X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fbubble-effect%2Fbubble-emitter-impl.cpp;h=9fed7cc985cce36685daf4b89c1f295bc35e17ba;hp=ae17a0dcdbe88081107fa62bca297bc873f3337f;hb=9fd0114ee708e9c197cc539b09acc6b8eaaf1c61;hpb=030e7c680a6eb0e8d87bfdb8ec359a0267ef7db2 diff --git a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp index ae17a0d..9fed7cc 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp @@ -19,13 +19,44 @@ #include "bubble-emitter-impl.h" // EXTERNAL INCLUDES -#include #include #include #include // INTERNAL INCLUDES -#include +#include +#include +#include + +namespace +{ +struct Vertex +{ + float index; + Dali::Vector2 position; + Dali::Vector2 textureCoord; + + Vertex() + {} + + Vertex( float index, const Dali::Vector2& position, const Dali::Vector2& textureCoord ) + : index( index ), position( position ), textureCoord( textureCoord ) + {} +}; + +/** + * Return a random value between the given interval. + * @param[in] f0 The low bound + * @param[in] f1 The up bound + * @param[in] seed The seed to genergate random number + * @return A random value between the given interval + */ +float RandomRange(float f0, float f1, unsigned int& seed) +{ + return f0 + (rand_r( &seed ) & 0xfff) * (f1-f0) * (1.0f/4095.0f); +} + +} namespace Dali { @@ -40,25 +71,34 @@ BubbleEmitter::BubbleEmitter( const Vector2& movementArea, unsigned int maximumNumberOfBubble, const Vector2& bubbleSizeRange ) : Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ), - mMovementArea( movementArea ), mShapeImage( shapeImage ), - mTotalNumOfBubble( maximumNumberOfBubble ), - mRenderTaskRunning(false), + mMovementArea( movementArea ), mBubbleSizeRange( bubbleSizeRange ), - mCurrentUniform( 0 ), - mDensity( 5 ) + mDensity( 5 ), + mTotalNumOfBubble( maximumNumberOfBubble ), + mCurrentBubble( 0 ), + mRandomSeed( 0 ), + mRenderTaskRunning(false) { - // Calculate how many BubbleEffect shaders are required + // Calculate how many shaders are required if( mTotalNumOfBubble>100 ) { - mNumBubblePerShader = 100; - mNumShader = mTotalNumOfBubble / 100; + mNumBubblePerActor = 100; + mNumActor = mTotalNumOfBubble / 100; + if( mNumActor*mNumBubblePerActor < mTotalNumOfBubble ) + { + mNumActor++; + mNumBubblePerActor = mTotalNumOfBubble / mNumActor+1; + mTotalNumOfBubble = mNumActor * mNumBubblePerActor; + } } else { - mNumBubblePerShader = mTotalNumOfBubble; - mNumShader = 1; + mNumBubblePerActor = mTotalNumOfBubble; + mNumActor = 1; } + + mRandomSeed = time( NULL ); } BubbleEmitter::~BubbleEmitter() @@ -92,39 +132,27 @@ void BubbleEmitter::OnInitialize() // Prepare the frame buffer to store the color adjusted background image mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::UNUSED ); - // Generate the material object, which is used by all meshActors - GenMaterial(); + // Generate the samplers and geometry, which is used by all bubbleActors + mSamplerBackground = Sampler::New( mEffectImage, "sBackground" ); + mSamplerBubbleShape = Sampler::New( mShapeImage, "sBubbleShape" ); + mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity ); - mMesh.resize( mNumShader ); - mMeshActor.resize( mNumShader ); - mEffect.resize( mNumShader ); + Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor ); + + mMaterial = Material::New( bubbleShader ); + mMaterial.AddSampler( mSamplerBackground ); + mMaterial.AddSampler( mSamplerBubbleShape ); + + mBubbleActors.resize( mNumActor ); // Create the meshActor group and bubbleEffect group to emit bubbles following the given track, such as finger touch track. - MeshData meshData; - ConstructBubbleMesh( meshData, mNumBubblePerShader*mDensity); - for(unsigned int i=0; i < mNumShader; i++ ) + for(unsigned int i=0; i < mNumActor; i++ ) { - mMesh[i] = Mesh::New( meshData ); - mMeshActor[i] = MeshActor::New( mMesh[i] ); - mMeshActor[i].SetParentOrigin(ParentOrigin::TOP_LEFT); - mEffect[i] = BubbleEffect::New( mNumBubblePerShader ); - mEffect[i].SetEffectImage( mEffectImage ); - mEffect[i].SetMovementArea( mMovementArea ); - mMeshActor[i].SetShaderEffect( mEffect[i] ); - mBubbleRoot.Add( mMeshActor[i] ); + mBubbleActors[i] = new BubbleActor( mNumBubblePerActor, mMovementArea ); + (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mMaterial ); + mBubbleRoot.Add( (mBubbleActors[i])->GetMeshActor() ); } - // Create the extra meshActor and bubbleEffect to emit bubbles in totally random angle. - MeshData meshDataForNoise; - ConstructBubbleMesh( meshDataForNoise, mNumBubblePerShader); - mMeshActorForNoise = MeshActor::New( Mesh::New(meshDataForNoise) ); - mMeshActorForNoise.SetParentOrigin(ParentOrigin::TOP_LEFT); - mEffectForNoise = BubbleEffect::New( mNumBubblePerShader ); - mEffectForNoise.SetMovementArea( mMovementArea ); - mEffectForNoise.SetEffectImage( mEffectImage ); - mMeshActorForNoise.SetShaderEffect( mEffectForNoise ); - mBubbleRoot.Add( mMeshActorForNoise ); - // Create a cameraActor for the off screen render task. mCameraActor = CameraActor::New(mMovementArea); mCameraActor.SetParentOrigin(ParentOrigin::CENTER); @@ -150,7 +178,7 @@ void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta ) sourceActor.SetParentOrigin(ParentOrigin::CENTER); Stage::GetCurrent().Add( sourceActor ); - ColorAdjuster colorAdjuster = ColorAdjuster::New( hsvDelta, true /*ignore alpha to make bubble color always*/ ); + ShaderEffect colorAdjuster = CreateColorAdjuster( hsvDelta, true /*ignore alpha to make bubble color always*/ ); sourceActor.SetShaderEffect( colorAdjuster ); RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); @@ -167,16 +195,15 @@ void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta ) void BubbleEmitter::SetShapeImage( Image shapeImage ) { - mCustomMaterial.SetDiffuseTexture( shapeImage ); + mSamplerBubbleShape.SetImage( shapeImage ); } void BubbleEmitter::SetBubbleScale( float scale ) { - for(unsigned int i=0; i < mNumShader; i++ ) + for(unsigned int i=0; i < mNumActor; i++ ) { - mEffect[i].SetDynamicScale( scale ); + (mBubbleActors[i])->SetDynamicScale( scale ); } - mEffectForNoise.SetDynamicScale( scale ); } void BubbleEmitter::SetBubbleDensity( unsigned int density ) @@ -190,15 +217,30 @@ void BubbleEmitter::SetBubbleDensity( unsigned int density ) else { mDensity = density; - MeshData meshData; - ConstructBubbleMesh( meshData, mNumBubblePerShader*mDensity); - for(unsigned int i=0; i < mNumShader; i++ ) + mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity ); + for(unsigned int i=0; i < mNumActor; i++ ) { - mMesh[i].UpdateMeshData(meshData); + (mBubbleActors[i])->SetGeometry( mMeshGeometry ); } } } +void BubbleEmitter::SetBlendMode( bool enable ) +{ + if(enable) + { + // linear overlay + mMaterial.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE, + BlendingFactor::ZERO, BlendingFactor::ONE); + } + else + { + // using default blend func + mMaterial.SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA, + BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA ); + } +} + // clear the resources created for the off screen rendering void BubbleEmitter::OnRenderFinished(RenderTask& source) { @@ -206,7 +248,7 @@ void BubbleEmitter::OnRenderFinished(RenderTask& source) Actor sourceActor = source.GetSourceActor(); if( sourceActor ) { - RenderableActor renderable = RenderableActor::DownCast( sourceActor ); + ImageActor renderable = ImageActor::DownCast( sourceActor ); if( renderable ) { renderable.RemoveShaderEffect(); @@ -228,159 +270,81 @@ void BubbleEmitter::OnContextRegained() } } -void BubbleEmitter::SetBlendMode( bool enable ) -{ - if(enable) - { - for(unsigned int i=0; i < mNumShader; i++ ) - { - // linear overlay - // TODO: if BlendColor would be public api from renderable actor, then can optimize the constant color - mMeshActor[i].SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE, - BlendingFactor::ZERO, BlendingFactor::ONE); - } - mMeshActorForNoise.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE, - BlendingFactor::ZERO, BlendingFactor::ONE); - } - else - { - for(unsigned int i=0; i < mNumShader; i++ ) - { - // using default blend func - mMeshActor[i].SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA, - BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA ); - } - mMeshActorForNoise.SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA, - BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA ); - } -} - void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement ) { - unsigned int curUniform = mCurrentUniform % mNumBubblePerShader; - unsigned int groupIdx = mCurrentUniform / mNumBubblePerShader; - SetBubbleParameter( mEffect[groupIdx], curUniform, emitPosition, direction, displacement); - animation.AnimateTo( Property( mEffect[groupIdx], mEffect[groupIdx].GetPercentagePropertyName(curUniform) ), + unsigned int curUniform = mCurrentBubble % mNumBubblePerActor; + unsigned int groupIdx = mCurrentBubble / mNumBubblePerActor; + SetBubbleParameter( mBubbleActors[groupIdx], curUniform, emitPosition, direction, displacement); + animation.AnimateTo( (mBubbleActors[groupIdx])->GetPercentageProperty(curUniform), 1.f, AlphaFunction::LINEAR ); - if( mCurrentUniform % mNumShader == 0 ) - { - unsigned int uniform = mCurrentUniform / mNumShader; - SetBubbleParameter(mEffectForNoise, uniform, emitPosition, displacement); - animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetPercentagePropertyName(uniform) ), - 1.f, AlphaFunction::LINEAR ); - } - - mCurrentUniform = (mCurrentUniform + 1) % mTotalNumOfBubble; -} - -void BubbleEmitter::StartExplosion( float duration, float multiple ) -{ - Animation animation = Animation::New( duration ); - for(unsigned int i=0; i < mNumShader; i++ ) - { - animation.AnimateTo( Property( mEffect[i], mEffect[i].GetMagnificationPropertyName() ), - multiple, AlphaFunction::EASE_OUT); - } - animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetMagnificationPropertyName() ), - multiple, AlphaFunction::EASE_OUT); - animation.Play(); - - animation.FinishedSignal().Connect(this, &BubbleEmitter::OnExplosionFinished); + mCurrentBubble = (mCurrentBubble + 1) % mTotalNumOfBubble; } void BubbleEmitter::Restore() { - for(unsigned int i=0; i < mNumShader; i++ ) + for(unsigned int i=0; i < mNumActor; i++ ) { - mEffect[i].ResetParameters(); + (mBubbleActors[i])->ResetProperties(); } - mEffectForNoise.ResetParameters(); -} - -void BubbleEmitter::GenMaterial() -{ - mCustomMaterial = Material::New("CustomMaterial"); - mCustomMaterial.SetOpacity(1.0f); - mCustomMaterial.SetDiffuseColor(Color::WHITE); - mCustomMaterial.SetAmbientColor(Vector4(0.0, 0.1, 0.1, 1.0)); - mCustomMaterial.SetMapU( Material::MAPPING_MODE_WRAP ); - mCustomMaterial.SetMapV( Material::MAPPING_MODE_WRAP ); - mCustomMaterial.SetDiffuseTexture( mShapeImage ); -} - -void BubbleEmitter::AddVertex(MeshData::VertexContainer& vertices, Vector3 XYZ, Vector2 UV) -{ - MeshData::Vertex meshVertex; - meshVertex.x = XYZ.x; - meshVertex.y = XYZ.y; - meshVertex.z = XYZ.z; - meshVertex.u = UV.x; - meshVertex.v = UV.y; - vertices.push_back(meshVertex); } -void BubbleEmitter::AddTriangle(MeshData::FaceIndices& faces, -size_t v0, size_t v1, size_t v2) +Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch ) { - faces.push_back(v0); - faces.push_back(v1); - faces.push_back(v2); -} + unsigned int numVertex = numOfPatch*4u; + std::vector vertexData; + vertexData.reserve( numVertex ); -void BubbleEmitter::ConstructBubbleMesh( MeshData& meshData, unsigned int numOfBubble) -{ - MeshData::VertexContainer vertices; - MeshData::FaceIndices faces; - BoneContainer bones(0); + unsigned int numIndex = numOfPatch*6u; + Vector indexData; + indexData.Reserve( numIndex ); - for(unsigned int index = 0; index < numOfBubble; index ++) + for(unsigned int i = 0; i < numOfPatch; i++) { - float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y); - if(rand()%100 < 1) - { - curSize *= 2.f; - } - float depth = static_cast( index ); - AddVertex( vertices, Vector3(0.f,0.f,depth), Vector2(0.f,0.f) ); - AddVertex( vertices, Vector3(0.f,curSize,depth), Vector2( 0.f,1.f )); - AddVertex( vertices, Vector3(curSize,curSize,depth), Vector2(1.f,1.f) ); - AddVertex( vertices, Vector3(curSize,0.f,depth), Vector2(1.f,0.f) ); + float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y, mRandomSeed); + + float index = static_cast( i ); + vertexData.push_back( Vertex( index, Vector2(0.f,0.f), Vector2(0.f,0.f) ) ); + vertexData.push_back( Vertex( index, Vector2(0.f,curSize), Vector2(0.f,1.f) ) ); + vertexData.push_back( Vertex( index, Vector2(curSize,curSize), Vector2(1.f,1.f) ) ); + vertexData.push_back( Vertex( index, Vector2(curSize,0.f), Vector2(1.f,0.f) ) ); unsigned int idx = index * 4; - AddTriangle( faces, idx, idx+1, idx+2); - AddTriangle( faces, idx, idx+2, idx+3); + indexData.PushBack( idx ); + indexData.PushBack( idx+1 ); + indexData.PushBack( idx+2 ); + indexData.PushBack( idx ); + indexData.PushBack( idx+2 ); + indexData.PushBack( idx+3 ); } - meshData.SetData(vertices, faces, bones, mCustomMaterial); - meshData.SetHasColor(false); - meshData.SetHasTextureCoords(true); -} + Property::Map vertexFormat; + vertexFormat["aIndex"] = Property::FLOAT; + vertexFormat["aPosition"] = Property::VECTOR2; + vertexFormat["aTexCoord"] = Property::VECTOR2; + PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, numVertex ); + vertices.SetData( &vertexData[0] ); -void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform, - const Vector2& emitPosition, const Vector2& displacement ) -{ - int halfRange = displacement.x / 2; - Vector2 randomVec(rand()%static_cast(displacement.x) - halfRange, rand()%static_cast(displacement.y) - halfRange); - if(randomVec.y > 0.0f) - { - randomVec.y *= 0.33f; - } + Property::Map indexFormat; + indexFormat["indices"] = Property::INTEGER; + PropertyBuffer indices = PropertyBuffer::New( indexFormat, numIndex ); + indices.SetData( &indexData[0] ); - Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y ); - effect.SetStartAndEndPosition( curUniform, startAndEndPos ); + Geometry geometry = Geometry::New(); + geometry.AddVertexBuffer( vertices ); + geometry.SetIndexBuffer( indices ); - effect.SetPercentage( curUniform, 0.f); + return geometry; } -void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform, +void BubbleEmitter::SetBubbleParameter( BubbleActorPtr bubbleActor, unsigned int curUniform, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement ) { Vector2 dir(direction); int halfRange = displacement.x / 2; // for the y coordinate, always negative, so bubbles always go upwards - Vector2 randomVec(rand()%static_cast(displacement.x) - halfRange, -rand()%static_cast(displacement.y)); + Vector2 randomVec( rand_r( &mRandomSeed ) % static_cast(displacement.x) - halfRange, -rand_r( &mRandomSeed ) % static_cast(displacement.y) ); dir.Normalize(); randomVec.x -= dir.x*halfRange; randomVec.y *= 1.0f - fabsf(dir.x)*0.33f; @@ -390,19 +354,9 @@ void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUn randomVec.y *= 0.33f; } Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y ); - effect.SetStartAndEndPosition( curUniform, startAndEndPos ); - - effect.SetPercentage( curUniform, 0.f); -} + bubbleActor->SetStartAndEndPosition( curUniform, startAndEndPos ); -void BubbleEmitter::OnExplosionFinished( Animation& source ) -{ - Restore(); -} - -float BubbleEmitter::RandomRange(float f0, float f1) -{ - return f0 + (rand() & 0xfff) * (f1-f0) * (1.0f/4095.0f); + bubbleActor->SetPercentage( curUniform, 0.f); } } // namespace Internal