-public:
-
- /**
- * @brief Create an uninitialized RippleEffect; this can be initialized with RippleEffect::New().
- *
- * Calling member functions with an uninitialized Dali::Object is not allowed.
- */
- RippleEffect();
-
- /**
- * @brief Destructor
- *
- * This is non-virtual since derived Handle types must not contain data or virtual methods.
- */
- ~RippleEffect();
-
- /**
- * @brief Create an initialized RippleEffect.
- *
- * @return A handle to a newly allocated Dali resource.
- */
- static RippleEffect New();
-
- /**
- * @brief Set the amplitude of the effect.
- *
- * @param [in] amplitude The new amplitude.
- */
- void SetAmplitude(float amplitude);
-
- /**
- * @brief Set the center point of the effect as screen coordinates.
- *
- * @param [in] center The new center point.
- */
- void SetCenter(const Vector2& center);
-
- /**
- * @brief Set the time duration for the ripple.
- *
- * @param[in] time The time duration in float.
- */
- void SetTime(float time);
-
- /**
- * @brief Get the name for the amplitude property.
- *
- * @return A std::string containing the property name
- */
- const std::string& GetAmplitudePropertyName() const;
-
- /**
- * @brief Get the name for the center property.
- *
- * which can be used in Animation API's
- * @return A std::string containing the property name
- */
- const std::string& GetCenterPropertyName() const;
-
- /**
- * @brief Get the name for the time property.
- *
- * which can be used in Animation API's
- * @return A std::string containing the property name
- */
- const std::string& GetTimePropertyName() const;
-
-private:
- DALI_INTERNAL RippleEffect(ShaderEffect handle);
-
-};
+ std::string vertexShader(
+ "precision mediump float;\n"
+ "uniform mediump vec2 uCenter;\n"
+ "uniform mediump float uTime;\n"
+ "uniform mediump float uAmplitude;\n"
+ "varying mediump float vLight;\n"
+ "varying mediump float vShade;\n"
+ "void main()\n"
+ "{\n"
+ "float lighting = uAmplitude * 0.02;\n"
+ "float waveLength = uAmplitude * 0.0016;\n"
+ "vec4 world = uModelView * vec4(aPosition, 1.0);\n"
+ "vec2 d = vec2(world.x - uCenter.x, world.y - uCenter.y);\n"
+ "float dist = length(d);\n"
+ "float amplitude = cos(uTime - dist*waveLength);\n"
+ "float slope = sin(uTime - dist*waveLength);\n"
+ "world.z += amplitude * uAmplitude;\n"
+ "gl_Position = uProjection * world;\n"
+ "vec2 lightDirection = vec2(-0.707,0.707);\n"
+ "float dot = 0.0;\n"
+ "if(dist > 0.0)\n"
+ "{\n"
+ " dot = dot(normalize(d),lightDirection) * lighting;\n"
+ "}\n"
+ "vShade = 1.0 - (dot * slope);\n"
+ "vLight = max(0.0, dot * -slope);\n"
+ "vTexCoord = mix( sTextureRect.xy, sTextureRect.zw, aTexCoord );\n"
+ "}" );
+
+ // append the default version
+ std::string imageFragmentShader(
+ "precision mediump float;\n"
+ "varying mediump float vLight;\n"
+ "varying mediump float vShade;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = texture2D(sTexture, vTexCoord) * uColor * vec4(vShade,vShade,vShade,1.0) + vec4(vLight, vLight, vLight,0.0);\n"
+ "}" );
+
+
+ Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
+ vertexShader, imageFragmentShader,
+ ShaderEffect::GeometryHints(ShaderEffect::HINT_GRID) );
+
+
+ shaderEffect.SetUniform( "uAmplitude", 0.0f );
+ shaderEffect.SetUniform( "uCenter", Vector2(0.0f, 0.0f));
+ shaderEffect.SetUniform( "uTime", 0.0f );
+
+ return shaderEffect;
+}