-#ifndef DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H_
+#ifndef DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H
#define DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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/public-api/rendering/shader.h>
+#include <string.h>
// INTERNAL INCLUDES
#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 )
+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;
+ coefC = -displacement.y * position.x + displacement.x * position.y;
- float inversedAABB = 1.f / (coefA*coefA+coefB*coefB);
+ float inversedAABB = 1.f / (coefA * coefA + coefB * coefB);
float inversedSqrtAABB = sqrtf(inversedAABB);
float saddleA;
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) )
+ 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) )
+ if((displacement.y * displacement.x < 0.0f))
{
//distance from (0,0) to the line
- float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB;
+ float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB;
//distance from (1, 1 ) to the line
- float distanceBottomRight = fabsf(coefA+coefB+coefC) * inversedSqrtAABB;
- saddleA = std::max( distanceTopLeft, distanceBottomRight );
+ 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;
+ 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);
+ 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;
+ float distanceTopRight = fabsf(coefA + coefC) * inversedSqrtAABB;
//distance from(0,1) to the line
- float distanceBottomLeft = fabsf(coefB+coefC) * inversedSqrtAABB;
- saddleA = std::max( distanceTopRight, distanceBottomLeft );
+ 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;
+ 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);
+ 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);
+ 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 );
+ 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 )
+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
- } )
- );
+ 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;
std::string vertexShaderString;
std::string fragmentShaderString;
- if( useHighPrecision )
+ if(useHighPrecision)
{
- vertexShaderString.reserve(strlen( prefixHighPrecision ) + strlen( vertexShader ));
- vertexShaderString.append( prefixHighPrecision );
+ vertexShaderString.reserve(strlen(prefixHighPrecision) + strlen(vertexShader));
+ vertexShaderString.append(prefixHighPrecision);
- fragmentShaderString.reserve(strlen( prefixHighPrecision ) + strlen( fragmentShader ));
- fragmentShaderString.append( prefixHighPrecision );
+ fragmentShaderString.reserve(strlen(prefixHighPrecision) + strlen(fragmentShader));
+ fragmentShaderString.append(prefixHighPrecision);
}
else
{
- vertexShaderString.reserve(strlen( prefixMediumPrecision ) + strlen( vertexShader ));
- vertexShaderString.append( prefixMediumPrecision );
+ vertexShaderString.reserve(strlen(prefixMediumPrecision) + strlen(vertexShader));
+ vertexShaderString.append(prefixMediumPrecision);
- fragmentShaderString.reserve(strlen( prefixMediumPrecision ) + strlen( fragmentShader ));
- fragmentShaderString.append( prefixMediumPrecision );
+ fragmentShaderString.reserve(strlen(prefixMediumPrecision) + strlen(fragmentShader));
+ fragmentShaderString.append(prefixMediumPrecision);
}
- vertexShaderString.append( vertexShader );
- fragmentShaderString.append( fragmentShader );
+ vertexShaderString.append(vertexShader);
+ fragmentShaderString.append(fragmentShader);
- customShader[ Visual::Shader::Property::VERTEX_SHADER ] = vertexShaderString;
- customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentShaderString;
+ 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::SUBDIVIDE_GRID_X] = 20;
+ customShader[Visual::Shader::Property::SUBDIVIDE_GRID_Y] = 20;
- customShader[ Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
+ customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
- map[ Visual::Property::SHADER ] = customShader;
+ map[Toolkit::Visual::Property::SHADER] = customShader;
return map;
}