1 #ifndef __DALI_TOOLKIT_INTERNAL_BUBBLE_EMITTER_IMPL_H__
2 #define __DALI_TOOLKIT_INTERNAL_BUBBLE_EMITTER_IMPL_H__
5 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/actors/camera-actor.h>
23 #include <dali/public-api/actors/image-actor.h>
24 #include <dali/public-api/actors/mesh-actor.h>
25 #include <dali/public-api/common/stage.h>
26 #include <dali/public-api/images/frame-buffer-image.h>
27 #include <dali/public-api/geometry/mesh.h>
28 #include <dali/public-api/render-tasks/render-task.h>
31 #include <dali-toolkit/public-api/controls/control-impl.h>
32 #include <dali-toolkit/public-api/controls/bubble-effect/bubble-emitter.h>
33 #include <dali-toolkit/public-api/shader-effects/bubble-effect/bubble-effect.h>
47 * BubbleEmitter implementation class.
49 class BubbleEmitter : public Control
59 * @copydoc Toolkit::BubbleEmitter::New
61 static Toolkit::BubbleEmitter New( const Vector2& winSize,
63 unsigned int maximumNumberOfBubble,
64 const Vector2& bubbleSizeRange );
67 * @copydoc Toolkit::BubbleEmitter::GetRootActor
72 * @copydoc Toolkit::BubbleEmitter::SetBackground
74 void SetBackground( Image bgImage, const Vector3& hsvDelta );
77 * @copydoc Toolkit::BubbleEmitter::SetShapeImage
79 void SetShapeImage( Image shapeImage );
82 * @copydoc Toolkit::BubbleEmiter::SetBubbleScale
84 void SetBubbleScale( float scale );
87 * @copydoc Toolkit::BubbleEmitter::SetBubbleDensity
89 void SetBubbleDensity( unsigned int density );
92 * @copydoc Toolkit::BubbleEmitter::SetBlendMode
94 void SetBlendMode( bool enable );
97 * @copydoc Toolkit::BubbleEmitter::EmitBubble
99 void EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement );
102 * @copydoc Toolkit::BubbleEmitter::StartExplosion
104 void StartExplosion( float duration, float multiple );
107 * @copydoc Toolkit::BubbleEmitter::Restore
114 * Construct a new BubbleEmitter object.
115 * @param[in] movementArea The size of the bubble moving area
116 * @param[in] shapeImage The alpha channnel of this texture defines the bubble shape.
117 * @param[in] maximumNumberOfBubble The maximum number of bubble needed.
118 * @param[in] bubbleSizeRange The size range of the bubbles; x component is the minimal size, and y component is the maximum size.
120 BubbleEmitter( const Vector2& movementArea,
122 unsigned int maximumNumberOfBubble,
123 const Vector2& bubbleSizeRange );
126 * This method is called after the CubeTransitionEffect has been initialized.
127 * The meshActors and BubbleEffects are created here.
132 * Callback function of the finished signal of off-screen render task.
133 * @param[in] source The render task used to create the color adjusted background image.
135 void OnRenderFinished(RenderTask& source);
138 * Generate the material object which is attached to the meshActor to describe its color, texture, texture mapping mode etc.
143 * Add a vertex to the mesh data.
144 * @param[in] vertices The collection of vertices.
145 * @param[in] XYZ The vertex position coordinates.
146 * @param[in] UV The vertex texture coordinate.
148 void AddVertex(MeshData::VertexContainer& vertices, Vector3 XYZ, Vector2 UV);
151 * Add a triangle to the mesh data.
152 * @param[in] faces The collection od FaceIndex items.
153 * @param[in] v0 The index of the first point of the triangle.
154 * @param[in] v1 The index of the second point of the triangle.
155 * @param[in] v3 The index of the first point of the triangle.
157 void AddTriangle(MeshData::FaceIndices& faces,size_t v0, size_t v1, size_t v2);
161 * @param[in] meshData The MeshData object which encompasses all the data required to describe and render the 3D mesh.
162 * @param[in] numberOfBubble The triangle number in the meshData is 2*numOfBubble; two triangles for each bubble
164 void ConstructBubbleMesh( MeshData& meshData, unsigned int numOfBubble);
167 * Set the uniform values to the shader effect to emit a bubble
168 * @param[in] effect The BubbleEffect to render the current bubble
169 * @param[in] curUniform The index of the uniform array in the shader
170 * @param[in] emitPosition The start position of the bubble movement.
171 * @param[in] displacement The displacement used to bound the moving distance of the bubble.
173 void SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
174 const Vector2& emitPosition, const Vector2& displacement );
177 * Set the uniform values to the shader effect to emit a bubble
178 * @param[in] effect The BubbleEffect to render the current bubble
179 * @param[in] curUniform The index of the uniform array in the shader
180 * @param[in] emitPosition The start position of the bubble movement.
181 * @param[in] direction The direction used to constrain the bubble to move in an adjacent direction around it.
182 * @param[in] displacement The displacement used to bound the moving distance of the bubble.
184 void SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
185 const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement );
188 * Callback function of the explosion animation finished signal to reset the shader parameters
189 * @param[in] source The explosion animation.
191 void OnExplosionFinished( Animation& source );
194 * Return a random value between the given interval.
195 * @param[in] f0 The low bound
196 * @param[in] f1 The up bound
197 * @return A random value between the given interval
199 float RandomRange(float f0, float f1);
203 Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background image actor.
204 Image mShapeImage; ///< The alpha channnel of this texture defines the bubble shape.
205 Actor mBubbleRoot; ///<The bubble root actor. Need to add it to stage to get the bubbles rendered.
207 unsigned int mNumBubblePerShader; ///< How many bubbles for each BubbleEffect shader.
208 unsigned int mNumShader; ///< How many BubbleEffect shaders are used.
209 unsigned int mTotalNumOfBubble; ///< mNumBubblePerShader*mNumShader.
210 Vector2 mBubbleSizeRange; ///< The bubble size range.
212 std::vector<Mesh> mMesh; ///< The mesh vector, each mesh is used to create a meshActor which applies a BubbleEffect.
213 std::vector<MeshActor> mMeshActor; ///< The meshActor vector, its size is mNumShader.
214 MeshActor mMeshActorForNoise; ///< An Extra mesh data to emit bubbles which emit bubble in totally random angle.
215 Material mCustomMaterial; ///< The material object which is attached to the meshActor to describe its color, texture, texture mapping mode etc.
217 std::vector<BubbleEffect> mEffect; ///< The bubbleEffect vector, corresponding to the mMeshActoe vector.
218 BubbleEffect mEffectForNoise; ///< The extra bubbleEffect, corresponding to the mMeshActorForNoise.
220 unsigned int mCurrentUniform; ///< Keep track of the uniform index for the newly emitted bubble
222 FrameBufferImage mEffectImage; ///< The image stores the adjusted color of the background image.The bubbles pick color from this image.
223 CameraActor mCameraActor; ///< The render task views the scene from the perspective of this actor.
225 unsigned int mDensity; ///< How many bubbles will emit at each time, they are controlled by same uniforms in the shader.
229 } // namespace Internal
231 // Helpers for public-api forwarding methods
232 inline Internal::BubbleEmitter& GetImpl(Dali::Toolkit::BubbleEmitter& obj)
234 DALI_ASSERT_ALWAYS(obj && "BubbleEmitter handle is empty");
235 Dali::RefObject& handle = obj.GetImplementation();
236 return static_cast<Toolkit::Internal::BubbleEmitter&>(handle);
239 inline const Internal::BubbleEmitter& GetImpl(const Dali::Toolkit::BubbleEmitter& obj)
241 DALI_ASSERT_ALWAYS(obj && "BubbleEmitter handle is empty");
242 const Dali::RefObject& handle = obj.GetImplementation();
243 return static_cast<const Toolkit::Internal::BubbleEmitter&>(handle);
246 } // namespace Toolkit
250 #endif /* __DALI_TOOLKIT_INTERNAL_BUBBLE_EMITTER_IMPL_H__ */