(ScrollView) Inlined one line Getters/Setters
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / bouncing-effect-actor.cpp
index 5ea5753..2d61cfa 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
 
 // EXTERNAL INCLUDES
-#include <math.h>
-#include <dali/public-api/actors/mesh-actor.h>
-#include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/geometry/animatable-mesh.h>
-#include <dali/public-api/shader-effects/shader-effect.h>
 #include <dali/public-api/math/vector3.h>
+#include <dali/public-api/object/property-map.h>
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <dali/public-api/rendering/shader.h>
+#include <dali/public-api/rendering/texture-set.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
 
 namespace Dali
 {
-
 namespace Toolkit
 {
-
 namespace Internal
 {
-
 namespace
 {
 // Bouncing effect is presented by stacked three layers with same color and opacity
-const size_t NUM_LAYERS( 3 );
-const Vector3 LAYER_HEIGHTS( 1.f, 27.f/42.f, 13.f/42.f);
-
-// use the actor color to paint every layer
-const char* MESH_FRAGMENT_SHADER =
-"void main()\n"
-"{\n"
-"  gl_FragColor = uColor;\n"
-"}\n";
-
-// Constraint to move the vertices vertically
-struct VertexPositionConstraint
-{
-  VertexPositionConstraint( float initialY, float range )
-  : mInitialY( initialY ),
-    mRange( range )
-  {
-  }
-
-  void operator()( Vector3& current, const PropertyInputContainer& inputs )
+const float LAYER_HEIGHTS[5] =
   {
-    current.y = mInitialY + mRange * fabsf( inputs[0]->GetFloat() );
-  }
-
-  float mInitialY;
-  float mRange;
-};
+    1.f,
+    26.f * 4.f / 130.f,
+    26.f * 3.f / 130.f,
+    26.f * 2.f / 130.f,
+    26.f / 130.f};
 
-} // namespace Anon
+} // namespace
 
-Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex )
+Actor CreateBouncingEffectActor(Property::Index& bouncePropertyIndex)
 {
-  Dali::AnimatableMesh             mesh;
-  Dali::MeshActor                  meshActor;
-
-  Dali::AnimatableMesh::Faces faces;
-  faces.reserve( NUM_LAYERS * 6 ); // 2 triangles per layer
-  for( size_t i=0; i<NUM_LAYERS; i++ )
-  {
-    size_t j=i*4;
-    faces.push_back(j); faces.push_back(j+3); faces.push_back(j+1);
-    faces.push_back(j); faces.push_back(j+2); faces.push_back(j+3);
-  }
-
-  mesh = Dali::AnimatableMesh::New(NUM_LAYERS*4, faces); // 4 vertices per layer
-  for( size_t i=0;i<NUM_LAYERS;i++ )
-  {
-    size_t j=i*4;
-    float positionZ = 0.01f*static_cast<float>( i ); // the interval between each layer is 0.01
-    mesh[j  ].SetPosition( Vector3( -0.5f, -0.5f, positionZ ) );
-    mesh[j+1].SetPosition( Vector3( 0.5f, -0.5f, positionZ ) );
-    mesh[j+2].SetPosition( Vector3( -0.5f, -0.5f, positionZ ) );
-    mesh[j+3].SetPosition( Vector3( 0.5f, -0.5f, positionZ ) );
-  }
-
-  meshActor = Dali::MeshActor::New(mesh);
-
-  Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( "", MESH_FRAGMENT_SHADER,
-                                                             GEOMETRY_TYPE_UNTEXTURED_MESH,
-                                                             Dali::ShaderEffect::HINT_BLENDING );
-  meshActor.SetShaderEffect(shaderEffect);
-
-  // To control the movement of all vertices with one custom property
-  bouncePropertyIndex = meshActor.RegisterProperty("BounceCoeffcient", 0.f);
-  for( size_t i=0;i<NUM_LAYERS;i++ )
+  // Create the bouncing mesh geometry
+  struct VertexPosition
   {
-    size_t j=i*4;
-    Constraint constraint = Constraint::New<Vector3>( mesh, mesh.GetPropertyIndex(j+2, AnimatableVertex::Property::POSITION ), VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) );
-    constraint.AddSource( Source(meshActor, bouncePropertyIndex) );
-    constraint.Apply();
-
-    constraint = Constraint::New<Vector3>( mesh, mesh.GetPropertyIndex(j+3,  AnimatableVertex::Property::POSITION), VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) );
-    constraint.AddSource( Source(meshActor, bouncePropertyIndex) );
-    constraint.Apply();
-  }
+    Vector3 position1;
+    Vector3 position2;
+  };
+  // 4 vertices 2 triangles per layer. The depth interval between each layer is 0.01
+  VertexPosition vertexData[20] = {
+    // bottom layer
+    {Vector3(-0.5f, -0.5f, 0.f), Vector3(-0.5f, -0.5f, 0.f)},
+    {Vector3(0.5f, -0.5f, 0.f), Vector3(0.5f, -0.5f, 0.f)},
+    {Vector3(-0.5f, -0.5f, 0.f), Vector3(-0.5f, -0.5f + LAYER_HEIGHTS[0], 0.f)},
+    {Vector3(0.5f, -0.5f, 0.f), Vector3(0.5f, -0.5f + LAYER_HEIGHTS[0], 0.f)},
+    // mid-bottom layer
+    {Vector3(-0.5f, -0.5f, 0.01f), Vector3(-0.5f, -0.5f, 0.01f)},
+    {Vector3(0.5f, -0.5f, 0.01f), Vector3(0.5f, -0.5f, 0.01f)},
+    {Vector3(-0.5f, -0.5f, 0.01f), Vector3(-0.5f, -0.5f + LAYER_HEIGHTS[1], 0.01f)},
+    {Vector3(0.5f, -0.5f, 0.01f), Vector3(0.5f, -0.5f + LAYER_HEIGHTS[1], 0.01f)},
+    // middle layer
+    {Vector3(-0.5f, -0.5f, 0.02f), Vector3(-0.5f, -0.5f, 0.02f)},
+    {Vector3(0.5f, -0.5f, 0.02f), Vector3(0.5f, -0.5f, 0.02f)},
+    {Vector3(-0.5f, -0.5f, 0.02f), Vector3(-0.5f, -0.5f + LAYER_HEIGHTS[2], 0.02f)},
+    {Vector3(0.5f, -0.5f, 0.02f), Vector3(0.5f, -0.5f + LAYER_HEIGHTS[2], 0.02f)},
+    // mid-top layer
+    {Vector3(-0.5f, -0.5f, 0.03f), Vector3(-0.5f, -0.5f, 0.03f)},
+    {Vector3(0.5f, -0.5f, 0.03f), Vector3(0.5f, -0.5f, 0.03f)},
+    {Vector3(-0.5f, -0.5f, 0.03f), Vector3(-0.5f, -0.5f + LAYER_HEIGHTS[3], 0.03f)},
+    {Vector3(0.5f, -0.5f, 0.03f), Vector3(0.5f, -0.5f + LAYER_HEIGHTS[3], 0.03f)},
+    // top layer
+    {Vector3(-0.5f, -0.5f, 0.04f), Vector3(-0.5f, -0.5f, 0.04f)},
+    {Vector3(0.5f, -0.5f, 0.04f), Vector3(0.5f, -0.5f, 0.04f)},
+    {Vector3(-0.5f, -0.5f, 0.04f), Vector3(-0.5f, -0.5f + LAYER_HEIGHTS[4], 0.04f)},
+    {Vector3(0.5f, -0.5f, 0.04f), Vector3(0.5f, -0.5f + LAYER_HEIGHTS[4], 0.04f)}};
+  Property::Map vertexFormat;
+  vertexFormat["aPosition1"] = Property::VECTOR3;
+  vertexFormat["aPosition2"] = Property::VECTOR3;
+  VertexBuffer vertices      = VertexBuffer::New(vertexFormat);
+  vertices.SetData(vertexData, 20u);
+
+  unsigned short indexData[30] = {0, 3, 1, 0, 2, 3, 4, 7, 5, 4, 6, 7, 8, 11, 9, 8, 10, 11, 12, 15, 13, 12, 14, 15, 16, 19, 17, 16, 18, 19};
+
+  Geometry meshGeometry = Geometry::New();
+  meshGeometry.AddVertexBuffer(vertices);
+  meshGeometry.SetIndexBuffer(indexData, sizeof(indexData) / sizeof(indexData[0]));
+
+  // Create the shader
+  Shader shader = Shader::New(SHADER_BOUNCING_EFFECT_MESH_SHADER_VERT, SHADER_BOUNCING_EFFECT_MESH_SHADER_FRAG);
+
+  // Create renderer
+  Renderer renderer = Renderer::New(meshGeometry, shader);
+
+  // Create actor
+  Actor meshActor = Actor::New();
+  meshActor.AddRenderer(renderer);
+
+  // Register property
+  bouncePropertyIndex = meshActor.RegisterProperty("uBounceCoefficient", 0.f);
 
   return meshActor;
 }