-#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) 2019 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 <string.h>
-#include <dali/devel-api/rendering/shader.h>
+#include <dali/public-api/rendering/shader.h>
-namespace
-{
- template < typename T>
- void SafeSetCustomProperty( Dali::Actor& actor, const std::string& name, const T& value )
- {
- Dali::Property::Index index = actor.GetPropertyIndex( name );
- if ( Dali::Property::INVALID_INDEX == index )
- {
- index = actor.RegisterProperty( name, value );
- }
- else
- {
- actor.SetProperty( index, value );
- }
- }
-
- template < typename T>
- void SafeSetCustomProperty( Dali::Actor& actor, const std::string& name, const T& value, Dali::Property::AccessMode accessMode )
- {
- Dali::Property::Index index = actor.GetPropertyIndex( name );
- if ( Dali::Property::INVALID_INDEX == index )
- {
- index = actor.RegisterProperty( name, value, accessMode );
- }
- else
- {
- actor.SetProperty( index, value );
- }
- }
-
-};
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
* As we use the texture coordinate as pixel position to calculate random offset,
* the line should passing through rectangle {(0,0),(0,1),(1,0),(1,1)},
* so make the position parameter with two component values between 0.0 to 1.0
+ * @param[in] actor The actor that registers the uniform properties
* @param[in] position The point ( locates within rectangle {(0,0),(0,1),(1,0),(1,1)} ) passed through by the central line
* @param[in] displacement The direction of the central line
- * @param[in] initialProgress, the normalised initial progress of the shader
+ * @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 );
-
- //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();
-
- SafeSetCustomProperty( actor, "uSaddleParam", saddleParam );
- SafeSetCustomProperty( actor, "uTranslation", translation );
- SafeSetCustomProperty( actor, "uRotation", rotation );
- SafeSetCustomProperty( actor, "uToNext", toNext );
- SafeSetCustomProperty( actor, "uPercentage", initialProgress, Dali::Property::ANIMATABLE );
+ 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 );
+
+ //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
*
- * DissolveEffect is a custom shader effect to achieve Dissolve effects in Image actors.
+ * DissolveEffect is a custom shader effect to achieve Dissolve effects in image views.
*
* Animatable/Constrainable uniforms:
* "uPercentage" - This value is proportional to the distortion applied; a value of zero means no distortion.
*
* @param[in] useHighPrecision True if using high precision in fragment shader for fully random noise, false otherwise
- * @return A handle to a newly allocated ShaderEffect
+ * @return The newly created Property::Map with the dissolve effect
*/
inline Property::Map CreateDissolveEffect( bool useHighPrecision = true )
vertexShaderString.append( vertexShader );
fragmentShaderString.append( fragmentShader );
- customShader[ "vertex-shader" ] = vertexShaderString;
- customShader[ "fragment-shader" ] = fragmentShaderString;
+ customShader[ Visual::Shader::Property::VERTEX_SHADER ] = vertexShaderString;
+ customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentShaderString;
- customShader[ "subdivide-grid-x" ] = 20;
- customShader[ "subdivide-grid-y" ] = 20;
+ customShader[ Visual::Shader::Property::SUBDIVIDE_GRID_X ] = 20;
+ customShader[ Visual::Shader::Property::SUBDIVIDE_GRID_Y ] = 20;
- customShader[ "hints" ] = "output-is-transparent";
+ customShader[ Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
- map[ "shader" ] = customShader;
+ map[ Toolkit::Visual::Property::SHADER ] = customShader;
return map;
}
} // namespace Dali
-#endif // __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
+#endif // DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H