#define DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H
/*
- * Copyright (c) 2020 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/rendering/shader.h>
+#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>
// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
* @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;
- }
-
- 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);
+DALI_TOOLKIT_API void DissolveEffectSetCentralLine(Actor& actor, const Vector2& position, const Vector2& displacement, float initialProgress);
- //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(
- "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"
- "\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"
- "\n"
- " vec2 texCoord = aPosition + vec2(0.5);\n"
- " vTexCoord = texCoord;\n"
- "\n"
- " //Calculate the distortion value given the dissolve central line\n"
- " 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"
- "}\n");
-
- const char* fragmentShader(
- "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"
- "void main()\n"
- "{\n"
- " //Calculate the randomness\n"
- " 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"
- "}\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[Visual::Shader::Property::VERTEX_SHADER] = vertexShaderString;
- customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString;
-
- customShader[Visual::Shader::Property::SUBDIVIDE_GRID_X] = 20;
- customShader[Visual::Shader::Property::SUBDIVIDE_GRID_Y] = 20;
-
- customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
-
- map[Toolkit::Visual::Property::SHADER] = customShader;
- return map;
-}
+DALI_TOOLKIT_API Property::Map CreateDissolveEffect(bool useHighPrecision = true);
} // namespace Toolkit