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_shader_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 = uMvpMatrix * vec4(aPosition*uSize.xy, 0.0, 1.0);
51 * vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );
56 #define DALI_COMPOSE_SHADER(STR) #STR
63 namespace Internal DALI_INTERNAL
71 * @brief Shader effects provide a visual effect for image actors.
73 * For a Custom shader you can provide the vertex and fragment shader code as strings.
74 * These shader snippets get concatenated with the default attributes and uniforms.
75 * For a vertex shader this part contains the following code:
77 * precision highp float;
78 * attribute vec3 aPosition;
79 * attribute vec2 aTexCoord;
80 * uniform mat4 uMvpMatrix;
81 * uniform mat4 uModelMatrix;
82 * uniform mat4 uViewMatrix;
83 * uniform mat4 uModelView;
84 * uniform mat3 uNormalMatrix;
85 * uniform mat4 uProjection;
86 * uniform vec4 uColor;
87 * varying vec2 vTexCoord;
89 * The custom shader part is expected to output the vertex position and texture coordinate.
90 * A basic custom vertex shader would contain the following code:
94 * gl_Position = uMvpMatrix * vec4(aPosition*uSize.xy, 0.0, 1.0);
95 * vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );
98 * For fragment shader the default part for images contains the following code:
100 * precision mediump float;
101 * uniform sampler2D sTexture;
102 * uniform sampler2D sEffect;
103 * uniform vec4 uColor;
104 * varying vec2 vTexCoord;
108 * Note: In order for fade and color animations to work, the fragment shader needs to multiply the fragment color
109 * with the uniform color "uColor" of the node
113 class DALI_IMPORT_API ShaderEffect : public Handle
117 // Default Properties
119 * @brief An enumeration of properties belonging to the ShaderEffect class.
120 * Grid Density defines the spacing of vertex coordinates in world units.
121 * ie a larger actor will have more grids at the same spacing.
123 * +---+---+ +---+---+---+
125 * +---+---+ +---+---+---+
127 * +---+---+ +---+---+---+
136 GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "gridDensity", type float @SINCE_1_0.0
137 IMAGE, ///< name "image", type Map {"filename":"", "loadPolicy":...} @SINCE_1_0.0
138 PROGRAM, ///< name "program", type Map {"vertexPrefix":"","fragmentPrefix":"","vertex":"","fragment":""} @SINCE_1_0.0
139 GEOMETRY_HINTS ///< name "geometryHints", type int (bitfield) values from enum GeometryHints @SINCE_1_0.0
143 static const float DEFAULT_GRID_DENSITY; ///< The default density is 40 pixels
146 * @brief Hints for rendering/subdividing geometry.
151 HINT_NONE = 0x00, ///< no hints @SINCE_1_0.0
152 HINT_GRID_X = 0x01, ///< Geometry must be subdivided in X @SINCE_1_0.0
153 HINT_GRID_Y = 0x02, ///< Geometry must be subdivided in Y @SINCE_1_0.0
154 HINT_GRID = (HINT_GRID_X | HINT_GRID_Y),
155 HINT_DEPTH_BUFFER = 0x04, ///< Needs depth buffering turned on @SINCE_1_0.0
156 HINT_BLENDING = 0x08, ///< Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO @SINCE_1_0.0
157 HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< Notifies that the vertex shader will not change geometry (enables bounding box culling) @SINCE_1_0.0
161 * @brief Coordinate type of the shader uniform.
163 * Viewport coordinate types will convert from viewport to view space.
164 * Use this coordinate type if your are doing a transformation in view space.
165 * The texture coordinate type converts a value in actor local space to texture coodinates.
166 * This is useful for pixel shaders and accounts for texture atlas.
169 enum UniformCoordinateType
171 COORDINATE_TYPE_DEFAULT, ///< @brief Default, No transformation to be applied @SINCE_1_0.0
172 COORDINATE_TYPE_VIEWPORT_POSITION, ///< @DEPRECATED_1_1.11 @brief The uniform is a position vector in viewport coordinates that needs to be converted to GL view space coordinates. @SINCE_1_0.0
173 COORDINATE_TYPE_VIEWPORT_DIRECTION ///< @DEPRECATED_1_1.11 @brief The uniform is a directional vector in viewport coordinates that needs to be converted to GL view space coordinates. @SINCE_1_0.0
177 * @brief Create an empty ShaderEffect.
179 * This can be initialised with ShaderEffect::New(...)
185 * @brief Create ShaderEffect.
188 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
189 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
190 * @param hints GeometryHints to define the geometry of the rendered object
191 * @return A handle to a shader effect
193 static ShaderEffect New( const std::string& vertexShader,
194 const std::string& fragmentShader,
195 GeometryHints hints = GeometryHints(HINT_NONE) );
198 * @brief Create ShaderEffect.
200 * @param vertexShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
201 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
202 * @param fragmentShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
203 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
204 * @param hints GeometryHints to define the geometry of the rendered object
205 * @return A handle to a shader effect
207 static ShaderEffect NewWithPrefix(const std::string& vertexShaderPrefix,
208 const std::string& vertexShader,
209 const std::string& fragmentShaderPrefix,
210 const std::string& fragmentShader,
211 GeometryHints hints = GeometryHints(HINT_NONE) );
214 * @brief Downcast an Object handle to ShaderEffect.
216 * If handle points to a ShaderEffect the downcast produces valid
217 * handle. If not the returned handle is left uninitialized.
220 * @param[in] handle to An object
221 * @return handle to a ShaderEffect object or an uninitialized handle
223 static ShaderEffect DownCast( BaseHandle handle );
228 * This is non-virtual since derived Handle types must not contain data or virtual methods.
234 * @brief Copy constructor
237 * @param object A reference to a ShaderEffect object
239 ShaderEffect(const ShaderEffect& object);
242 * @brief This assignment operator is required for (smart) pointer semantics.
245 * @param [in] rhs A reference to the copied handle
246 * @return A reference to this
248 ShaderEffect& operator=(const ShaderEffect& rhs);
251 * @brief Sets image for using as effect texture.
253 * This image texture will be bound to the "sEffect" sampler
254 * so it can be used in fragment shader for effects
257 * @param[in] image to use as effect texture
259 void SetEffectImage( Image image );
262 * @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__