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 GeometryType determines how geometry is shaped.
68 GEOMETRY_TYPE_IMAGE = 0x01, ///< image, with flat color or texture
69 GEOMETRY_TYPE_UNTEXTURED_MESH = 0x02, ///< Complex meshes, with flat color
70 GEOMETRY_TYPE_TEXTURED_MESH = 0x04, ///< Complex meshes, with texture
71 GEOMETRY_TYPE_LAST = 0x08
75 * @brief Shader effects provide a visual effect for actors.
77 * For a Custom shader you can provide the vertex and fragment shader code as strings.
78 * These shader snippets get concatenated with the default attributes and uniforms.
79 * For a vertex shader this part contains the following code:
81 * precision highp float;
82 * attribute vec3 aPosition;
83 * attribute vec2 aTexCoord;
84 * uniform mat4 uMvpMatrix;
85 * uniform mat4 uModelMatrix;
86 * uniform mat4 uViewMatrix;
87 * uniform mat4 uModelView;
88 * uniform mat3 uNormalMatrix;
89 * uniform mat4 uProjection;
90 * uniform vec4 uColor;
91 * varying vec2 vTexCoord;
93 * The custom shader part is expected to output the vertex position and texture coordinate.
94 * A basic custom vertex shader would contain the following code:
98 * gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
99 * vTexCoord = aTexCoord;
102 * For fragment shader the default part for images contains the following code:
104 * precision mediump float;
105 * uniform sampler2D sTexture;
106 * uniform sampler2D sEffect;
107 * uniform vec4 uColor;
108 * varying vec2 vTexCoord;
112 * Note: In order for fade and color animations to work, the fragment shader needs to multiply the fragment color
113 * with the uniform color "uColor" of the node
116 class DALI_IMPORT_API ShaderEffect : public Handle
120 // Default Properties
122 * @brief An enumeration of properties belonging to the Path class.
123 * Grid Density defines the spacing of vertex coordinates in world units.
124 * ie a larger actor will have more grids at the same spacing.
126 * +---+---+ +---+---+---+
128 * +---+---+ +---+---+---+
130 * +---+---+ +---+---+---+
138 GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "grid-density", type float
139 IMAGE, ///< name "image", type Map {"filename":"", "load-policy":...}
140 PROGRAM, ///< name "program", type Map {"vertex-prefix":"","fragment-prefix":"","vertex":"","fragment":""}
141 GEOMETRY_HINTS ///< name "geometry-hints", type int (bitfield) values from enum GeometryHints
145 static const float DEFAULT_GRID_DENSITY; ///< The default density is 40 pixels
148 * @brief The Extension class is a base class for objects that can be attached to the
149 * ShaderEffects as extensions.
151 * Extensions are useful to create pimpled implementations of custom shaders.
152 * The shader effect will hold an intrusive pointer to the extension.
154 class Extension : public RefObject
158 * @brief Disable default constructor. This a base class is not meant to be initialised on its own.
163 * @brief Virtual destructor.
165 virtual ~Extension();
169 * @brief Hints for rendering/subdividing geometry.
173 HINT_NONE = 0x00, ///< no hints
174 HINT_GRID_X = 0x01, ///< Geometry must be subdivided in X
175 HINT_GRID_Y = 0x02, ///< Geometry must be subdivided in Y
176 HINT_GRID = (HINT_GRID_X | HINT_GRID_Y),
177 HINT_DEPTH_BUFFER = 0x04, ///< Needs depth buffering turned on
178 HINT_BLENDING = 0x08, ///< Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO
179 HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< Notifies that the vertex shader will not change geometry (enables bounding box culling)
183 * @brief Coordinate type of the shader uniform.
185 * Viewport coordinate types will convert from viewport to view space.
186 * Use this coordinate type if your are doing a transformation in view space.
187 * The texture coordinate type converts a value in actor local space to texture coodinates.
188 * This is useful for pixel shaders and accounts for texture atlas.
190 enum UniformCoordinateType
192 COORDINATE_TYPE_DEFAULT, ///< Default, No transformation to be applied
193 COORDINATE_TYPE_VIEWPORT_POSITION, ///< The uniform is a position vector in viewport coordinates that needs to be converted to GL view space coordinates.
194 COORDINATE_TYPE_VIEWPORT_DIRECTION ///< The uniform is a directional vector in viewport coordinates that needs to be converted to GL view space coordinates.
198 * @brief Create an empty ShaderEffect.
200 * This can be initialised with ShaderEffect::New(...)
205 * @brief Create ShaderEffect.
207 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
208 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
209 * @param type GeometryType to define the shape of the geometry
210 * @param hints GeometryHints to define the geometry of the rendered object
211 * @return A handle to a shader effect
213 static ShaderEffect New( const std::string& vertexShader,
214 const std::string& fragmentShader,
215 GeometryType type = GeometryType(GEOMETRY_TYPE_IMAGE),
216 GeometryHints hints = GeometryHints(HINT_NONE) );
219 * @brief Create ShaderEffect.
220 * @param vertexShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
221 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
222 * @param fragmentShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
223 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
224 * @param type GeometryType to define the shape of the geometry
225 * @param hints GeometryHints to define the geometry of the rendered object
226 * @return A handle to a shader effect
228 static ShaderEffect NewWithPrefix(const std::string& vertexShaderPrefix,
229 const std::string& vertexShader,
230 const std::string& fragmentShaderPrefix,
231 const std::string& fragmentShader,
232 GeometryType type = GeometryType(GEOMETRY_TYPE_IMAGE),
233 GeometryHints hints = GeometryHints(HINT_NONE) );
236 * @brief Downcast an Object handle to ShaderEffect.
238 * If handle points to a ShaderEffect the downcast produces valid
239 * handle. If not the returned handle is left uninitialized.
241 * @param[in] handle to An object
242 * @return handle to a ShaderEffect object or an uninitialized handle
244 static ShaderEffect DownCast( BaseHandle handle );
249 * This is non-virtual since derived Handle types must not contain data or virtual methods.
254 * @brief Copy constructor
256 * @param object A reference to a ShaderEffect object
258 ShaderEffect(const ShaderEffect& object);
261 * @brief This assignment operator is required for (smart) pointer semantics.
263 * @param [in] rhs A reference to the copied handle
264 * @return A reference to this
266 ShaderEffect& operator=(const ShaderEffect& rhs);
269 * @brief Sets image for using as effect texture.
271 * This image texture will be bound to the "sEffect" sampler
272 * so it can be used in fragment shader for effects
274 * @param[in] image to use as effect texture
276 void SetEffectImage( Image image );
279 * @brief Set a uniform value.
280 * This will register a property of type Property::FLOAT; see Object::RegisterProperty() for more details.
281 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
282 * @pre Either the property name is not in use, or a property exists with the correct name & type.
283 * @param name The name of the uniform.
284 * @param value The value to to set.
285 * @param uniformCoordinateType The coordinate type of the uniform.
287 void SetUniform( const std::string& name,
289 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
292 * @brief Set a uniform value.
294 * This will register a property of type Property::VECTOR2; see Object::RegisterProperty() for more details.
295 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
296 * @pre Either the property name is not in use, or a property exists with the correct name & type.
297 * @param name The name of the uniform.
298 * @param value The value to to set.
299 * @param uniformCoordinateType The coordinate type of the uniform.
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::VECTOR3; see Object::RegisterProperty() for more details.
309 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
310 * @pre Either the property name is not in use, or a property exists with the correct name & type.
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.
315 void SetUniform( const std::string& name,
317 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
320 * @brief Set a uniform value.
322 * This will register a property of type Property::VECTOR4; see Object::RegisterProperty() for more details.
323 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
324 * @pre Either the property name is not in use, or a property exists with the correct name & type.
325 * @param name The name of the uniform.
326 * @param value The value to to set.
327 * @param uniformCoordinateType The coordinate type of the uniform.
329 void SetUniform( const std::string& name,
331 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
334 * @brief Set a uniform value.
336 * This will register a property of type Property::MATRIX; see Object::RegisterProperty() for more details.
337 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
338 * @pre Either the property name is not in use, or a property exists with the correct name & type.
339 * @param name The name of the uniform.
340 * @param value The value to to set.
341 * @param uniformCoordinateType The coordinate type of the uniform.
343 void SetUniform( const std::string& name,
345 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
348 * @brief Set a uniform value.
350 * This will register a property of type Property::MATRIX3; see Object::RegisterProperty() for more details.
351 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
352 * @pre Either the property name is not in use, or a property exists with the correct name & type.
353 * @param name The name of the uniform.
354 * @param value The value to to set.
355 * @param uniformCoordinateType The coordinate type of the uniform.
357 void SetUniform( const std::string& name,
358 const Matrix3& value,
359 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
362 * @brief Attach an extension object.
364 * This object is reference counted and will be automatically deleted.
365 * This object can be retrieved back with the GetExtension function.
366 * @param object Pointer to a Extension.
367 * @pre extension is not NULL
369 void AttachExtension( Extension *object );
372 * @brief Retrieve the attached extension object.
374 * This object can be set with the AttachExtension function.
375 * @return implementation Pointer to a Extension.
376 * @pre An extension needs to be attached previously.
378 Extension& GetExtension();
381 * @brief Retrieve the attached extension object.
383 * This object can be set with the AttachExtension function.
384 * @return implementation Pointer to a Extension.
385 * @pre An extension needs to be attached previously.
387 const Extension& GetExtension() const;
390 public: // Not intended for application developers
393 * @brief This constructor is used by Dali New() methods.
394 * @param [in] effect A pointer to a newly allocated Dali resource.
396 explicit DALI_INTERNAL ShaderEffect(Internal::ShaderEffect* effect);
401 #endif // __DALI_SHADER_EFFECT_H__