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>
29 * @brief DALI_COMPOSE_SHADER macro provides a convenient way to write shader source code.
31 * We normally use double quotation marks to write a string such as "Hello World".
32 * However many symbols are needed to add multiple lines of string.
33 * We don't need to write quotation marks using this macro at every line.
35 * [An example of double quotation marks usage]
36 * const string FRAGMENT_SHADER_SOURCE = \
39 * " gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n"
42 * [An example of DALI_COMPOSE_SHADER usage]
43 * const string VERTEX_SHADER_SOURCE = DALI_COMPOSE_SHADER (
46 * gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
47 * vTexCoord = aTexCoord;
51 #define DALI_COMPOSE_SHADER(STR) #STR
58 namespace Internal DALI_INTERNAL
64 * @brief Shader effects provide a visual effect for image actors.
66 * @deprecated Use classes Dali::Shader, Dali::Material, and Dali::Sampler to implement
67 * any new programmable shading effects.
69 * For a Custom shader you can provide the vertex and fragment shader code as strings.
70 * These shader snippets get concatenated with the default attributes and uniforms.
71 * For a vertex shader this part contains the following code:
73 * precision highp float;
74 * attribute vec3 aPosition;
75 * attribute vec2 aTexCoord;
76 * uniform mat4 uMvpMatrix;
77 * uniform mat4 uModelMatrix;
78 * uniform mat4 uViewMatrix;
79 * uniform mat4 uModelView;
80 * uniform mat3 uNormalMatrix;
81 * uniform mat4 uProjection;
82 * uniform vec4 uColor;
83 * varying vec2 vTexCoord;
85 * The custom shader part is expected to output the vertex position and texture coordinate.
86 * A basic custom vertex shader would contain the following code:
90 * gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
91 * vTexCoord = aTexCoord;
94 * For fragment shader the default part for images contains the following code:
96 * precision mediump float;
97 * uniform sampler2D sTexture;
98 * uniform sampler2D sEffect;
99 * uniform vec4 uColor;
100 * varying vec2 vTexCoord;
104 * Note: In order for fade and color animations to work, the fragment shader needs to multiply the fragment color
105 * with the uniform color "uColor" of the node
108 class DALI_IMPORT_API ShaderEffect : public Handle
112 // Default Properties
114 * @brief An enumeration of properties belonging to the Path class.
115 * Grid Density defines the spacing of vertex coordinates in world units.
116 * ie a larger actor will have more grids at the same spacing.
118 * +---+---+ +---+---+---+
120 * +---+---+ +---+---+---+
122 * +---+---+ +---+---+---+
130 GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "grid-density", type float
131 IMAGE, ///< name "image", type Map {"filename":"", "load-policy":...}
132 PROGRAM, ///< name "program", type Map {"vertex-prefix":"","fragment-prefix":"","vertex":"","fragment":""}
133 GEOMETRY_HINTS ///< name "geometry-hints", type int (bitfield) values from enum GeometryHints
137 static const float DEFAULT_GRID_DENSITY; ///< The default density is 40 pixels
140 * @brief Hints for rendering/subdividing geometry.
144 HINT_NONE = 0x00, ///< no hints
145 HINT_GRID_X = 0x01, ///< Geometry must be subdivided in X
146 HINT_GRID_Y = 0x02, ///< Geometry must be subdivided in Y
147 HINT_GRID = (HINT_GRID_X | HINT_GRID_Y),
148 HINT_DEPTH_BUFFER = 0x04, ///< Needs depth buffering turned on
149 HINT_BLENDING = 0x08, ///< Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO
150 HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< Notifies that the vertex shader will not change geometry (enables bounding box culling)
154 * @brief Coordinate type of the shader uniform.
156 * Viewport coordinate types will convert from viewport to view space.
157 * Use this coordinate type if your are doing a transformation in view space.
158 * The texture coordinate type converts a value in actor local space to texture coodinates.
159 * This is useful for pixel shaders and accounts for texture atlas.
161 enum UniformCoordinateType
163 COORDINATE_TYPE_DEFAULT, ///< Default, No transformation to be applied
164 COORDINATE_TYPE_VIEWPORT_POSITION, ///< The uniform is a position vector in viewport coordinates that needs to be converted to GL view space coordinates.
165 COORDINATE_TYPE_VIEWPORT_DIRECTION ///< The uniform is a directional vector in viewport coordinates that needs to be converted to GL view space coordinates.
169 * @brief Create an empty ShaderEffect.
171 * This can be initialised with ShaderEffect::New(...)
176 * @brief Create ShaderEffect.
178 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
179 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
180 * @param hints GeometryHints to define the geometry of the rendered object
181 * @return A handle to a shader effect
183 static ShaderEffect New( const std::string& vertexShader,
184 const std::string& fragmentShader,
185 GeometryHints hints = GeometryHints(HINT_NONE) );
188 * @brief Create ShaderEffect.
189 * @param vertexShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
190 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
191 * @param fragmentShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
192 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
193 * @param hints GeometryHints to define the geometry of the rendered object
194 * @return A handle to a shader effect
196 static ShaderEffect NewWithPrefix(const std::string& vertexShaderPrefix,
197 const std::string& vertexShader,
198 const std::string& fragmentShaderPrefix,
199 const std::string& fragmentShader,
200 GeometryHints hints = GeometryHints(HINT_NONE) );
203 * @brief Downcast an Object handle to ShaderEffect.
205 * If handle points to a ShaderEffect the downcast produces valid
206 * handle. If not the returned handle is left uninitialized.
208 * @param[in] handle to An object
209 * @return handle to a ShaderEffect object or an uninitialized handle
211 static ShaderEffect DownCast( BaseHandle handle );
216 * This is non-virtual since derived Handle types must not contain data or virtual methods.
221 * @brief Copy constructor
223 * @param object A reference to a ShaderEffect object
225 ShaderEffect(const ShaderEffect& object);
228 * @brief This assignment operator is required for (smart) pointer semantics.
230 * @param [in] rhs A reference to the copied handle
231 * @return A reference to this
233 ShaderEffect& operator=(const ShaderEffect& rhs);
236 * @brief Sets image for using as effect texture.
238 * This image texture will be bound to the "sEffect" sampler
239 * so it can be used in fragment shader for effects
241 * @param[in] image to use as effect texture
243 void SetEffectImage( Image image );
246 * @brief Set a uniform value.
247 * This will register a property of type Property::FLOAT; see Object::RegisterProperty() for more details.
248 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
249 * @pre Either the property name is not in use, or a property exists with the correct name & type.
250 * @param name The name of the uniform.
251 * @param value The value to to set.
252 * @param uniformCoordinateType The coordinate type of the uniform.
254 void SetUniform( const std::string& name,
256 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
259 * @brief Set a uniform value.
261 * This will register a property of type Property::VECTOR2; see Object::RegisterProperty() for more details.
262 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
263 * @pre Either the property name is not in use, or a property exists with the correct name & type.
264 * @param name The name of the uniform.
265 * @param value The value to to set.
266 * @param uniformCoordinateType The coordinate type of the uniform.
268 void SetUniform( const std::string& name,
270 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
273 * @brief Set a uniform value.
275 * This will register a property of type Property::VECTOR3; see Object::RegisterProperty() for more details.
276 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
277 * @pre Either the property name is not in use, or a property exists with the correct name & type.
278 * @param name The name of the uniform.
279 * @param value The value to to set.
280 * @param uniformCoordinateType The coordinate type of the uniform.
282 void SetUniform( const std::string& name,
284 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
287 * @brief Set a uniform value.
289 * This will register a property of type Property::VECTOR4; see Object::RegisterProperty() for more details.
290 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
291 * @pre Either the property name is not in use, or a property exists with the correct name & type.
292 * @param name The name of the uniform.
293 * @param value The value to to set.
294 * @param uniformCoordinateType The coordinate type of the uniform.
296 void SetUniform( const std::string& name,
298 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
301 * @brief Set a uniform value.
303 * This will register a property of type Property::MATRIX; see Object::RegisterProperty() for more details.
304 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
305 * @pre Either the property name is not in use, or a property exists with the correct name & type.
306 * @param name The name of the uniform.
307 * @param value The value to to set.
308 * @param uniformCoordinateType The coordinate type of the uniform.
310 void SetUniform( const std::string& name,
312 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
315 * @brief Set a uniform value.
317 * This will register a property of type Property::MATRIX3; see Object::RegisterProperty() for more details.
318 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
319 * @pre Either the property name is not in use, or a property exists with the correct name & type.
320 * @param name The name of the uniform.
321 * @param value The value to to set.
322 * @param uniformCoordinateType The coordinate type of the uniform.
324 void SetUniform( const std::string& name,
325 const Matrix3& value,
326 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
328 public: // Not intended for application developers
331 * @brief This constructor is used by Dali New() methods.
332 * @param [in] effect A pointer to a newly allocated Dali resource.
334 explicit DALI_INTERNAL ShaderEffect(Internal::ShaderEffect* effect);
339 #endif // __DALI_SHADER_EFFECT_H__