* const string VERTEX_SHADER_SOURCE = DALI_COMPOSE_SHADER (
* void main()
* {
- * gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
- * vTexCoord = aTexCoord;
+ * gl_Position = uMvpMatrix * vec4(aPosition*uSize.xy, 0.0, 1.0);
+ * vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );
* }
* );
+ * @SINCE_1_0.0
*/
#define DALI_COMPOSE_SHADER(STR) #STR
}
/**
- * @deprecated DALi 1.0.47
+ * @DEPRECATED_1_0.47
*
* @brief Shader effects provide a visual effect for image actors.
*
* <pre>
* void main()
* {
- * gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
- * vTexCoord = aTexCoord;
+ * gl_Position = uMvpMatrix * vec4(aPosition*uSize.xy, 0.0, 1.0);
+ * vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );
* }
* </pre>
* For fragment shader the default part for images contains the following code:
* Note: In order for fade and color animations to work, the fragment shader needs to multiply the fragment color
* with the uniform color "uColor" of the node
* </B>
+ * @SINCE_1_0.0
*/
class DALI_IMPORT_API ShaderEffect : public Handle
{
* +---+---+ +---+---+---+
* | | | |
* +---+---+---+
+ * @SINCE_1_0.0
*/
struct Property
{
enum
{
- GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "gridDensity", type float
- IMAGE, ///< name "image", type Map {"filename":"", "loadPolicy":...}
- PROGRAM, ///< name "program", type Map {"vertexPrefix":"","fragmentPrefix":"","vertex":"","fragment":""}
- GEOMETRY_HINTS ///< name "geometryHints", type int (bitfield) values from enum GeometryHints
+ GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "gridDensity", type float @SINCE_1_0.0
+ IMAGE, ///< name "image", type Map {"filename":"", "loadPolicy":...} @SINCE_1_0.0
+ PROGRAM, ///< name "program", type Map {"vertexPrefix":"","fragmentPrefix":"","vertex":"","fragment":""} @SINCE_1_0.0
+ GEOMETRY_HINTS ///< name "geometryHints", type int (bitfield) values from enum GeometryHints @SINCE_1_0.0
};
};
/**
* @brief Hints for rendering/subdividing geometry.
+ * @SINCE_1_0.0
*/
enum GeometryHints
{
- HINT_NONE = 0x00, ///< no hints
- HINT_GRID_X = 0x01, ///< Geometry must be subdivided in X
- HINT_GRID_Y = 0x02, ///< Geometry must be subdivided in Y
+ HINT_NONE = 0x00, ///< no hints @SINCE_1_0.0
+ HINT_GRID_X = 0x01, ///< Geometry must be subdivided in X @SINCE_1_0.0
+ HINT_GRID_Y = 0x02, ///< Geometry must be subdivided in Y @SINCE_1_0.0
HINT_GRID = (HINT_GRID_X | HINT_GRID_Y),
- HINT_DEPTH_BUFFER = 0x04, ///< Needs depth buffering turned on
- HINT_BLENDING = 0x08, ///< Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO
- HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< Notifies that the vertex shader will not change geometry (enables bounding box culling)
+ HINT_DEPTH_BUFFER = 0x04, ///< Needs depth buffering turned on @SINCE_1_0.0
+ HINT_BLENDING = 0x08, ///< Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO @SINCE_1_0.0
+ HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< Notifies that the vertex shader will not change geometry (enables bounding box culling) @SINCE_1_0.0
};
/**
* Use this coordinate type if your are doing a transformation in view space.
* The texture coordinate type converts a value in actor local space to texture coodinates.
* This is useful for pixel shaders and accounts for texture atlas.
+ * @SINCE_1_0.0
*/
enum UniformCoordinateType
{
- COORDINATE_TYPE_DEFAULT, ///< Default, No transformation to be applied
- 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.
- 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.
+ COORDINATE_TYPE_DEFAULT, ///< @brief Default, No transformation to be applied @SINCE_1_0.0
+ COORDINATE_TYPE_VIEWPORT_POSITION, ///< @DEPRECATED_1_1.11 @brief The uniform is a position vector in viewport coordinates that needs to be converted to GL view space coordinates. @SINCE_1_0.0
+ COORDINATE_TYPE_VIEWPORT_DIRECTION ///< @DEPRECATED_1_1.11 @brief The uniform is a directional vector in viewport coordinates that needs to be converted to GL view space coordinates. @SINCE_1_0.0
};
/**
* @brief Create an empty ShaderEffect.
*
* This can be initialised with ShaderEffect::New(...)
+ * @SINCE_1_0.0
*/
ShaderEffect();
/**
* @brief Create ShaderEffect.
*
+ * @SINCE_1_0.0
* @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
* @param fragmentShader code for the effect. If you pass in an empty string, the default version will be used
* @param hints GeometryHints to define the geometry of the rendered object
/**
* @brief Create ShaderEffect.
+ * @SINCE_1_0.0
* @param vertexShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
* @param vertexShader code for the effect. If you pass in an empty string, the default version will be used
* @param fragmentShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
* If handle points to a ShaderEffect the downcast produces valid
* handle. If not the returned handle is left uninitialized.
*
+ * @SINCE_1_0.0
* @param[in] handle to An object
* @return handle to a ShaderEffect object or an uninitialized handle
*/
* @brief Destructor
*
* This is non-virtual since derived Handle types must not contain data or virtual methods.
+ * @SINCE_1_0.0
*/
~ShaderEffect();
/**
* @brief Copy constructor
*
+ * @SINCE_1_0.0
* @param object A reference to a ShaderEffect object
*/
ShaderEffect(const ShaderEffect& object);
/**
* @brief This assignment operator is required for (smart) pointer semantics.
*
+ * @SINCE_1_0.0
* @param [in] rhs A reference to the copied handle
* @return A reference to this
*/
* This image texture will be bound to the "sEffect" sampler
* so it can be used in fragment shader for effects
*
+ * @SINCE_1_0.0
* @param[in] image to use as effect texture
*/
void SetEffectImage( Image image );
* @brief Set a uniform value.
* This will register a property of type Property::FLOAT; see Object::RegisterProperty() for more details.
* If name matches a uniform in the shader source, this value will be uploaded when rendering.
- * @pre Either the property name is not in use, or a property exists with the correct name & type.
+ * @SINCE_1_0.0
* @param name The name of the uniform.
* @param value The value to to set.
* @param uniformCoordinateType The coordinate type of the uniform.
+ * @pre Either the property name is not in use, or a property exists with the correct name & type.
*/
void SetUniform( const std::string& name,
float value,
*
* This will register a property of type Property::VECTOR2; see Object::RegisterProperty() for more details.
* If name matches a uniform in the shader source, this value will be uploaded when rendering.
- * @pre Either the property name is not in use, or a property exists with the correct name & type.
+ * @SINCE_1_0.0
* @param name The name of the uniform.
* @param value The value to to set.
* @param uniformCoordinateType The coordinate type of the uniform.
+ * @pre Either the property name is not in use, or a property exists with the correct name & type.
*/
void SetUniform( const std::string& name,
Vector2 value,
*
* This will register a property of type Property::VECTOR3; see Object::RegisterProperty() for more details.
* If name matches a uniform in the shader source, this value will be uploaded when rendering.
- * @pre Either the property name is not in use, or a property exists with the correct name & type.
+ * @SINCE_1_0.0
* @param name The name of the uniform.
* @param value The value to to set.
* @param uniformCoordinateType The coordinate type of the uniform.
+ * @pre Either the property name is not in use, or a property exists with the correct name & type.
*/
void SetUniform( const std::string& name,
Vector3 value,
*
* This will register a property of type Property::VECTOR4; see Object::RegisterProperty() for more details.
* If name matches a uniform in the shader source, this value will be uploaded when rendering.
- * @pre Either the property name is not in use, or a property exists with the correct name & type.
+ * @SINCE_1_0.0
* @param name The name of the uniform.
* @param value The value to to set.
* @param uniformCoordinateType The coordinate type of the uniform.
+ * @pre Either the property name is not in use, or a property exists with the correct name & type.
*/
void SetUniform( const std::string& name,
Vector4 value,
*
* This will register a property of type Property::MATRIX; see Object::RegisterProperty() for more details.
* If name matches a uniform in the shader source, this value will be uploaded when rendering.
- * @pre Either the property name is not in use, or a property exists with the correct name & type.
+ * @SINCE_1_0.0
* @param name The name of the uniform.
* @param value The value to to set.
* @param uniformCoordinateType The coordinate type of the uniform.
+ * @pre Either the property name is not in use, or a property exists with the correct name & type.
*/
void SetUniform( const std::string& name,
const Matrix& value,
*
* This will register a property of type Property::MATRIX3; see Object::RegisterProperty() for more details.
* If name matches a uniform in the shader source, this value will be uploaded when rendering.
- * @pre Either the property name is not in use, or a property exists with the correct name & type.
+ * @SINCE_1_0.0
* @param name The name of the uniform.
* @param value The value to to set.
* @param uniformCoordinateType The coordinate type of the uniform.
+ * @pre Either the property name is not in use, or a property exists with the correct name & type.
*/
void SetUniform( const std::string& name,
const Matrix3& value,
/**
* @brief This constructor is used by Dali New() methods.
+ * @SINCE_1_0.0
* @param [in] effect A pointer to a newly allocated Dali resource.
*/
explicit DALI_INTERNAL ShaderEffect(Internal::ShaderEffect* effect);