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) );
55 #define DALI_COMPOSE_SHADER(STR) #STR
62 namespace Internal DALI_INTERNAL
68 * @deprecated DALi 1.0.47
70 * @brief Shader effects provide a visual effect for image actors.
72 * For a Custom shader you can provide the vertex and fragment shader code as strings.
73 * These shader snippets get concatenated with the default attributes and uniforms.
74 * For a vertex shader this part contains the following code:
76 * precision highp float;
77 * attribute vec3 aPosition;
78 * attribute vec2 aTexCoord;
79 * uniform mat4 uMvpMatrix;
80 * uniform mat4 uModelMatrix;
81 * uniform mat4 uViewMatrix;
82 * uniform mat4 uModelView;
83 * uniform mat3 uNormalMatrix;
84 * uniform mat4 uProjection;
85 * uniform vec4 uColor;
86 * varying vec2 vTexCoord;
88 * The custom shader part is expected to output the vertex position and texture coordinate.
89 * A basic custom vertex shader would contain the following code:
93 * gl_Position = uMvpMatrix * vec4(aPosition*uSize.xy, 0.0, 1.0);
94 * vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );
97 * For fragment shader the default part for images contains the following code:
99 * precision mediump float;
100 * uniform sampler2D sTexture;
101 * uniform sampler2D sEffect;
102 * uniform vec4 uColor;
103 * varying vec2 vTexCoord;
107 * Note: In order for fade and color animations to work, the fragment shader needs to multiply the fragment color
108 * with the uniform color "uColor" of the node
111 class DALI_IMPORT_API ShaderEffect : public Handle
115 // Default Properties
117 * @brief An enumeration of properties belonging to the ShaderEffect class.
118 * Grid Density defines the spacing of vertex coordinates in world units.
119 * ie a larger actor will have more grids at the same spacing.
121 * +---+---+ +---+---+---+
123 * +---+---+ +---+---+---+
125 * +---+---+ +---+---+---+
133 GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "gridDensity", type float
134 IMAGE, ///< name "image", type Map {"filename":"", "loadPolicy":...}
135 PROGRAM, ///< name "program", type Map {"vertexPrefix":"","fragmentPrefix":"","vertex":"","fragment":""}
136 GEOMETRY_HINTS ///< name "geometryHints", type int (bitfield) values from enum GeometryHints
140 static const float DEFAULT_GRID_DENSITY; ///< The default density is 40 pixels
143 * @brief Hints for rendering/subdividing geometry.
147 HINT_NONE = 0x00, ///< no hints
148 HINT_GRID_X = 0x01, ///< Geometry must be subdivided in X
149 HINT_GRID_Y = 0x02, ///< Geometry must be subdivided in Y
150 HINT_GRID = (HINT_GRID_X | HINT_GRID_Y),
151 HINT_DEPTH_BUFFER = 0x04, ///< Needs depth buffering turned on
152 HINT_BLENDING = 0x08, ///< Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO
153 HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< Notifies that the vertex shader will not change geometry (enables bounding box culling)
157 * @brief Coordinate type of the shader uniform.
159 * Viewport coordinate types will convert from viewport to view space.
160 * Use this coordinate type if your are doing a transformation in view space.
161 * The texture coordinate type converts a value in actor local space to texture coodinates.
162 * This is useful for pixel shaders and accounts for texture atlas.
164 enum UniformCoordinateType
166 COORDINATE_TYPE_DEFAULT, ///< Default, No transformation to be applied
167 COORDINATE_TYPE_VIEWPORT_POSITION, ///< @deprecated Dali 1.1.11 The uniform is a position vector in viewport coordinates that needs to be converted to GL view space coordinates.
168 COORDINATE_TYPE_VIEWPORT_DIRECTION ///< @deprecated Dali 1.1.11 The uniform is a directional vector in viewport coordinates that needs to be converted to GL view space coordinates.
172 * @brief Create an empty ShaderEffect.
174 * This can be initialised with ShaderEffect::New(...)
179 * @brief Create ShaderEffect.
181 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
182 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
183 * @param hints GeometryHints to define the geometry of the rendered object
184 * @return A handle to a shader effect
186 static ShaderEffect New( const std::string& vertexShader,
187 const std::string& fragmentShader,
188 GeometryHints hints = GeometryHints(HINT_NONE) );
191 * @brief Create ShaderEffect.
192 * @param vertexShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
193 * @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
194 * @param fragmentShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
195 * @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
196 * @param hints GeometryHints to define the geometry of the rendered object
197 * @return A handle to a shader effect
199 static ShaderEffect NewWithPrefix(const std::string& vertexShaderPrefix,
200 const std::string& vertexShader,
201 const std::string& fragmentShaderPrefix,
202 const std::string& fragmentShader,
203 GeometryHints hints = GeometryHints(HINT_NONE) );
206 * @brief Downcast an Object handle to ShaderEffect.
208 * If handle points to a ShaderEffect the downcast produces valid
209 * handle. If not the returned handle is left uninitialized.
211 * @param[in] handle to An object
212 * @return handle to a ShaderEffect object or an uninitialized handle
214 static ShaderEffect DownCast( BaseHandle handle );
219 * This is non-virtual since derived Handle types must not contain data or virtual methods.
224 * @brief Copy constructor
226 * @param object A reference to a ShaderEffect object
228 ShaderEffect(const ShaderEffect& object);
231 * @brief This assignment operator is required for (smart) pointer semantics.
233 * @param [in] rhs A reference to the copied handle
234 * @return A reference to this
236 ShaderEffect& operator=(const ShaderEffect& rhs);
239 * @brief Sets image for using as effect texture.
241 * This image texture will be bound to the "sEffect" sampler
242 * so it can be used in fragment shader for effects
244 * @param[in] image to use as effect texture
246 void SetEffectImage( Image image );
249 * @brief Set a uniform value.
250 * This will register a property of type Property::FLOAT; see Object::RegisterProperty() for more details.
251 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
252 * @pre Either the property name is not in use, or a property exists with the correct name & type.
253 * @param name The name of the uniform.
254 * @param value The value to to set.
255 * @param uniformCoordinateType The coordinate type of the uniform.
257 void SetUniform( const std::string& name,
259 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
262 * @brief Set a uniform value.
264 * This will register a property of type Property::VECTOR2; see Object::RegisterProperty() for more details.
265 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
266 * @pre Either the property name is not in use, or a property exists with the correct name & type.
267 * @param name The name of the uniform.
268 * @param value The value to to set.
269 * @param uniformCoordinateType The coordinate type of the uniform.
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::VECTOR3; see Object::RegisterProperty() for more details.
279 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
280 * @pre Either the property name is not in use, or a property exists with the correct name & type.
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.
285 void SetUniform( const std::string& name,
287 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
290 * @brief Set a uniform value.
292 * This will register a property of type Property::VECTOR4; see Object::RegisterProperty() for more details.
293 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
294 * @pre Either the property name is not in use, or a property exists with the correct name & type.
295 * @param name The name of the uniform.
296 * @param value The value to to set.
297 * @param uniformCoordinateType The coordinate type of the uniform.
299 void SetUniform( const std::string& name,
301 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
304 * @brief Set a uniform value.
306 * This will register a property of type Property::MATRIX; see Object::RegisterProperty() for more details.
307 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
308 * @pre Either the property name is not in use, or a property exists with the correct name & type.
309 * @param name The name of the uniform.
310 * @param value The value to to set.
311 * @param uniformCoordinateType The coordinate type of the uniform.
313 void SetUniform( const std::string& name,
315 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
318 * @brief Set a uniform value.
320 * This will register a property of type Property::MATRIX3; see Object::RegisterProperty() for more details.
321 * If name matches a uniform in the shader source, this value will be uploaded when rendering.
322 * @pre Either the property name is not in use, or a property exists with the correct name & type.
323 * @param name The name of the uniform.
324 * @param value The value to to set.
325 * @param uniformCoordinateType The coordinate type of the uniform.
327 void SetUniform( const std::string& name,
328 const Matrix3& value,
329 UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
331 public: // Not intended for application developers
334 * @brief This constructor is used by Dali New() methods.
335 * @param [in] effect A pointer to a newly allocated Dali resource.
337 explicit DALI_INTERNAL ShaderEffect(Internal::ShaderEffect* effect);
345 #endif // __DALI_SHADER_EFFECT_H__