#define __DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H__
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*/
// EXTERNAL INCLUDES
-#include <dali/public-api/shader-effects/shader-effect.h>
+#include <string.h>
+#include <dali/public-api/object/property-map.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
*
* DistanceFieldEffect is a custom shader effect to achieve distance field on Image actors
*
- * Animatable/Constrainable uniforms:
+ * Animatable/Constrainable uniforms - These will need to be registered to the actor as a custom property to take into effect:
*
- * "uSmoothing" - Soft edge smoothing. Specify the distance field value for the center of the edge.
-
* "uDoGlow" - The glow state. If true, glow is enabled
* "uGlowBoundary" - The glow boundary factor
* "uGlowColor" - The glow color multiplier
* First value [0-1] Specifies the distance field value for the center of the outline.
* Second value [0-1] Specifies the softness/width/anti-aliasing of the outlines inner edge.
*
- * @return A handle to a newly allocated ShaderEffect
+ * @return The newly created Property::Map with the distance field effect
*/
-inline ShaderEffect CreateDistanceFieldEffect()
+inline Dali::Property::Map CreateDistanceFieldEffect()
{
- std::string fragmentShaderPrefix(
- "#extension GL_OES_standard_derivatives : enable\n"
- "\n"
- );
-
- std::string fragmentShader(
- "uniform mediump float uSmoothing;\n"
- "uniform mediump float uGlowBoundary;\n"
- "uniform mediump vec2 uOutlineParams;\n"
- "uniform lowp vec4 uOutlineColor;\n"
- "uniform lowp vec4 uShadowColor;\n"
- "uniform mediump vec2 uShadowOffset;\n"
- "uniform lowp vec4 uGlowColor;\n"
- "uniform lowp float uDoOutline;\n"
- "uniform lowp float uDoShadow;\n"
- "uniform lowp float uDoGlow;\n"
- "\n"
- "void main()\n"
- "{\n"
- " // sample distance field\n"
- " mediump float distance = texture2D(sTexture, vTexCoord).a;\n"
- " mediump float smoothWidth = fwidth(distance);\n"
- " mediump float alphaFactor = smoothstep(uSmoothing - smoothWidth, uSmoothing + smoothWidth, distance);\n"
- " lowp vec4 color;\n"
- " if (uDoShadow == 0.0)\n"
- " {\n"
- " mediump float alpha = uColor.a * alphaFactor;\n"
- " lowp vec4 rgb = uColor;\n"
- "\n"
- " if (uDoOutline > 0.0)\n"
- " {\n"
- " mediump float outlineWidth = uOutlineParams[1] + smoothWidth;\n"
- " mediump float outlineBlend = smoothstep(uOutlineParams[0] - outlineWidth, uOutlineParams[0] + outlineWidth, distance);\n"
- " alpha = smoothstep(uSmoothing - smoothWidth, uSmoothing + smoothWidth, distance);\n"
- " rgb = mix(uOutlineColor, uColor, outlineBlend);\n"
- " }\n"
- "\n"
- " if (uDoGlow > 0.0)\n"
- " {\n"
- " rgb = mix(uGlowColor, rgb, alphaFactor);\n"
- " alpha = smoothstep(uGlowBoundary, uSmoothing, distance);\n"
- " }\n"
- "\n"
- " // set fragment color\n"
- " color = vec4(rgb.rgb, alpha);\n"
- " }\n"
- "\n"
- " else // (uDoShadow > 0.0)\n"
- " {\n"
- " mediump float shadowDistance = texture2D(sTexture, vTexCoord - uShadowOffset).a;\n"
- " mediump float inText = alphaFactor;\n"
- " mediump float inShadow = smoothstep(uSmoothing - smoothWidth, uSmoothing + smoothWidth, shadowDistance);\n"
- "\n"
- " // inside object, outside shadow\n"
- " if (inText == 1.0)\n"
- " {\n"
- " color = uColor;\n"
- " }\n"
- " // inside object, outside shadow\n"
- " else if ((inText != 0.0) && (inShadow == 0.0))\n"
- " {\n"
- " color = uColor;\n"
- " color.a *= inText;\n"
- " }\n"
- " // outside object, completely inside shadow\n"
- " else if ((inText == 0.0) && (inShadow == 1.0))\n"
- " {\n"
- " color = uShadowColor;\n"
- " }\n"
- " // inside object, completely inside shadow\n"
- " else if ((inText != 0.0) && (inShadow == 1.0))\n"
- " {\n"
- " color = mix(uShadowColor, uColor, inText);\n"
- " color.a = uShadowColor.a;\n"
- " }\n"
- " // inside object, inside shadow's border\n"
- " else if ((inText != 0.0) && (inShadow != 0.0))\n"
- " {\n"
- " color = mix(uShadowColor, uColor, inText);\n"
- " color.a *= max(inText, inShadow);\n"
- " }\n"
- " // inside shadow's border\n"
- " else if (inShadow != 0.0)\n"
- " {\n"
- " color = uShadowColor;\n"
- " color.a *= inShadow;\n"
- " }\n"
- " // outside shadow and object\n"
- " else \n"
- " {\n"
- " color.a = 0.0;\n"
- " }\n"
- "\n"
- " }\n"
- "\n"
- " gl_FragColor = color;\n"
- "\n"
- "}\n"
+ const char* fragmentShaderPrefix( "#extension GL_OES_standard_derivatives : enable\n" );
+
+ const char* fragmentShader( DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ \n
+ uniform mediump float uGlowBoundary;\n
+ uniform mediump vec2 uOutlineParams;\n
+ uniform lowp vec4 uOutlineColor;\n
+ uniform lowp vec4 uShadowColor;\n
+ uniform mediump vec2 uShadowOffset;\n
+ uniform lowp vec4 uGlowColor;\n
+ uniform lowp float uDoOutline;\n
+ uniform lowp float uDoShadow;\n
+ uniform lowp float uDoGlow;\n
+ \n
+ uniform sampler2D sTexture;\n
+ uniform lowp vec4 uColor;\n
+ \n
+ void main()\n
+ {\n
+ // sample distance field\n
+ mediump float smoothing = 0.5;\n
+
+ mediump float distance = texture2D(sTexture, vTexCoord).a;\n
+ mediump float smoothWidth = fwidth(distance);\n
+ mediump float alphaFactor = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, distance);\n
+ lowp vec4 color;\n
+ if (uDoShadow == 0.0)\n
+ {\n
+ mediump float alpha = uColor.a * alphaFactor;\n
+ lowp vec4 rgb = uColor;\n
+ \n
+ if (uDoOutline > 0.0)\n
+ {\n
+ mediump float outlineWidth = uOutlineParams[1] + smoothWidth;\n
+ mediump float outlineBlend = smoothstep(uOutlineParams[0] - outlineWidth, uOutlineParams[0] + outlineWidth, distance);\n
+ alpha = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, distance);\n
+ rgb = mix(uOutlineColor, uColor, outlineBlend);\n
+ }\n
+ \n
+ if (uDoGlow > 0.0)\n
+ {\n
+ rgb = mix(uGlowColor, rgb, alphaFactor);\n
+ alpha = smoothstep(uGlowBoundary, smoothing, distance);\n
+ }\n
+ \n
+ // set fragment color\n
+ color = vec4(rgb.rgb, alpha);\n
+ }\n
+ \n
+ else // (uDoShadow > 0.0)\n
+ {\n
+ mediump float shadowDistance = texture2D(sTexture, vTexCoord - uShadowOffset).a;\n
+ mediump float inText = alphaFactor;\n
+ mediump float inShadow = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, shadowDistance);\n
+ \n
+ // inside object, outside shadow\n
+ if (inText == 1.0)\n
+ {\n
+ color = uColor;\n
+ }\n
+ // inside object, outside shadow\n
+ else if ((inText != 0.0) && (inShadow == 0.0))\n
+ {\n
+ color = uColor;\n
+ color.a *= inText;\n
+ }\n
+ // outside object, completely inside shadow\n
+ else if ((inText == 0.0) && (inShadow == 1.0))\n
+ {\n
+ color = uShadowColor;\n
+ }\n
+ // inside object, completely inside shadow\n
+ else if ((inText != 0.0) && (inShadow == 1.0))\n
+ {\n
+ color = mix(uShadowColor, uColor, inText);\n
+ color.a = uShadowColor.a;\n
+ }\n
+ // inside object, inside shadow's border\n
+ else if ((inText != 0.0) && (inShadow != 0.0))\n
+ {\n
+ color = mix(uShadowColor, uColor, inText);\n
+ color.a *= max(inText, inShadow);\n
+ }\n
+ // inside shadow's border\n
+ else if (inShadow != 0.0)\n
+ {\n
+ color = uShadowColor;\n
+ color.a *= inShadow;\n
+ }\n
+ // outside shadow and object\n
+ else \n
+ {\n
+ color.a = 0.0;\n
+ }\n
+ \n
+ }\n
+ \n
+ gl_FragColor = color;\n
+ \n
+ } )
);
- // Create the implementation, temporarily owned on stack
- Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::NewWithPrefix(
- "", "",
- fragmentShaderPrefix, fragmentShader,
- ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING));
+ Property::Map map;
- shaderEffect.SetUniform("uSmoothing",0.5f);
- shaderEffect.SetUniform("uOutlineColor",Color::BLACK);
- shaderEffect.SetUniform("uOutlineParams",Vector2(0.51f, 0.0f));
- shaderEffect.SetUniform("uGlowBoundary",0.4f);
- shaderEffect.SetUniform("uGlowColor",Color::GREEN);
- shaderEffect.SetUniform("uShadowColor",Vector4(0.0f, 0.0f, 0.0f, 0.4f));
+ Property::Map customShader;
- // TODO: find a way to set the shadow offset in texel coordinates instead of UVs.
- shaderEffect.SetUniform("uShadowOffset",Vector2(0.05f, 0.05f));
+ std::string fragmentShaderString;
+ fragmentShaderString.reserve( strlen( fragmentShaderPrefix ) + strlen( fragmentShader ) );
+ fragmentShaderString.append( fragmentShaderPrefix );
+ fragmentShaderString.append( fragmentShader );
- // Default:
- shaderEffect.SetUniform("uDoOutline",false);
- shaderEffect.SetUniform("uDoGlow",false);
- shaderEffect.SetUniform("uDoShadow",false);
+ customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentShaderString;
+ customShader[ Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
- return shaderEffect;
+ map[ Visual::Property::SHADER ] = customShader;
+ return map;
}