-#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) 2017 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/shader-effects/shader-effect.h>
+#include <string.h>
+#include <dali/public-api/rendering/shader.h>
+
+// 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] dissolveEffect The shader effect
+ * @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
*/
-inline void DissolveEffectSetCentralLine( ShaderEffect& dissolveEffect, const Vector2& position, const Vector2& displacement )
+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();
-
- dissolveEffect.SetUniform( "uSaddleParam", saddleParam );
- dissolveEffect.SetUniform( "uTranslation", translation );
- dissolveEffect.SetUniform( "uRotation", rotation );
- dissolveEffect.SetUniform( "uToNext", toNext );
+ 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 ShaderEffect CreateDissolveEffect(bool useHighPrecision = true)
+inline Property::Map CreateDissolveEffect( bool useHighPrecision = true )
{
- std::string prefixHighPrecision( "precision highp float;\n");
- std::string prefixMediumPrecision( "precision mediump float;\n" );
- std::string vertexShader(
- "uniform float uPercentage;\n"
- "uniform vec3 uSaddleParam;\n"
- "uniform vec2 uTranslation;\n"
- "uniform vec2 uRotation; \n"
- "uniform float uToNext;\n"
- "varying float vPercentage;\n"
- "void main()\n"
- "{\n"
- "gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\n"
- "vTexCoord = aTexCoord;\n"
- //Calculate the distortion value given the dissolve central line
- "vec2 texCoor = vec2( (aTexCoord.s - sTextureRect.s ) / (sTextureRect.p - sTextureRect.s), (aTexCoord.t- sTextureRect.t)/(sTextureRect.q - sTextureRect.t) ); \n"
- "vec2 value = texCoor + 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");
- std::string fragmentShader(
- "varying float vPercentage;\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
- "float offsetS = rand( vTexCoord * vPercentage ) * (sTextureRect.p - sTextureRect.s) - vTexCoord.s + sTextureRect.s; \n"
- "float offsetT = rand( vec2(vTexCoord.t*vPercentage, vTexCoord.s * vPercentage) ) * (sTextureRect.q - sTextureRect.t) - vTexCoord.t + sTextureRect.t; \n"
- "vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage; \n"
- "gl_FragColor = texture2D( sTexture, lookupCoord ) * uColor; \n"
- "gl_FragColor.a *= 1.0 - vPercentage; \n"
- "}" );
-
- // Create the implementation, temporarily owned on stack,
- Dali::ShaderEffect shaderEffect;
- if( useHighPrecision )
- {
- shaderEffect = Dali::ShaderEffect::New(
- prefixHighPrecision+vertexShader, prefixHighPrecision + fragmentShader,
- ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
- }
- else
- {
- shaderEffect = Dali::ShaderEffect::New(
- prefixMediumPrecision+vertexShader, prefixMediumPrecision + fragmentShader,
- ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
- }
-
- shaderEffect.SetUniform( "uPercentage", 0.0f );
- shaderEffect.SetProperty( ShaderEffect::Property::GRID_DENSITY, Dali::Property::Value(50.0f) );
-
- DissolveEffectSetCentralLine( shaderEffect, Vector2(1.0f,0.5f), Vector2(-1.0f, 0.0f) );
-
- return shaderEffect;
-
+ 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[ 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;
}
} // namespace Toolkit
} // namespace Dali
-#endif // __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
+#endif // DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H