(randomVec.y > 0.0f)
401 randomVec.y *= 0.33f;
403 Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y );
404 effect.SetStartAndEndPosition( curUniform, startAndEndPos );
406 effect.SetPercentage( curUniform, 0.f);
409 void BubbleEmitter::OnExplosionFinished( Animation& source )
414 float BubbleEmitter::RandomRange(float f0, float f1)
416 return f0 + (rand() & 0xfff) * (f1-f0) * (1.0f/4095.0f);
419 } // namespace Internal
421 } // namespace Toolkit