1 #ifndef __DALI_SHADER_EFFECT_H__
2 #define __DALI_SHADER_EFFECT_H__
5 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/object/handle.h>
23 #include <dali/public-api/object/property-index-ranges.h>
28 * @addtogroup dali_core_rendering_effects
33 * @brief DALI_COMPOSE_SHADER macro provides a convenient way to write shader source code.
35 * We normally use double quotation marks to write a string such as "Hello World".
36 * However many symbols are needed to add multiple lines of string.
37 * We don't need to write quotation marks using this macro at every line.
39 * [An example of double quotation marks usage]
40 * const string FRAGMENT_SHADER_SOURCE = \
43 * " gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n"
46 * [An example of DALI_COMPOSE_SHADER usage]
47 * const string VERTEX_SHADER_SOURCE = DALI_COMPOSE_SHADER (
50 * gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
51 * vTexCoord = aTexCoord;
56 #define DALI_COMPOSE_SHADER(STR) #STR
63 namespace Internal DALI_INTERNAL
69 * @brief Shader effects provide a visual effect for image views.
71 * For a Custom shader you can provide the vertex and fragment shader code as strings.
72 * These shader snippets get concatenated with the default attributes and uniforms.
73 * For a vertex shader this part contains the following code:
75 * precision highp float;
76 * attribute vec3 aPosition;
77 * attribute vec2 aTexCoord;
78 * uniform mat4 uMvpMatrix;
79 * uniform mat4 uModelMatrix;
80 * uniform mat4 uViewMatrix;
81 * uniform mat4 uModelView;
82 * uniform mat3 uNormalMatrix;
83 * uniform mat4 uProjection;
84 * uniform vec4 uColor;
85 * varying vec2 vTexCoord;
87 * The custom shader part is expected to output the vertex position and texture coordinate.
88 * A basic custom vertex shader would contain the following code:
92 * gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
93 * vTexCoord = aTexCoord;
96 * For fragment shader the default part for images contains the following code:
98 * precision mediump float;
99 * uniform sampler2D sTexture;
100 * uniform sampler2D sEffect;
101 * uniform vec4 uColor;
102 * varying vec2 vTexCoord;
107 * @note In order for fade and color animations to work, the fragment shader needs to multiply the fragment color
108 * with the uniform color "uColor" of the node
111 class DALI_IMPORT_API ShaderEffect : public Handle
115 // Default Properties
117 * @brief An enumeration of properties belonging to the Path class.
119 * Grid Density defines the spacing of vertex coordinates in world units.
120 * ie a larger actor will have more grids at the same spacing.
122 * +---+---+ +---+---+---+
124 * +---+---+ +---+---+---+
126 * +---+---+ +---+---+---+
135 GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< type float @since_tizen 2.4
136 IMAGE, ///< type Map {"filename":"", "load-policy":...} @since_tizen 2.4
137 PROGRAM, ///< type Map {"vertex-prefix":"","fragment-prefix":"","vertex":"","fragment":""} @since_tizen 2.4
138 GEOMETRY_HINTS ///< type int (bitfield) values from enum GeometryHints @since_tizen 2.4
142 static const float DEFAULT_GRID_DENSITY; ///< The default density is 40 pixels
145 * @brief Hints for rendering/subdividing geometry.
150 HINT_NONE = 0x00, ///< no hints @since_tizen 2.4
151 HINT_GRID_X = 0x01, ///< Geometry must be subdivided in X @since_tizen 2.4
152 HINT_GRID_Y = 0x02, ///< Geometry must be subdivided in Y @since_tizen 2.4
153 HINT_GRID = (HINT_GRID_X | HINT_GRID_Y),
154 HINT_DEPTH_BUFFER = 0x04, ///< Needs depth buffering turned on @since_tizen 2.4
155 HINT_BLENDING = 0x08, ///< Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO @since_tizen 2.4
156 HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< Notifies that the vertex shader will not change geometry (enables bounding box culling) @since_tizen 2.4
160 * @brief Coordinate type of the shader uniform.
162 * Viewport coordinate types will convert from viewport to view space.
163 * Use this coordinate type if your are doing a transformation in view space.
164 * The texture coordinate type converts a value in actor local space to texture coodinates.
165 * This is useful for pixel shaders and accounts for texture atlas.
168 enum UniformCoordinateType
170 COORDINATE_TYPE_DEFAULT, ///< Default, No transformation to be applied @since_tizen 2.4
171 COORDINATE_TYPE_VIEWPORT_POSITION, ///< The uniform is a position vector in viewport coordinates that needs to be converted to GL view space coordinates. @since_tizen 2.4
172 COORDINATE_TYPE_VIEWPORT_DIRECTION ///< The uniform is a directional vector in viewport coordinates that needs to be converted to GL view space coordinates. @since_tizen 2.4
176 * @brief Create an empty ShaderEffect.
178 * This can be initialised with ShaderEffect::New(...)
184 * @brief Create ShaderEffect.
187 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
188 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
189 * @param hints GeometryHints to define the geometry of the rendered object
190 * @return A handle to a shader effect
192 static ShaderEffect New( const std::string& vertexShader,
193 const std::string& fragmentShader,
194 GeometryHints hints = GeometryHints(HINT_NONE) );
197 * @brief Create ShaderEffect.
199 * @param vertexShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
200 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
201 * @param fragmentShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
202 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
203 * @param hints GeometryHints to define the geometry of the rendered object
204 * @return A handle to a shader effect
206 static ShaderEffect NewWithPrefix(const std::string& vertexShaderPrefix,
207 const std::string& vertexShader,
208 const std::string& fragmentShaderPrefix,
209 const std::string& fragmentShader,
210 GeometryHints hints = GeometryHints(HINT_NONE) );
213 * @brief Downcast a handle to ShaderEffect handle.
215 * If handle points to a ShaderEffect the downcast produces valid
216 * handle. If not the returned handle is left uninitialized.
219 * @param[in] handle to An object
220 * @return handle to a ShaderEffect object or an uninitialized handle
222 static ShaderEffect DownCast( BaseHandle handle );
227 * This is non-virtual since derived Handle types must not contain data or virtual methods.
233 * @brief Copy constructor
236 * @param object A reference to a ShaderEffect object
238 ShaderEffect(const ShaderEffect& object);
241 * @brief This assignment operator is required for (smart) pointer semantics.
244 * @param [in] rhs A reference to the copied handle
245 * @return A reference to this
247 ShaderEffect& operator=(const ShaderEffect& rhs);
250 * @brief Sets image for using as effect texture.
252 * This image texture will be bound to the "sEffect" sampler
253 * so it can be used in fragment shader for effects
256 * @param[in] image to use as effect texture
258 void SetEffectImage( Image image );
261 * @brief Set a uniform value.
263 * This will register a property of type Property::FLOAT; see Object::RegisterProperty() for more details.
264 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
266 * @param name The name of the uniform.
267 * @param value The value to to set.
268 * @param uniformCoordinateType The coordinate type of the uniform.
269 * @pre Either the property name is not in use, or a property exists with the correct name & type.
271 void SetUniform( const std::string& name,
273 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
276 * @brief Set a uniform value.
278 * This will register a property of type Property::VECTOR2; see Object::RegisterProperty() for more details.
279 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
281 * @param name The name of the uniform.
282 * @param value The value to to set.
283 * @param uniformCoordinateType The coordinate type of the uniform.
284 * @pre Either the property name is not in use, or a property exists with the correct name & type.
286 void SetUniform( const std::string& name,
288 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
291 * @brief Set a uniform value.
293 * This will register a property of type Property::VECTOR3; see Object::RegisterProperty() for more details.
294 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
296 * @param name The name of the uniform.
297 * @param value The value to to set.
298 * @param uniformCoordinateType The coordinate type of the uniform.
299 * @pre Either the property name is not in use, or a property exists with the correct name & type.
301 void SetUniform( const std::string& name,
303 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
306 * @brief Set a uniform value.
308 * This will register a property of type Property::VECTOR4; see Object::RegisterProperty() for more details.
309 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
311 * @param name The name of the uniform.
312 * @param value The value to to set.
313 * @param uniformCoordinateType The coordinate type of the uniform.
314 * @pre Either the property name is not in use, or a property exists with the correct name & type.
316 void SetUniform( const std::string& name,
318 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
321 * @brief Set a uniform value.
323 * This will register a property of type Property::MATRIX; see Object::RegisterProperty() for more details.
324 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
326 * @param name The name of the uniform.
327 * @param value The value to to set.
328 * @param uniformCoordinateType The coordinate type of the uniform.
329 * @pre Either the property name is not in use, or a property exists with the correct name & type.
331 void SetUniform( const std::string& name,
333 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
336 * @brief Set a uniform value.
338 * This will register a property of type Property::MATRIX3; see Object::RegisterProperty() for more details.
339 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
341 * @param name The name of the uniform.
342 * @param value The value to to set.
343 * @param uniformCoordinateType The coordinate type of the uniform.
344 * @pre Either the property name is not in use, or a property exists with the correct name & type.
346 void SetUniform( const std::string& name,
347 const Matrix3& value,
348 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
350 public: // Not intended for application developers
353 * @brief This constructor is used by Dali New() methods.
355 * @param [in] effect A pointer to a newly allocated Dali resource.
357 explicit DALI_INTERNAL ShaderEffect(Internal::ShaderEffect* effect);
365 #endif // __DALI_SHADER_EFFECT_H__