1 #ifndef __DALI_SHADER_EFFECT_H__
2 #define __DALI_SHADER_EFFECT_H__
5 * Copyright (c) 2014 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/animation/active-constraint-declarations.h>
23 #include <dali/public-api/object/constrainable.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
59 namespace Internal DALI_INTERNAL
65 * @brief GeometryType determines how geometry is shaped.
69 GEOMETRY_TYPE_IMAGE = 0x01, ///< image, with flat color or texture
70 GEOMETRY_TYPE_TEXT = 0x02, ///< text, with flat color or texture
71 GEOMETRY_TYPE_MESH = 0x04, ///< Complex meshes, with flat color
72 GEOMETRY_TYPE_TEXTURED_MESH = 0x08, ///< Complex meshes, with texture
73 GEOMETRY_TYPE_LAST = 0x10
77 * @brief Shader effects provide a visual effect for actors.
79 * For a Custom shader you can provide the vertex and fragment shader code as strings.
80 * These shader snippets get concatenated with the default attributes and uniforms.
81 * For a vertex shader this part contains the following code:
83 * precision highp float;
84 * attribute vec3 aPosition;
85 * attribute vec2 aTexCoord;
86 * uniform mat4 uMvpMatrix;
87 * uniform mat4 uModelMatrix;
88 * uniform mat4 uViewMatrix;
89 * uniform mat4 uModelView;
90 * uniform mat3 uNormalMatrix;
91 * uniform mat4 uProjection;
92 * uniform vec4 uColor;
93 * varying vec2 vTexCoord;
95 * The custom shader part is expected to output the vertex position and texture coordinate.
96 * A basic custom vertex shader would contain the following code:
100 * gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
101 * vTexCoord = aTexCoord;
104 * For fragment shader the default part for images contains the following code:
106 * precision mediump float;
107 * uniform sampler2D sTexture;
108 * uniform sampler2D sEffect;
109 * uniform vec4 uColor;
110 * varying vec2 vTexCoord;
114 * \#extension GL_OES_standard_derivatives : enable
115 * uniform mediump sampler2D sTexture;
116 * uniform lowp vec4 uColor;
117 * uniform lowp vec4 uTextColor;
118 * uniform mediump float uSmoothing;
119 * varying mediump vec2 vTexCoord;
121 * and the custom shader is expected to output the fragment color.
122 * The basic fragment shader for images would contain:
126 * gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;
133 * // sample distance field
134 * mediump float distance = texture2D(sTexture, vTexCoord).a;
135 * mediump float smoothWidth = fwidth(distance);
136 * // set fragment color
137 * lowp vec4 color = uTextColor;
138 * // adjust alpha by sampled distance
139 * color.a *= smoothstep(uSmoothing - smoothWidth, uSmoothing + smoothWidth, distance);
140 * // fragment color multiplied with uColor.
141 * glFragColor = color * uColor;
146 * Note: In order for fade and color animations to work, the fragment shader needs to multiply the fragment color
147 * with the uniform color "uColor" of the node
150 class DALI_IMPORT_API ShaderEffect : public Constrainable
154 * @brief The Extension class is a base class for objects that can be attached to the
155 * ShaderEffects as extensions.
157 * Extensions are useful to create pimpled implementations of custom shaders.
158 * The shader effect will hold an intrusive pointer to the extension.
160 class Extension : public RefObject
164 * @brief Disable default constructor. This a base class is not meant to be initialised on its own.
169 * @brief Virtual destructor.
171 virtual ~Extension();
174 // Default Properties
175 /* Grid Density defines the spacing of vertex coordinates in world units.
176 * ie a larger actor will have more grids at the same spacing.
178 * +---+---+ +---+---+---+
180 * +---+---+ +---+---+---+
182 * +---+---+ +---+---+---+
186 static const Property::Index GRID_DENSITY; ///< name "grid-density", type FLOAT
187 static const Property::Index IMAGE; ///< name "image", type MAP; {"filename":"", "load-policy":...}
188 static const Property::Index PROGRAM; ///< name "program", type MAP; {"vertex-filename":"",...}
189 static const Property::Index GEOMETRY_HINTS; ///< name "geometry-hints", type INT (bitfield)
191 static const float DEFAULT_GRID_DENSITY; ///< The default density is 40 pixels
194 * @brief Hints for rendering/subdividing geometry.
198 HINT_NONE = 0x00, ///< no hints
199 HINT_GRID_X = 0x01, ///< Geometry must be subdivided in X
200 HINT_GRID_Y = 0x02, ///< Geometry must be subdivided in Y
201 HINT_GRID = (HINT_GRID_X | HINT_GRID_Y),
202 HINT_DEPTH_BUFFER = 0x04, ///< Needs depth buffering turned on
203 HINT_BLENDING = 0x08, ///< Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO
204 HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< Notifies that the vertex shader will not change geometry (enables bounding box culling)
208 * @brief Coordinate type of the shader uniform.
210 * Viewport coordinate types will convert from viewport to view space.
211 * Use this coordinate type if your are doing a transformation in view space.
212 * The texture coordinate type converts a value in actor local space to texture coodinates.
213 * This is useful for pixel shaders and accounts for texture atlas.
215 enum UniformCoordinateType
217 COORDINATE_TYPE_DEFAULT, ///< Default, No transformation to be applied
218 COORDINATE_TYPE_VIEWPORT_POSITION, ///< The uniform is a position vector in viewport coordinates that needs to be converted to GL view space coordinates.
219 COORDINATE_TYPE_VIEWPORT_DIRECTION, ///< The uniform is a directional vector in viewport coordinates that needs to be converted to GL view space coordinates.
220 COORDINATE_TYPE_TEXTURE_POSITION ///< The uniform is a position in texture coordinates.
224 * @brief Create an empty ShaderEffect.
226 * This can be initialised with ShaderEffect::New(...)
231 * @brief Create ShaderEffect.
233 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
234 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
235 * @param type GeometryType to define the shape of the geometry
236 * @param hints GeometryHints to define the geometry of the rendered object
237 * @return A handle to a shader effect
239 static ShaderEffect New( const std::string& vertexShader,
240 const std::string& fragmentShader,
241 GeometryType type = GeometryType(GEOMETRY_TYPE_IMAGE),
242 GeometryHints hints = GeometryHints(HINT_NONE) );
245 * @brief Create ShaderEffect.
246 * @param vertexShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
247 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
248 * @param fragmentShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
249 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
250 * @param type GeometryType to define the shape of the geometry
251 * @param hints GeometryHints to define the geometry of the rendered object
252 * @return A handle to a shader effect
254 static ShaderEffect NewWithPrefix(const std::string& vertexShaderPrefix,
255 const std::string& vertexShader,
256 const std::string& fragmentShaderPrefix,
257 const std::string& fragmentShader,
258 GeometryType type = GeometryType(GEOMETRY_TYPE_IMAGE),
259 GeometryHints hints = GeometryHints(HINT_NONE) );
262 * @brief Create ShaderEffect.
263 * @param imageVertexShader code for the effect. If you pass in an empty string, the default version will be used
264 * @param imageFragmentShader code for the effect. If you pass in an empty string, the default version will be used
265 * @param textVertexShader code for the effect. If you pass in an empty string, the default version will be used
266 * @param textFragmentShader code for the effect. If you pass in an empty string, the default version will be used
267 * @param hints GeometryHints to define the geometry of the rendered object
268 * @return A handle to a shader effect
270 static ShaderEffect New( const std::string& imageVertexShader,
271 const std::string& imageFragmentShader,
272 const std::string& textVertexShader,
273 const std::string& textFragmentShader,
274 GeometryHints hints = GeometryHints(HINT_NONE) );
277 * @brief Create ShaderEffect.
278 * @param imageVertexShader code for the effect. If you pass in an empty string, the default version will be used
279 * @param imageFragmentShader code for the effect. If you pass in an empty string, the default version will be used
280 * @param textVertexShader code for the effect. If you pass in an empty string, the default version will be used
281 * @param textFragmentShader code for the effect. If you pass in an empty string, the default version will be used
282 * @param texturedMeshVertexShader code for the effect. If you pass in an empty string, the default version will be used
283 * @param texturedMeshFragmentShader code for the effect. If you pass in an empty string, the default version will be used
284 * @param meshVertexShader code for the effect. If you pass in an empty string, the default version will be used
285 * @param meshFragmentShader code for the effect. If you pass in an empty string, the default version will be used
286 * @param hints GeometryHints to define the geometry of the rendered object
287 * @return A handle to a shader effect
289 static ShaderEffect New( const std::string& imageVertexShader,
290 const std::string& imageFragmentShader,
291 const std::string& textVertexShader,
292 const std::string& textFragmentShader,
293 const std::string& texturedMeshVertexShader,
294 const std::string& texturedMeshFragmentShader,
295 const std::string& meshVertexShader,
296 const std::string& meshFragmentShader,
297 GeometryHints hints = GeometryHints(HINT_NONE) );
300 * @brief Downcast an Object handle to ShaderEffect.
302 * If handle points to a ShaderEffect the downcast produces valid
303 * handle. If not the returned handle is left uninitialized.
305 * @param[in] handle to An object
306 * @return handle to a ShaderEffect object or an uninitialized handle
308 static ShaderEffect DownCast( BaseHandle handle );
313 * This is non-virtual since derived Handle types must not contain data or virtual methods.
318 * @brief Copy constructor
320 * @param object A reference to a ShaderEffect object
322 ShaderEffect(const ShaderEffect& object);
325 * @brief This assignment operator is required for (smart) pointer semantics.
327 * @param [in] rhs A reference to the copied handle
328 * @return A reference to this
330 ShaderEffect& operator=(const ShaderEffect& rhs);
333 * @brief This method is defined to allow assignment of the NULL value,
334 * and will throw an exception if passed any other value.
336 * Assigning to NULL is an alias for Reset().
337 * @param [in] rhs A NULL pointer
338 * @return A reference to this handle
340 ShaderEffect& operator=(BaseHandle::NullType* rhs);
343 * @brief Sets image for using as effect texture.
345 * This image texture will be bound to the "sEffect" sampler
346 * so it can be used in fragment shader for effects
348 * @param[in] image to use as effect texture
350 void SetEffectImage( Image image );
353 * @brief Set a uniform value.
354 * This will register a property of type Property::FLOAT; see Object::RegisterProperty() for more details.
355 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
356 * @pre Either the property name is not in use, or a property exists with the correct name & type.
357 * @param name The name of the uniform.
358 * @param value The value to to set.
359 * @param uniformCoordinateType The coordinate type of the uniform.
361 void SetUniform( const std::string& name,
363 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
366 * @brief Set a uniform value.
368 * This will register a property of type Property::VECTOR2; see Object::RegisterProperty() for more details.
369 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
370 * @pre Either the property name is not in use, or a property exists with the correct name & type.
371 * @param name The name of the uniform.
372 * @param value The value to to set.
373 * @param uniformCoordinateType The coordinate type of the uniform.
375 void SetUniform( const std::string& name,
377 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
380 * @brief Set a uniform value.
382 * This will register a property of type Property::VECTOR3; see Object::RegisterProperty() for more details.
383 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
384 * @pre Either the property name is not in use, or a property exists with the correct name & type.
385 * @param name The name of the uniform.
386 * @param value The value to to set.
387 * @param uniformCoordinateType The coordinate type of the uniform.
389 void SetUniform( const std::string& name,
391 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
394 * @brief Set a uniform value.
396 * This will register a property of type Property::VECTOR4; see Object::RegisterProperty() for more details.
397 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
398 * @pre Either the property name is not in use, or a property exists with the correct name & type.
399 * @param name The name of the uniform.
400 * @param value The value to to set.
401 * @param uniformCoordinateType The coordinate type of the uniform.
403 void SetUniform( const std::string& name,
405 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
408 * @brief Set a uniform value.
410 * This will register a property of type Property::MATRIX; see Object::RegisterProperty() for more details.
411 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
412 * @pre Either the property name is not in use, or a property exists with the correct name & type.
413 * @param name The name of the uniform.
414 * @param value The value to to set.
415 * @param uniformCoordinateType The coordinate type of the uniform.
417 void SetUniform( const std::string& name,
419 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
422 * @brief Set a uniform value.
424 * This will register a property of type Property::MATRIX3; see Object::RegisterProperty() for more details.
425 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
426 * @pre Either the property name is not in use, or a property exists with the correct name & type.
427 * @param name The name of the uniform.
428 * @param value The value to to set.
429 * @param uniformCoordinateType The coordinate type of the uniform.
431 void SetUniform( const std::string& name,
432 const Matrix3& value,
433 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
436 * @brief Attach an extension object.
438 * This object is reference counted and will be automatically deleted.
439 * This object can be retrieved back with the GetExtension function.
440 * @param object Pointer to a Extension.
441 * @pre extension is not NULL
443 void AttachExtension( Extension *object );
446 * @brief Retrieve the attached extension object.
448 * This object can be set with the AttachExtension function.
449 * @return implementation Pointer to a Extension.
450 * @pre An extension needs to be attached previously.
452 Extension& GetExtension();
455 * @brief Retrieve the attached extension object.
457 * This object can be set with the AttachExtension function.
458 * @return implementation Pointer to a Extension.
459 * @pre An extension needs to be attached previously.
461 const Extension& GetExtension() const;
464 public: // Not intended for application developers
467 * @brief This constructor is used by Dali New() methods.
468 * @param [in] effect A pointer to a newly allocated Dali resource.
470 explicit DALI_INTERNAL ShaderEffect(Internal::ShaderEffect* effect);
475 #endif // __DALI_SHADER_EFFECT_H__