-#ifndef __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
-#define __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
+#ifndef DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H
+#define DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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/actors/actor.h>
+#include <dali/public-api/math/vector2.h>
+#include <dali/public-api/object/property-map.h>
#include <string.h>
-#include <dali/devel-api/rendering/shader.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
/**
* @brief Set the dissolve central line.
*
* @param[in] displacement The direction of the central line
* @param[in] initialProgress The normalised initial progress of the shader
*/
-inline void DissolveEffectSetCentralLine( Actor& actor, const Vector2& position, const Vector2& displacement, float initialProgress )
-{
- // the line passes through 'position' and has the direction of 'displacement'
- float coefA, coefB, coefC; //line equation: Ax+By+C=0;
- coefA = displacement.y;
- coefB = -displacement.x;
- coefC = -displacement.y*position.x + displacement.x*position.y;
-
- float inversedAABB = 1.f / (coefA*coefA+coefB*coefB);
- float inversedSqrtAABB = sqrtf(inversedAABB);
- float saddleA;
-
- //saddle surface(Hyperbolic paraboloid)function, used to calculate the dissolve starting time
- //z = y*y/a/a - x*x/b/b
- //with our selection of parameters(a and b), this value for any texture coordinate is between -1.0 and 1.0
-
- Vector3 saddleParam; // [0]: a*a, [1]: b*b, [2] b
- Vector2 translation;
- Vector2 rotation;
- float toNext = -1.f;
- if( displacement.x > 0.f || (EqualsZero(displacement.x) && displacement.y > 0.f) )
- {
- toNext = 1.f;
- }
+DALI_TOOLKIT_API void DissolveEffectSetCentralLine(Actor& actor, const Vector2& position, const Vector2& displacement, float initialProgress);
- if( (displacement.y * displacement.x < 0.0f) )
- {
- //distance from (0,0) to the line
- float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB;
- //distance from (1, 1 ) to the line
- float distanceBottomRight = fabsf(coefA+coefB+coefC) * inversedSqrtAABB;
- saddleA = std::max( distanceTopLeft, distanceBottomRight );
-
- //foot of a perpendicular: (1,0) to the line
- float footX1 = ( coefB*coefB - coefA*coefC) * inversedAABB;
- float footY1 = (-coefA*coefB - coefB*coefC) * inversedAABB;
- //foot of a perpendicular: (0,1) to the line
- float footX2 = (-coefA*coefB - coefA*coefC) * inversedAABB;
- float footY2 = ( coefA*coefA - coefB*coefC) * inversedAABB;
- saddleParam[1] = (footX1-footX2)*(footX1-footX2) + (footY1-footY2)*(footY1-footY2);
- translation = Vector2(-footX2,-footY2);
- }
- else
- {
- //distance from(1,0) to the line
- float distanceTopRight = fabsf(coefA+coefC) * inversedSqrtAABB;
- //distance from(0,1) to the line
- float distanceBottomLeft = fabsf(coefB+coefC) * inversedSqrtAABB;
- saddleA = std::max( distanceTopRight, distanceBottomLeft );
- //foot of a perpendicular: (0,0) to the line
- float footX3 = (-coefA*coefC) * inversedAABB;
- float footY3 = (-coefB*coefC) * inversedAABB;
- //foot of a perpendicular: (1.0,1.0) to the line
- float footX4 = ( coefB*coefB - coefA*coefB - coefA*coefC) * inversedAABB;
- float footY4 = (-coefA*coefB + coefA*coefA- coefB*coefC) * inversedAABB;
- saddleParam[1] = (footX3-footX4)*(footX3-footX4) + (footY3-footY4)*(footY3-footY4);
- translation = Vector2(-footX3, -footY3);
- }
-
- saddleParam[2] = sqrtf(saddleParam[1]);
- saddleParam[0] = saddleA*saddleA;
- rotation = Vector2(-displacement.x, displacement.y);
- rotation.Normalize();
-
- actor.RegisterProperty( "uSaddleParam", saddleParam );
- actor.RegisterProperty( "uTranslation", translation );
- actor.RegisterProperty( "uRotation", rotation );
- actor.RegisterProperty( "uToNext", toNext );
- actor.RegisterProperty( "uPercentage", initialProgress, Dali::Property::ANIMATABLE );
-}
/**
* @brief Create a new Dissolve effect
*
* @return The newly created Property::Map with the dissolve effect
*/
-inline Property::Map CreateDissolveEffect( bool useHighPrecision = true )
-{
- const char* prefixHighPrecision( "precision highp float;\n");
- const char* prefixMediumPrecision( "precision mediump float;\n" );
-
- const char* vertexShader( DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- \n
- uniform mediump mat4 uMvpMatrix;\n
- uniform vec3 uSize;\n
- uniform vec4 uTextureRect;
- \n
- uniform float uPercentage;\n
- uniform vec3 uSaddleParam;\n
- uniform vec2 uTranslation;\n
- uniform vec2 uRotation; \n
- uniform float uToNext;\n
- \n
- varying float vPercentage;\n
- varying vec2 vTexCoord;\n
-
- void main()\n
- {\n
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
- vertexPosition.xyz *= uSize;\n
- vertexPosition = uMvpMatrix * vertexPosition;\n
- gl_Position = vertexPosition;\n
-
- vec2 texCoord = aPosition + vec2(0.5);
- vTexCoord = texCoord;\n
- //Calculate the distortion value given the dissolve central line
- vec2 value = texCoord + uTranslation; \n
- mat2 rotateMatrix = mat2( uRotation.s, uRotation.t, -uRotation.t, uRotation.s ); \n
- value = rotateMatrix * value; \n
- if(uToNext == 1.0) \n
- value.s = uSaddleParam[2] + value.s; \n
- float delay = value.t*value.t / uSaddleParam[0] - value.s*value.s/uSaddleParam[1];\n
- vPercentage = clamp( uPercentage*2.0 - 0.5*sin(delay*1.571) - 0.5, 0.0, 1.0 ); \n
- })
- );
-
- const char* fragmentShader( DALI_COMPOSE_SHADER(
- varying float vPercentage;\n
- varying mediump vec2 vTexCoord;\n
- \n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform vec4 uTextureRect;
- \n
- float rand(vec2 co) \n
- {\n
- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n
- }\n
- \n
- void main()\n
- {\n
-
- //Calculate the randomness
- float offsetS = rand( vTexCoord * vPercentage ) - vTexCoord.s; \n
- float offsetT = rand( vec2(vTexCoord.t*vPercentage, vTexCoord.s * vPercentage) ) - vTexCoord.t; \n
- vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage; \n
- gl_FragColor = texture2D( sTexture, lookupCoord ) * uColor; \n
- gl_FragColor.a *= 1.0 - vPercentage; \n
- } )
- );
-
- Property::Map map;
-
- Property::Map customShader;
-
- std::string vertexShaderString;
- std::string fragmentShaderString;
- if( useHighPrecision )
- {
- vertexShaderString.reserve(strlen( prefixHighPrecision ) + strlen( vertexShader ));
- vertexShaderString.append( prefixHighPrecision );
-
- fragmentShaderString.reserve(strlen( prefixHighPrecision ) + strlen( fragmentShader ));
- fragmentShaderString.append( prefixHighPrecision );
- }
- else
- {
- vertexShaderString.reserve(strlen( prefixMediumPrecision ) + strlen( vertexShader ));
- vertexShaderString.append( prefixMediumPrecision );
-
- fragmentShaderString.reserve(strlen( prefixMediumPrecision ) + strlen( fragmentShader ));
- fragmentShaderString.append( prefixMediumPrecision );
- }
-
- vertexShaderString.append( vertexShader );
- fragmentShaderString.append( fragmentShader );
-
- customShader[ "vertexShader" ] = vertexShaderString;
- customShader[ "fragmentShader" ] = fragmentShaderString;
-
- customShader[ "subdivideGridX" ] = 20;
- customShader[ "subdivideGridY" ] = 20;
-
- customShader[ "hints" ] = "outputIsTransparent";
-
- map[ "shader" ] = customShader;
- return map;
-}
+DALI_TOOLKIT_API Property::Map CreateDissolveEffect(bool useHighPrecision = true);
} // namespace Toolkit
} // namespace Dali
-#endif // __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
+#endif // DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H