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 Flora License, Version 1.0 (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://floralicense.org/license/
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.
21 #include <dali/dali.h>
22 #include <dali-toolkit/public-api/controls/control-impl.h>
23 #include <dali-toolkit/public-api/controls/bubble-effect/bubble-emitter.h>
24 #include <dali-toolkit/public-api/shader-effects/bubble-effect/bubble-effect.h>
38 * BubbleEmitter implementation class.
40 class BubbleEmitter : public ControlImpl
50 * @copydoc Toolkit::BubbleEmitter::New
52 static Toolkit::BubbleEmitter New( const Vector2& winSize,
54 unsigned int maximumNumberOfBubble,
55 const Vector2& bubbleSizeRange );
58 * @copydoc Toolkit::BubbleEmitter::GetRootActor
63 * @copydoc Toolkit::BubbleEmitter::SetBackground
65 void SetBackground( Image bgImage, const Vector3& hsvDelta );
68 * @copydoc Toolkit::BubbleEmitter::SetShapeImage
70 void SetShapeImage( Image shapeImage );
73 * @copydoc Toolkit::BubbleEmiter::SetBubbleScale
75 void SetBubbleScale( float scale );
78 * @copydoc Toolkit::BubbleEmitter::SetBubbleDensity
80 void SetBubbleDensity( unsigned int density );
83 * @copydoc Toolkit::BubbleEmitter::SetBlendMode
85 void SetBlendMode( bool enable );
88 * @copydoc Toolkit::BubbleEmitter::EmitBubble
90 void EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement );
93 * @copydoc Toolkit::BubbleEmitter::StartExplosion
95 void StartExplosion( float duration, float multiple );
98 * @copydoc Toolkit::BubbleEmitter::Restore
105 * Construct a new BubbleEmitter object.
106 * @param[in] movementArea The size of the bubble moving area
107 * @param[in] shapeImage The alpha channnel of this texture defines the bubble shape.
108 * @param[in] maximumNumberOfBubble The maximum number of bubble needed.
109 * @param[in] bubbleSizeRange The size range of the bubbles; x component is the minimal size, and y component is the maximum size.
111 BubbleEmitter( const Vector2& movementArea,
113 unsigned int maximumNumberOfBubble,
114 const Vector2& bubbleSizeRange );
117 * This method is called after the CubeTransitionEffect has been initialized.
118 * The meshActors and BubbleEffects are created here.
123 * Callback function of the finished signal of off-screen render task.
124 * @param[in] source The render task used to create the color adjusted background image.
126 void OnRenderFinished(RenderTask& source);
129 * Generate the material object which is attached to the meshActor to describe its color, texture, texture mapping mode etc.
134 * Add a vertex to the mesh data.
135 * @param[in] vertices The collection of vertices.
136 * @param[in] XYZ The vertex position coordinates.
137 * @param[in] UV The vertex texture coordinate.
139 void AddVertex(MeshData::VertexContainer& vertices, Vector3 XYZ, Vector2 UV);
142 * Add a triangle to the mesh data.
143 * @param[in] faces The collection od FaceIndex items.
144 * @param[in] v0 The index of the first point of the triangle.
145 * @param[in] v1 The index of the second point of the triangle.
146 * @param[in] v3 The index of the first point of the triangle.
148 void AddTriangle(MeshData::FaceIndices& faces,size_t v0, size_t v1, size_t v2);
152 * @param[in] meshData The MeshData object which encompasses all the data required to describe and render the 3D mesh.
153 * @param[in] numberOfBubble The triangle number in the meshData is 2*numOfBubble; two triangles for each bubble
155 void ConstructBubbleMesh( MeshData& meshData, unsigned int numOfBubble);
158 * Set the uniform values to the shader effect to emit a bubble
159 * @param[in] effect The BubbleEffect to render the current bubble
160 * @param[in] curUniform The index of the uniform array in the shader
161 * @param[in] emitPosition The start position of the bubble movement.
162 * @param[in] displacement The displacement used to bound the moving distance of the bubble.
164 void SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
165 const Vector2& emitPosition, const Vector2& displacement );
168 * Set the uniform values to the shader effect to emit a bubble
169 * @param[in] effect The BubbleEffect to render the current bubble
170 * @param[in] curUniform The index of the uniform array in the shader
171 * @param[in] emitPosition The start position of the bubble movement.
172 * @param[in] direction The direction used to constrain the bubble to move in an adjacent direction around it.
173 * @param[in] displacement The displacement used to bound the moving distance of the bubble.
175 void SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
176 const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement );
179 * Callback function of the explosion animation finished signal to reset the shader parameters
180 * @param[in] source The explosion animation.
182 void OnExplosionFinished( Animation& source );
185 * Return a random value between the given interval.
186 * @param[in] f0 The low bound
187 * @param[in] f1 The up bound
188 * @return A random value between the given interval
190 float RandomRange(float f0, float f1);
194 Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background image actor.
195 Image mShapeImage; ///< The alpha channnel of this texture defines the bubble shape.
196 Actor mBubbleRoot; ///<The bubble root actor. Need to add it to stage to get the bubbles rendered.
198 unsigned int mNumBubblePerShader; ///< How many bubbles for each BubbleEffect shader.
199 unsigned int mNumShader; ///< How many BubbleEffect shaders are used.
200 unsigned int mTotalNumOfBubble; ///< mNumBubblePerShader*mNumShader.
201 Vector2 mBubbleSizeRange; ///< The bubble size range.
203 std::vector<Mesh> mMesh; ///< The mesh vector, each mesh is used to create a meshActor which applies a BubbleEffect.
204 std::vector<MeshActor> mMeshActor; ///< The meshActor vector, its size is mNumShader.
205 MeshActor mMeshActorForNoise; ///< An Extra mesh data to emit bubbles which emit bubble in totally random angle.
206 Material mCustomMaterial; ///< The material object which is attached to the meshActor to describe its color, texture, texture mapping mode etc.
208 std::vector<BubbleEffect> mEffect; ///< The bubbleEffect vector, corresponding to the mMeshActoe vector.
209 BubbleEffect mEffectForNoise; ///< The extra bubbleEffect, corresponding to the mMeshActorForNoise.
211 unsigned int mCurrentUniform; ///< Keep track of the uniform index for the newly emitted bubble
213 FrameBufferImage mEffectImage; ///< The image stores the adjusted color of the background image.The bubbles pick color from this image.
214 CameraActor mCameraActor; ///< The render task views the scene from the perspective of this actor.
216 unsigned int mDensity; ///< How many bubbles will emit at each time, they are controlled by same uniforms in the shader.
220 } // namespace Internal
222 // Helpers for public-api forwarding methods
223 inline Internal::BubbleEmitter& GetImpl(Dali::Toolkit::BubbleEmitter& obj)
225 DALI_ASSERT_ALWAYS(obj && "BubbleEmitter handle is empty");
226 Dali::RefObject& handle = obj.GetImplementation();
227 return static_cast<Toolkit::Internal::BubbleEmitter&>(handle);
230 inline const Internal::BubbleEmitter& GetImpl(const Dali::Toolkit::BubbleEmitter& obj)
232 DALI_ASSERT_ALWAYS(obj && "BubbleEmitter handle is empty");
233 const Dali::RefObject& handle = obj.GetImplementation();
234 return static_cast<const Toolkit::Internal::BubbleEmitter&>(handle);
237 } // namespace Toolkit
241 #endif /* __DALI_TOOLKIT_INTERNAL_BUBBLE_EMITTER_IMPL_H__ */