-/*
- * Copyright (c) 2014 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.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- *
- */
-
-// CLASS HEADER
-#include "bubble-emitter-impl.h"
-
-// EXTERNAL INCLUDES
-#include <cmath>
-#include <dali/public-api/animation/animation.h>
-#include <dali/public-api/render-tasks/render-task-list.h>
-#include <dali/public-api/images/resource-image.h>
-
-// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/shader-effects/bubble-effect/color-adjuster.h>
-
-namespace Dali
-{
-
-namespace Toolkit
-{
-
-namespace Internal
-{
-BubbleEmitter::BubbleEmitter( const Vector2& movementArea,
- Image shapeImage,
- unsigned int maximumNumberOfBubble,
- const Vector2& bubbleSizeRange )
-: Control( REQUIRES_TOUCH_EVENTS ),
- mMovementArea( movementArea ),
- mShapeImage( shapeImage ),
- mTotalNumOfBubble( maximumNumberOfBubble ),
- mRenderTaskRunning(false),
- mBubbleSizeRange( bubbleSizeRange ),
- mCurrentUniform( 0 ),
- mDensity( 5 )
-{
- // Calculate how many BubbleEffect shaders are required
- if( mTotalNumOfBubble>100 )
- {
- mNumBubblePerShader = 100;
- mNumShader = mTotalNumOfBubble / 100;
- }
- else
- {
- mNumBubblePerShader = mTotalNumOfBubble;
- mNumShader = 1;
- }
-}
-
-BubbleEmitter::~BubbleEmitter()
-{
-}
-
-Toolkit::BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
- Image shapeImage,
- unsigned int maximumNumberOfBubble,
- const Vector2& bubbleSizeRange )
-{
- // Create the implementation
- IntrusivePtr<BubbleEmitter> internalBubbleEmitter ( new BubbleEmitter( winSize, shapeImage,
- maximumNumberOfBubble,bubbleSizeRange ) );
-
- // Pass ownership to Toolkit::BubbleEmitter handle
- Toolkit::BubbleEmitter bubbleEmitter( *internalBubbleEmitter );
-
- //Second phase of implementeation : Initialization
- internalBubbleEmitter->OnInitialize();
-
- return bubbleEmitter;
-}
-
-void BubbleEmitter::OnInitialize()
-{
- // Create the root actor, all the meshActor should be its children
- mBubbleRoot = Actor::New();
- mBubbleRoot.SetSize(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 );
-
- // Generate the material object, which is used by all meshActors
- GenMaterial();
-
- mMesh.resize( mNumShader );
- mMeshActor.resize( mNumShader );
- mEffect.resize( mNumShader );
-
- // 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++ )
- {
- 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] );
- }
-
- // 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);
-
- Stage stage = Stage::GetCurrent();
-
- stage.Add(mCameraActor);
- stage.ContextRegainedSignal().Connect(this, &BubbleEmitter::OnContextRegained);
-}
-
-Actor BubbleEmitter::GetRootActor()
-{
- return mBubbleRoot;
-}
-
-void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
-{
- mBackgroundImage = bgImage;
- mHSVDelta = hsvDelta;
-
- ImageActor sourceActor = ImageActor::New( bgImage );
- sourceActor.SetSize( mMovementArea );
- sourceActor.SetParentOrigin(ParentOrigin::CENTER);
- Stage::GetCurrent().Add( sourceActor );
-
- ColorAdjuster colorAdjuster = ColorAdjuster::New( hsvDelta, true /*ignore alpha to make bubble color always*/ );
- sourceActor.SetShaderEffect( colorAdjuster );
-
- RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
- 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.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
- mRenderTaskRunning = true;
-}
-
-void BubbleEmitter::SetShapeImage( Image shapeImage )
-{
- mCustomMaterial.SetDiffuseTexture( shapeImage );
-}
-
-void BubbleEmitter::SetBubbleScale( float scale )
-{
- for(unsigned int i=0; i < mNumShader; i++ )
- {
- mEffect[i].SetDynamicScale( scale );
- }
- mEffectForNoise.SetDynamicScale( scale );
-}
-
-void BubbleEmitter::SetBubbleDensity( unsigned int density )
-{
- DALI_ASSERT_ALWAYS( density>0 && density<=9 && " Only densities between 1 to 9 are valid " );
-
- if( density == mDensity )
- {
- return;
- }
- else
- {
- mDensity = density;
- MeshData meshData;
- ConstructBubbleMesh( meshData, mNumBubblePerShader*mDensity);
- for(unsigned int i=0; i < mNumShader; i++ )
- {
- mMesh[i].UpdateMeshData(meshData);
- }
- }
-}
-
-// clear the resources created for the off screen rendering
-void BubbleEmitter::OnRenderFinished(RenderTask& source)
-{
- mRenderTaskRunning = false;
- Actor sourceActor = source.GetSourceActor();
- if( sourceActor )
- {
- RenderableActor renderable = RenderableActor::DownCast( sourceActor );
- if( renderable )
- {
- renderable.RemoveShaderEffect();
- }
- }
-
- Stage stage = Stage::GetCurrent();
- stage.Remove(sourceActor);
- stage.GetRenderTaskList().RemoveTask(source);
-}
-
-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 )
- {
- SetBackground( mBackgroundImage, mHSVDelta );
- }
-}
-
-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) ),
- 1.f, AlphaFunctions::Linear );
-
- if( mCurrentUniform % mNumShader == 0 )
- {
- unsigned int uniform = mCurrentUniform / mNumShader;
- SetBubbleParameter(mEffectForNoise, uniform, emitPosition, displacement);
- animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetPercentagePropertyName(uniform) ),
- 1.f, AlphaFunctions::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, AlphaFunctions::EaseOut);
- }
- animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetMagnificationPropertyName() ),
- multiple, AlphaFunctions::EaseOut);
- animation.Play();
-
- animation.FinishedSignal().Connect(this, &BubbleEmitter::OnExplosionFinished);
-}
-
-void BubbleEmitter::Restore()
-{
- for(unsigned int i=0; i < mNumShader; i++ )
- {
- mEffect[i].ResetParameters();
- }
- 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)
-{
- faces.push_back(v0);
- faces.push_back(v1);
- faces.push_back(v2);
-}
-
-void BubbleEmitter::ConstructBubbleMesh( MeshData& meshData, unsigned int numOfBubble)
-{
- MeshData::VertexContainer vertices;
- MeshData::FaceIndices faces;
- BoneContainer bones(0);
-
- for(unsigned int index = 0; index < numOfBubble; index ++)
- {
- float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y);
- if(rand()%100 < 1)
- {
- curSize *= 2.f;
- }
- float depth = static_cast<float>( 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) );
-
- unsigned int idx = index * 4;
- AddTriangle( faces, idx, idx+1, idx+2);
- AddTriangle( faces, idx, idx+2, idx+3);
- }
-
- meshData.SetData(vertices, faces, bones, mCustomMaterial);
- meshData.SetHasColor(false);
- meshData.SetHasTextureCoords(true);
-}
-
-void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, unsigned int curUniform,
- const Vector2& emitPosition, const Vector2& displacement )
-{
- int halfRange = displacement.x / 2;
- Vector2 randomVec(rand()%static_cast<int>(displacement.x) - halfRange, rand()%static_cast<int>(displacement.y) - halfRange);
- if(randomVec.y > 0.0f)
- {
- 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);
-}
-
-void BubbleEmitter::SetBubbleParameter( BubbleEffect& effect, 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<int>(displacement.x) - halfRange, -rand()%static_cast<int>(displacement.y));
- dir.Normalize();
- randomVec.x -= dir.x*halfRange;
- 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 );
- effect.SetStartAndEndPosition( curUniform, startAndEndPos );
-
- effect.SetPercentage( curUniform, 0.f);
-}
-
-void BubbleEmitter::OnExplosionFinished( Animation& source )
-{
- Restore();
-}
-
-float BubbleEmitter::RandomRange(float f0, float f1)
-{
- return f0 + (rand() & 0xfff) * (f1-f0) * (1.0f/4095.0f);
-}
-
-} // namespace Internal
-
-} // namespace Toolkit
-
-} // namespace Dali