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=dde825373166eb425a3714bf48913d870f873bdf;hp=2904ece0222295ee57d18719335e5c97788ba778;hb=HEAD;hpb=debc1fd9a7d6033c14e469d0812b4baccb57c7de 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 2904ece..12b7a13 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2024 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. @@ -21,31 +21,33 @@ // EXTERNAL INCLUDES #include #include -#include -#include +#include +#include // INTERNAL INCLUDES -#include -#include #include -#include - +#include +#include namespace { struct Vertex { Vertex() - : index( 0.0f ), position(), textureCoord() + : index(0.0f), + position(), + textureCoord() { } - Vertex( float index, const Dali::Vector2& position, const Dali::Vector2& textureCoord ) - : index( index ), position( position ), textureCoord( textureCoord ) + Vertex(float index, const Dali::Vector2& position, const Dali::Vector2& textureCoord) + : index(index), + position(position), + textureCoord(textureCoord) { } - float index; + float index; Dali::Vector2 position; Dali::Vector2 textureCoord; }; @@ -59,69 +61,93 @@ struct Vertex */ float RandomRange(float f0, float f1, unsigned int& seed) { - return f0 + (rand_r( &seed ) & 0xfff) * (f1-f0) * (1.0f/4095.0f); + return f0 + (rand_r(&seed) & 0xfff) * (f1 - f0) * (1.0f / 4095.0f); } +Dali::Geometry CreateTexturedQuad() +{ + struct Vertex + { + Dali::Vector2 position; + Dali::Vector2 texCoord; + }; + + static const Vertex data[] = {{Dali::Vector2(-0.5f, -0.5f), Dali::Vector2(0.0f, 0.0f)}, + {Dali::Vector2(0.5f, -0.5f), Dali::Vector2(1.0f, 0.0f)}, + {Dali::Vector2(-0.5f, 0.5f), Dali::Vector2(0.0f, 1.0f)}, + {Dali::Vector2(0.5f, 0.5f), Dali::Vector2(1.0f, 1.0f)}}; + + // Create a vertex buffer for vertex positions and texture coordinates + Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New(Dali::Property::Map() + .Add("aPosition", Dali::Property::VECTOR2) + .Add("aTexCoord", Dali::Property::VECTOR2)); + vertexBuffer.SetData(data, 4u); + + //Create the geometry + Dali::Geometry geometry = Dali::Geometry::New(); + geometry.AddVertexBuffer(vertexBuffer); + geometry.SetType(Dali::Geometry::TRIANGLE_STRIP); + + return geometry; } +} // namespace + namespace Dali { - namespace Toolkit { - namespace Internal { -BubbleEmitter::BubbleEmitter( const Vector2& movementArea, - Image shapeImage, - unsigned int maximumNumberOfBubble, - const Vector2& bubbleSizeRange ) -: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ), - mShapeImage( shapeImage ), - mMovementArea( movementArea ), - mBubbleSizeRange( bubbleSizeRange ), - mDensity( 5 ), - mTotalNumOfBubble( maximumNumberOfBubble ), - mCurrentBubble( 0 ), - mRandomSeed( 0 ), +BubbleEmitter::BubbleEmitter(const Vector2& movementArea, + Texture shapeTexture, + unsigned int maximumNumberOfBubble, + const Vector2& bubbleSizeRange) +: Control(ControlBehaviour(CONTROL_BEHAVIOUR_DEFAULT)), + mShapeTexture(shapeTexture), + mMovementArea(movementArea), + mBubbleSizeRange(bubbleSizeRange), + mDensity(5), + mTotalNumOfBubble(maximumNumberOfBubble), + mCurrentBubble(0), + mRandomSeed(0), mRenderTaskRunning(false) { // Calculate how many shaders are required - if( mTotalNumOfBubble>100 ) + if(mTotalNumOfBubble > 100) { - mNumBubblePerActor = 100; - mNumActor = mTotalNumOfBubble / 100; - if( mNumActor*mNumBubblePerActor < mTotalNumOfBubble ) + mNumBubblePerRenderer = 100; + mNumRenderer = mTotalNumOfBubble / 100; + if(mNumRenderer * mNumBubblePerRenderer < mTotalNumOfBubble) { - mNumActor++; - mNumBubblePerActor = mTotalNumOfBubble / mNumActor+1; - mTotalNumOfBubble = mNumActor * mNumBubblePerActor; + mNumRenderer++; + mNumBubblePerRenderer = mTotalNumOfBubble / mNumRenderer + 1; + mTotalNumOfBubble = mNumRenderer * mNumBubblePerRenderer; } } else { - mNumBubblePerActor = mTotalNumOfBubble; - mNumActor = 1; + mNumBubblePerRenderer = mTotalNumOfBubble; + mNumRenderer = 1; } - mRandomSeed = time( NULL ); + mRandomSeed = static_cast(time(NULL)); } BubbleEmitter::~BubbleEmitter() { } -Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize, - Image shapeImage, - unsigned int maximumNumberOfBubble, - const Vector2& bubbleSizeRange ) +Toolkit::BubbleEmitter BubbleEmitter::New(const Vector2& winSize, + Texture shapeTexture, + unsigned int maximumNumberOfBubble, + const Vector2& bubbleSizeRange) { // Create the implementation - IntrusivePtr internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage, - maximumNumberOfBubble,bubbleSizeRange ) ); + IntrusivePtr internalBubbleEmitter(new BubbleEmitter(winSize, shapeTexture, maximumNumberOfBubble, bubbleSizeRange)); // Pass ownership to Toolkit::BubbleEmitter handle - Toolkit::BubbleEmitter bubbleEmitter( *internalBubbleEmitter ); + Toolkit::BubbleEmitter bubbleEmitter(*internalBubbleEmitter); //Second phase of implementeation : Initialization internalBubbleEmitter->OnInitialize(); @@ -133,33 +159,34 @@ void BubbleEmitter::OnInitialize() { // Create the root actor, all the meshActor should be its children mBubbleRoot = Actor::New(); - mBubbleRoot.SetSize(mMovementArea); + mBubbleRoot.SetProperty(Actor::Property::SIZE, mMovementArea); - // 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 ); + // Prepare the frame buffer to store the color adjusted background texture + Vector2 imageSize = Vector2(mMovementArea.width / 4.f, mMovementArea.height / 4.f); + mFrameBuffer = FrameBuffer::New(imageSize.x, imageSize.y, FrameBuffer::Attachment::NONE); + mEffectTexture = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, imageSize.x, imageSize.y); + mFrameBuffer.AttachColorTexture(mEffectTexture); // Generate the geometry, which is used by all bubbleActors - mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity ); + mMeshGeometry = CreateGeometry(mNumBubblePerRenderer * mDensity); - Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor ); + Shader bubbleShader = CreateBubbleShader(mNumBubblePerRenderer); mTextureSet = TextureSet::New(); - TextureSetImage( mTextureSet, 0u, mEffectImage ); - TextureSetImage( mTextureSet, 1u, mShapeImage ); - - mBubbleActors.resize( mNumActor ); + mTextureSet.SetTexture(0u, mEffectTexture); + mTextureSet.SetTexture(1u, mShapeTexture); - // Create the meshActor group and bubbleEffect group to emit bubbles following the given track, such as finger touch track. - for(unsigned int i=0; i < mNumActor; i++ ) + // Create the renderers to render the bubbles + mBubbleRenderers.resize(mNumRenderer); + for(unsigned int i = 0; i < mNumRenderer; i++) { - mBubbleActors[i] = new BubbleActor( mNumBubblePerActor, mMovementArea ); - (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mTextureSet, bubbleShader ); - mBubbleRoot.Add( (mBubbleActors[i])->GetMeshActor() ); + mBubbleRenderers[i].Initialize(mNumBubblePerRenderer, mMovementArea, mMeshGeometry, mTextureSet, bubbleShader); + mBubbleRoot.AddRenderer(mBubbleRenderers[i].GetRenderer()); } // Create a cameraActor for the off screen render task. mCameraActor = CameraActor::New(mMovementArea); - mCameraActor.SetParentOrigin(ParentOrigin::CENTER); + mCameraActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); Stage stage = Stage::GetCurrent(); @@ -172,61 +199,67 @@ Actor BubbleEmitter::GetRootActor() return mBubbleRoot; } -void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta ) +void BubbleEmitter::SetBackground(Texture bgTexture, const Vector3& hsvDelta) { - mBackgroundImage = bgImage; - mHSVDelta = hsvDelta; - - Toolkit::ImageView sourceActor = Toolkit::ImageView::New(bgImage); - sourceActor.SetSize( mMovementArea ); - sourceActor.SetParentOrigin(ParentOrigin::CENTER); - - Property::Map colorAdjuster = CreateColorAdjuster(); - sourceActor.SetProperty( Toolkit::ImageView::Property::IMAGE, colorAdjuster); - SetColorAdjusterProperties( sourceActor, hsvDelta, true /*ignore alpha to make bubble color always*/ ); - - Stage::GetCurrent().Add( sourceActor ); + mBackgroundTexture = bgTexture; + mHSVDelta = hsvDelta; + + //Create RenderTask source actor + Actor sourceActor = Actor::New(); + sourceActor.SetProperty(Actor::Property::SIZE, mMovementArea); + sourceActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); + sourceActor.RegisterProperty("uHSVDelta", hsvDelta); + Stage::GetCurrent().Add(sourceActor); + + //Create renderer + Dali::Geometry geometry = CreateTexturedQuad(); + Shader shader = Shader::New(SHADER_BUBBLE_EMITTER_VERT, SHADER_BUBBLE_EMITTER_FRAG, Shader::Hint::NONE, "BUBBLE_EMITTER"); + Renderer renderer = Renderer::New(geometry, shader); + TextureSet textureSet = TextureSet::New(); + textureSet.SetTexture(0u, bgTexture); + renderer.SetTextures(textureSet); + sourceActor.AddRenderer(renderer); RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); - RenderTask task = taskList.CreateTask(); - task.SetRefreshRate( RenderTask::REFRESH_ONCE ); - task.SetSourceActor( sourceActor ); + RenderTask task = taskList.CreateTask(); + task.SetRefreshRate(RenderTask::REFRESH_ONCE); + task.SetSourceActor(sourceActor); task.SetExclusive(true); task.SetCameraActor(mCameraActor); task.GetCameraActor().SetInvertYAxis(true); - task.SetTargetFrameBuffer( mEffectImage ); + task.SetFrameBuffer(mFrameBuffer); task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished); mRenderTaskRunning = true; } -void BubbleEmitter::SetShapeImage( Image shapeImage ) +void BubbleEmitter::SetBubbleShape(Texture shapeTexture) { - TextureSetImage( mTextureSet, 1, shapeImage ); + mTextureSet.SetTexture(1, shapeTexture); } -void BubbleEmitter::SetBubbleScale( float scale ) +void BubbleEmitter::SetBubbleScale(float scale) { - for(unsigned int i=0; i < mNumActor; i++ ) + for(unsigned int i = 0; i < mNumRenderer; i++) { - (mBubbleActors[i])->SetDynamicScale( scale ); + mBubbleRenderers[i].SetDynamicScale(scale); } } -void BubbleEmitter::SetBubbleDensity( unsigned int density ) +void BubbleEmitter::SetBubbleDensity(unsigned int density) { - DALI_ASSERT_ALWAYS( density>0 && density<=9 && " Only densities between 1 to 9 are valid " ); + DALI_ASSERT_ALWAYS(density > 0 && density <= 9 && " Only densities between 1 to 9 are valid "); - if( density == mDensity ) + if(density == mDensity) { return; } else { - mDensity = density; - mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity ); - for(unsigned int i=0; i < mNumActor; i++ ) + mDensity = density; + mMeshGeometry = CreateGeometry(mNumBubblePerRenderer * mDensity); + for(unsigned int i = 0; i < mNumRenderer; i++) { - (mBubbleActors[i])->SetGeometry( mMeshGeometry ); + mBubbleRenderers[i].SetGeometry(mMeshGeometry); } } } @@ -235,8 +268,8 @@ void BubbleEmitter::SetBubbleDensity( unsigned int density ) void BubbleEmitter::OnRenderFinished(RenderTask& source) { mRenderTaskRunning = false; - Actor sourceActor = source.GetSourceActor(); - Stage stage = Stage::GetCurrent(); + Actor sourceActor = source.GetSourceActor(); + Stage stage = Stage::GetCurrent(); stage.Remove(sourceActor); stage.GetRenderTaskList().RemoveTask(source); } @@ -245,94 +278,97 @@ void BubbleEmitter::OnContextRegained() { // Context was lost, so the framebuffer has been destroyed. Re-create render task // and trigger re-draw if not already running - if( ! mRenderTaskRunning ) + if(!mRenderTaskRunning) { - SetBackground( mBackgroundImage, mHSVDelta ); + SetBackground(mBackgroundTexture, mHSVDelta); } } -void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement ) +void BubbleEmitter::EmitBubble(Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement) { - 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 ); + unsigned int curUniform = mCurrentBubble % mNumBubblePerRenderer; + unsigned int groupIdx = mCurrentBubble / mNumBubblePerRenderer; + SetBubbleParameter(mBubbleRenderers[groupIdx], curUniform, emitPosition - Vector2(mMovementArea.x * 0.5f, mMovementArea.y * 0.5f), direction, displacement); + animation.AnimateTo(mBubbleRenderers[groupIdx].GetPercentageProperty(curUniform), + 1.f, + AlphaFunction::LINEAR); mCurrentBubble = (mCurrentBubble + 1) % mTotalNumOfBubble; } void BubbleEmitter::Restore() { - for(unsigned int i=0; i < mNumActor; i++ ) + for(unsigned int i = 0; i < mNumRenderer; i++) { - (mBubbleActors[i])->ResetProperties(); + mBubbleRenderers[i].ResetProperties(); } } -Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch ) +Geometry BubbleEmitter::CreateGeometry(unsigned int numOfPatch) { - unsigned int numVertex = numOfPatch*4u; - std::vector vertexData; - vertexData.reserve( numVertex ); + unsigned int numVertex = numOfPatch * 4u; + Vector vertexData; + vertexData.Reserve(numVertex); - unsigned int numIndex = numOfPatch*6u; + unsigned int numIndex = numOfPatch * 6u; Vector indexData; - indexData.Reserve( numIndex ); + indexData.Reserve(numIndex); for(unsigned int i = 0; i < numOfPatch; i++) { - float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y, mRandomSeed); + float halfSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y, mRandomSeed) * 0.5f; - 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) ) ); + float index = static_cast(i); + vertexData.PushBack(Vertex(index, Vector2(-halfSize, -halfSize), Vector2(0.f, 0.f))); + vertexData.PushBack(Vertex(index, Vector2(-halfSize, halfSize), Vector2(0.f, 1.f))); + vertexData.PushBack(Vertex(index, Vector2(halfSize, halfSize), Vector2(1.f, 1.f))); + vertexData.PushBack(Vertex(index, Vector2(halfSize, -halfSize), Vector2(1.f, 0.f))); unsigned short idx = index * 4; - indexData.PushBack( idx ); - indexData.PushBack( idx+1 ); - indexData.PushBack( idx+2 ); - indexData.PushBack( idx ); - indexData.PushBack( idx+2 ); - indexData.PushBack( idx+3 ); + indexData.PushBack(idx); + indexData.PushBack(idx + 1); + indexData.PushBack(idx + 2); + indexData.PushBack(idx); + indexData.PushBack(idx + 2); + indexData.PushBack(idx + 3); } Property::Map vertexFormat; - vertexFormat["aIndex"] = Property::FLOAT; + vertexFormat["aIndex"] = Property::FLOAT; vertexFormat["aPosition"] = Property::VECTOR2; vertexFormat["aTexCoord"] = Property::VECTOR2; - PropertyBuffer vertices = PropertyBuffer::New( vertexFormat ); - vertices.SetData( &vertexData[0], numVertex ); + VertexBuffer vertices = VertexBuffer::New(vertexFormat); + vertices.SetData(&vertexData[0], numVertex); Geometry geometry = Geometry::New(); - geometry.AddVertexBuffer( vertices ); - geometry.SetIndexBuffer( &indexData[0], numIndex ); + geometry.AddVertexBuffer(vertices); + geometry.SetIndexBuffer(&indexData[0], numIndex); return geometry; } -void BubbleEmitter::SetBubbleParameter( BubbleActorPtr bubbleActor, unsigned int curUniform, - const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement ) +void BubbleEmitter::SetBubbleParameter(BubbleRenderer& bubbleRenderer, unsigned int curUniform, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement) { Vector2 dir(direction); - int halfRange = displacement.x / 2; + int rangeX = std::max(static_cast(displacement.x), 1); // To avoid divide by zero issue. + int rangeY = std::max(static_cast(displacement.y), 1); // To avoid divide by zero issue. + + int halfRangeX = displacement.x / 2; // for the y coordinate, always negative, so bubbles always go upwards - Vector2 randomVec( rand_r( &mRandomSeed ) % static_cast(displacement.x) - halfRange, -rand_r( &mRandomSeed ) % static_cast(displacement.y) ); + Vector2 randomVec(rand_r(&mRandomSeed) % rangeX - halfRangeX, -rand_r(&mRandomSeed) % rangeY); dir.Normalize(); - randomVec.x -= dir.x*halfRange; - randomVec.y *= 1.0f - fabsf(dir.x)*0.33f; + randomVec.x -= dir.x * halfRangeX; + randomVec.y *= 1.0f - fabsf(dir.x) * 0.33f; if(randomVec.y > 0.0f) { randomVec.y *= 0.33f; } - Vector4 startAndEndPos( emitPosition.x, emitPosition.y, emitPosition.x+randomVec.x, emitPosition.y+randomVec.y ); - bubbleActor->SetStartAndEndPosition( curUniform, startAndEndPos ); + Vector4 startAndEndPos(emitPosition.x, emitPosition.y, emitPosition.x + randomVec.x, emitPosition.y + randomVec.y); + bubbleRenderer.SetStartAndEndPosition(curUniform, startAndEndPos); - bubbleActor->SetPercentage( curUniform, 0.f); + bubbleRenderer.SetPercentage(curUniform, 0.f); } } // namespace Internal