2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
18 #include <dali-toolkit/public-api/shader-effects/bouncing-effect.h>
29 #define MAKE_STRING(A)#A
31 const std::string PROGRESS_RATE_PROPERTY_NAME( "uProgressRate" );
35 BouncingEffect::BouncingEffect()
39 BouncingEffect::BouncingEffect( ShaderEffect handle )
40 :ShaderEffect( handle )
44 BouncingEffect::~BouncingEffect()
48 BouncingEffect BouncingEffect::New( const Vector4& color )
50 std::string fragmentShader = MAKE_STRING(
51 precision mediump float;\n
52 uniform float uProgressRate;\n
53 uniform vec4 uAssignedColor;\n
56 float progressRate = abs(uProgressRate)*0.5;\n
57 float amplitude = 0.15 - progressRate*0.15 ;\n
58 float x1 = 7.5 * (vTexCoord.x - progressRate);\n
59 float x2 = 7.5 * (vTexCoord.x - 1.0 + progressRate);\n
60 float height1 = max(0.00001, 0.3 - amplitude * ( exp(x1) + exp(-x1) ) );\n
61 float height2 = max(0.00001, 0.3 - amplitude * ( exp(x2) + exp(-x2) ) );\n
62 float height3 = max(0.00001, 1.0 - 3.0 * amplitude * ( exp(x1*0.5) + exp(-x1*0.5) ) );\n
63 float height4 = max(0.00001, 1.0 - 3.0 * amplitude * ( exp(x2*0.5) + exp(-x2*0.5) ) );\n
64 vec4 fragColor = vec4(0.0);\n
65 float y = vTexCoord.y/(height1+height2);\n
66 float y2 = vTexCoord.y/max(height3,height4);\n
67 float coef = max(height1,height2)*5.0/( 1.0+exp(y*12.0-6.0) );\n
68 float alpha = pow( max(0.0,(1.0-y2))*(1.0-min(abs(x1),abs(x2))/5.0), 2.0);\n
69 if( vTexCoord.y < 0.075 )\n
71 fragColor= mix(uAssignedColor, vec4(1.0), coef);\n
72 fragColor += (vec4(1.0)-fragColor) * alpha;\n
76 fragColor =vec4(1.0,1.0,1.0, alpha + (1.0-alpha)*coef);\n
77 fragColor.rgb -= ( vec3(1.0)-uAssignedColor.rgb )*min(clamp(y*1.2-0.3, 0.0, 0.3),clamp(0.9-y*1.2,0.0,0.3));\n
79 fragColor.a *= 10.0*min(min(vTexCoord.x, 1.0-vTexCoord.x),0.1)*min(1.0, progressRate/0.2);\n
80 gl_FragColor = fragColor;\n
84 ShaderEffect shaderEffect;
85 shaderEffect = ShaderEffect::New( "", fragmentShader,
86 GeometryType( GEOMETRY_TYPE_IMAGE),
87 ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
88 BouncingEffect handle( shaderEffect );
90 handle.SetUniform( "uAssignedColor", color );
91 handle.SetProgressRate( 0.f );
96 void BouncingEffect::SetProgressRate( float progress )
98 SetUniform( PROGRESS_RATE_PROPERTY_NAME, progress );
101 const std::string& BouncingEffect::GetProgressRatePropertyName() const
103 return PROGRESS_RATE_PROPERTY_NAME;
106 } // namespace Toolkit