X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fscrollable%2Fbouncing-effect-actor.cpp;h=fcaaac3f3d5b7f37bc35bf11502ecafef5211942;hp=86ade19428c2fffe527aba5cda2e87819417afe8;hb=f2a9e28631d560e4821cc542cbc21a71d0a29f2f;hpb=b8d4bac83c801b93dc7b3298148864a4215e139f diff --git a/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp b/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp index 86ade19..fcaaac3 100644 --- a/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp +++ b/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp @@ -19,13 +19,13 @@ #include // EXTERNAL INCLUDES -#include -#include -#include -#include -#include -#include +#include +#include #include +#include +#include +#include +#include namespace Dali { @@ -39,81 +39,90 @@ 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 ) - { - } - - Vector3 operator()( const Vector3& current, const PropertyInput& bounceCoef ) - { - float positionY = mInitialY + mRange * fabsf(bounceCoef.GetFloat()); - return Vector3( current.x, positionY, current.z ); - } +#define MAKE_SHADER(A)#A + +// Modify the vertex position according to the bounce coefficient; +const char* MESH_VERTEX_SHADER = MAKE_SHADER( +attribute mediump vec3 aPosition1;\n +attribute mediump vec3 aPosition2;\n +uniform mediump mat4 uMvpMatrix;\n +uniform mediump vec3 uSize; +uniform mediump float uBounceCoefficient;\n +\n +void main()\n +{\n + gl_Position = uMvpMatrix * vec4(mix( aPosition1, aPosition2, abs(uBounceCoefficient) )*uSize, 1.0);\n +} +); - float mInitialY; - float mRange; -}; +// use the actor color to paint every layer +const char* MESH_FRAGMENT_SHADER = MAKE_SHADER( +uniform lowp vec4 uColor;\n +void main()\n +{\n + gl_FragColor = uColor;\n +}\n; +); } // namespace Anon 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( 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( mesh.GetPropertyIndex(j+2, AnimatableVertex::Property::POSITION ), - Source(meshActor, bouncePropertyIndex), - VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) ); - mesh.ApplyConstraint( Constraint::New( mesh.GetPropertyIndex(j+3, AnimatableVertex::Property::POSITION), - Source(meshActor, bouncePropertyIndex), - VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) ); - } + Vector3 position1; + Vector3 position2; + }; + // 4 vertices 2 triangles per layer. The depth interval between each layer is 0.01 + VertexPosition vertexData[12] = { + //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 ) }, + // middle 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 ) }, + // top 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 ) } + }; + Property::Map vertexFormat; + vertexFormat["aPosition1"] = Property::VECTOR3; + vertexFormat["aPosition2"] = Property::VECTOR3; + PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 12u ); + vertices.SetData( vertexData ); + + unsigned int indexData[18] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11 }; + Property::Map indexFormat; + indexFormat["indices"] = Property::UNSIGNED_INTEGER; + PropertyBuffer indices = PropertyBuffer::New( indexFormat, 18u ); + indices.SetData( indexData ); + + Geometry meshGeometry = Geometry::New(); + meshGeometry.AddVertexBuffer( vertices ); + meshGeometry.SetIndexBuffer( indices ); + + // Create material + Shader shader = Shader::New( MESH_VERTEX_SHADER, MESH_FRAGMENT_SHADER ); + Material material = Material::New( shader ); + + // Create renderer + Renderer renderer = Renderer::New( meshGeometry, material ); + + // Create actor + Actor meshActor= Actor::New(); + meshActor.AddRenderer( renderer ); + + // Register property + bouncePropertyIndex = meshActor.RegisterProperty("uBounceCoefficient", 0.f); return meshActor; }