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 = uProjection * uModelView * vec4(aPosition, 1.0);
51 * vTexCoord = aTexCoord;
55 #define DALI_COMPOSE_SHADER(STR) #STR
62 namespace Internal DALI_INTERNAL
68 * @brief Shader effects provide a visual effect for image actors.
70 * @deprecated Use classes Dali::Shader, Dali::Material, and Dali::Sampler to implement
71 * any new programmable shading effects.
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 = uProjection * uModelView * vec4(aPosition, 1.0);
95 * vTexCoord = aTexCoord;
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
112 class DALI_IMPORT_API ShaderEffect : public Handle
116 // Default Properties
118 * @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 * +---+---+ +---+---+---+
134 GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "grid-density", type float
135 IMAGE, ///< name "image", type Map {"filename":"", "load-policy":...}
136 PROGRAM, ///< name "program", type Map {"vertex-prefix":"","fragment-prefix":"","vertex":"","fragment":""}
137 GEOMETRY_HINTS ///< name "geometry-hints", type int (bitfield) values from enum GeometryHints
141 static const float DEFAULT_GRID_DENSITY; ///< The default density is 40 pixels
144 * @brief Hints for rendering/subdividing geometry.
148 HINT_NONE = 0x00, ///< no hints
149 HINT_GRID_X = 0x01, ///< Geometry must be subdivided in X
150 HINT_GRID_Y = 0x02, ///< Geometry must be subdivided in Y
151 HINT_GRID = (HINT_GRID_X | HINT_GRID_Y),
152 HINT_DEPTH_BUFFER = 0x04, ///< Needs depth buffering turned on
153 HINT_BLENDING = 0x08, ///< Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO
154 HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< Notifies that the vertex shader will not change geometry (enables bounding box culling)
158 * @brief Coordinate type of the shader uniform.
160 * Viewport coordinate types will convert from viewport to view space.
161 * Use this coordinate type if your are doing a transformation in view space.
162 * The texture coordinate type converts a value in actor local space to texture coodinates.
163 * This is useful for pixel shaders and accounts for texture atlas.
165 enum UniformCoordinateType
167 COORDINATE_TYPE_DEFAULT, ///< Default, No transformation to be applied
168 COORDINATE_TYPE_VIEWPORT_POSITION, ///< The uniform is a position vector in viewport coordinates that needs to be converted to GL view space coordinates.
169 COORDINATE_TYPE_VIEWPORT_DIRECTION ///< The uniform is a directional vector in viewport coordinates that needs to be converted to GL view space coordinates.
173 * @brief Create an empty ShaderEffect.
175 * This can be initialised with ShaderEffect::New(...)
180 * @brief Create ShaderEffect.
182 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
183 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
184 * @param hints GeometryHints to define the geometry of the rendered object
185 * @return A handle to a shader effect
187 static ShaderEffect New( const std::string& vertexShader,
188 const std::string& fragmentShader,
189 GeometryHints hints = GeometryHints(HINT_NONE) );
192 * @brief Create ShaderEffect.
193 * @param vertexShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
194 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
195 * @param fragmentShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
196 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
197 * @param hints GeometryHints to define the geometry of the rendered object
198 * @return A handle to a shader effect
200 static ShaderEffect NewWithPrefix(const std::string& vertexShaderPrefix,
201 const std::string& vertexShader,
202 const std::string& fragmentShaderPrefix,
203 const std::string& fragmentShader,
204 GeometryHints hints = GeometryHints(HINT_NONE) );
207 * @brief Downcast an Object handle to ShaderEffect.
209 * If handle points to a ShaderEffect the downcast produces valid
210 * handle. If not the returned handle is left uninitialized.
212 * @param[in] handle to An object
213 * @return handle to a ShaderEffect object or an uninitialized handle
215 static ShaderEffect DownCast( BaseHandle handle );
220 * This is non-virtual since derived Handle types must not contain data or virtual methods.
225 * @brief Copy constructor
227 * @param object A reference to a ShaderEffect object
229 ShaderEffect(const ShaderEffect& object);
232 * @brief This assignment operator is required for (smart) pointer semantics.
234 * @param [in] rhs A reference to the copied handle
235 * @return A reference to this
237 ShaderEffect& operator=(const ShaderEffect& rhs);
240 * @brief Sets image for using as effect texture.
242 * This image texture will be bound to the "sEffect" sampler
243 * so it can be used in fragment shader for effects
245 * @param[in] image to use as effect texture
247 void SetEffectImage( Image image );
250 * @brief Set a uniform value.
251 * This will register a property of type Property::FLOAT; see Object::RegisterProperty() for more details.
252 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
253 * @pre Either the property name is not in use, or a property exists with the correct name & type.
254 * @param name The name of the uniform.
255 * @param value The value to to set.
256 * @param uniformCoordinateType The coordinate type of the uniform.
258 void SetUniform( const std::string& name,
260 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
263 * @brief Set a uniform value.
265 * This will register a property of type Property::VECTOR2; see Object::RegisterProperty() for more details.
266 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
267 * @pre Either the property name is not in use, or a property exists with the correct name & type.
268 * @param name The name of the uniform.
269 * @param value The value to to set.
270 * @param uniformCoordinateType The coordinate type of the uniform.
272 void SetUniform( const std::string& name,
274 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
277 * @brief Set a uniform value.
279 * This will register a property of type Property::VECTOR3; see Object::RegisterProperty() for more details.
280 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
281 * @pre Either the property name is not in use, or a property exists with the correct name & type.
282 * @param name The name of the uniform.
283 * @param value The value to to set.
284 * @param uniformCoordinateType The coordinate type of the uniform.
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::VECTOR4; see Object::RegisterProperty() for more details.
294 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
295 * @pre Either the property name is not in use, or a property exists with the correct name & type.
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.
300 void SetUniform( const std::string& name,
302 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
305 * @brief Set a uniform value.
307 * This will register a property of type Property::MATRIX; see Object::RegisterProperty() for more details.
308 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
309 * @pre Either the property name is not in use, or a property exists with the correct name & type.
310 * @param name The name of the uniform.
311 * @param value The value to to set.
312 * @param uniformCoordinateType The coordinate type of the uniform.
314 void SetUniform( const std::string& name,
316 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
319 * @brief Set a uniform value.
321 * This will register a property of type Property::MATRIX3; see Object::RegisterProperty() for more details.
322 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
323 * @pre Either the property name is not in use, or a property exists with the correct name & type.
324 * @param name The name of the uniform.
325 * @param value The value to to set.
326 * @param uniformCoordinateType The coordinate type of the uniform.
328 void SetUniform( const std::string& name,
329 const Matrix3& value,
330 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
332 public: // Not intended for application developers
335 * @brief This constructor is used by Dali New() methods.
336 * @param [in] effect A pointer to a newly allocated Dali resource.
338 explicit DALI_INTERNAL ShaderEffect(Internal::ShaderEffect* effect);
346 #endif // __DALI_SHADER_EFFECT_H__