/*
- * 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.
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
- *
*/
+// CLASS HEADER
#include <dali-toolkit/devel-api/shader-effects/distance-field-effect.h>
-#define STRINGIFY(...) #__VA_ARGS__
+// EXTERNAL INCLUDES
+#include <dali/public-api/rendering/shader.h>
+#include <string.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
-namespace
-{
-// generic uniforms
-const std::string COLOR_PROPERTY_NAME( "uColor" );
-const std::string SMOOTHING_PROPERTY_NAME( "uSmoothing" );
-
-// outline uniforms
-const std::string OUTLINE_ENABLE_PROPERTY_NAME( "uDoOutline" );
-const std::string OUTLINECOLOR_PROPERTY_NAME( "uOutlineColor" );
-const std::string OUTLINE_SIZE_PROPERTY_NAME( "uOutlineParams" );
-
-// glow related
-const std::string GLOW_ENABLE_PROPERTY_NAME( "uDoGlow" );
-const std::string GLOW_COLOR_PROPERTY_NAME( "uGlowColor" );
-const std::string GLOW_BOUNDARY_PROPERTY_NAME( "uGlowBoundary" );
-
-// shadow related
-const std::string SHADOW_ENABLE_PROPERTY_NAME( "uDoShadow" );
-const std::string SHADOW_COLOR_PROPERTY_NAME( "uShadowColor" );
-const std::string SHADOW_OFFSET_PROPERTY_NAME( "uShadowOffset" );
-} // namespace
-
-DistanceFieldEffect::DistanceFieldEffect()
-{
-}
-
-//Call the Parent copy constructor to add reference to the implementation for this object
-DistanceFieldEffect::DistanceFieldEffect(ShaderEffect handle)
-:ShaderEffect(handle)
-{
-}
-
-DistanceFieldEffect::~DistanceFieldEffect()
+Dali::Property::Map CreateDistanceFieldEffect()
{
-}
-
-DistanceFieldEffect DistanceFieldEffect::New()
-{
- std::string fragmentShaderPrefix(
- "#extension GL_OES_standard_derivatives : enable\n"
- "\n"
- );
-
- std::string fragmentShader(
- "uniform mediump float uSmoothing;\n"
- "uniform mediump float uGlowBoundary;\n"
- "uniform mediump vec2 uOutlineParams;\n"
- "uniform lowp vec4 uOutlineColor;\n"
- "uniform lowp vec4 uShadowColor;\n"
- "uniform mediump vec2 uShadowOffset;\n"
- "uniform lowp vec4 uGlowColor;\n"
- "uniform lowp float uDoOutline;\n"
- "uniform lowp float uDoShadow;\n"
- "uniform lowp float uDoGlow;\n"
- "\n"
- "void main()\n"
- "{\n"
- " // sample distance field\n"
- " mediump float distance = texture2D(sTexture, vTexCoord).a;\n"
- " mediump float smoothWidth = fwidth(distance);\n"
- " mediump float alphaFactor = smoothstep(uSmoothing - smoothWidth, uSmoothing + smoothWidth, distance);\n"
- " lowp vec4 color;\n"
- " if (uDoShadow == 0.0)\n"
- " {\n"
- " mediump float alpha = uColor.a * alphaFactor;\n"
- " lowp vec4 rgb = uColor;\n"
- "\n"
- " if (uDoOutline > 0.0)\n"
- " {\n"
- " mediump float outlineWidth = uOutlineParams[1] + smoothWidth;\n"
- " mediump float outlineBlend = smoothstep(uOutlineParams[0] - outlineWidth, uOutlineParams[0] + outlineWidth, distance);\n"
- " alpha = smoothstep(uSmoothing - smoothWidth, uSmoothing + smoothWidth, distance);\n"
- " rgb = mix(uOutlineColor, uColor, outlineBlend);\n"
- " }\n"
- "\n"
- " if (uDoGlow > 0.0)\n"
- " {\n"
- " rgb = mix(uGlowColor, rgb, alphaFactor);\n"
- " alpha = smoothstep(uGlowBoundary, uSmoothing, distance);\n"
- " }\n"
- "\n"
- " // set fragment color\n"
- " color = vec4(rgb.rgb, alpha);\n"
- " }\n"
- "\n"
- " else // (uDoShadow > 0.0)\n"
- " {\n"
- " mediump float shadowDistance = texture2D(sTexture, vTexCoord - uShadowOffset).a;\n"
- " mediump float inText = alphaFactor;\n"
- " mediump float inShadow = smoothstep(uSmoothing - smoothWidth, uSmoothing + smoothWidth, shadowDistance);\n"
- "\n"
- " // inside object, outside shadow\n"
- " if (inText == 1.0)\n"
- " {\n"
- " color = uColor;\n"
- " }\n"
- " // inside object, outside shadow\n"
- " else if ((inText != 0.0) && (inShadow == 0.0))\n"
- " {\n"
- " color = uColor;\n"
- " color.a *= inText;\n"
- " }\n"
- " // outside object, completely inside shadow\n"
- " else if ((inText == 0.0) && (inShadow == 1.0))\n"
- " {\n"
- " color = uShadowColor;\n"
- " }\n"
- " // inside object, completely inside shadow\n"
- " else if ((inText != 0.0) && (inShadow == 1.0))\n"
- " {\n"
- " color = mix(uShadowColor, uColor, inText);\n"
- " color.a = uShadowColor.a;\n"
- " }\n"
- " // inside object, inside shadow's border\n"
- " else if ((inText != 0.0) && (inShadow != 0.0))\n"
- " {\n"
- " color = mix(uShadowColor, uColor, inText);\n"
- " color.a *= max(inText, inShadow);\n"
- " }\n"
- " // inside shadow's border\n"
- " else if (inShadow != 0.0)\n"
- " {\n"
- " color = uShadowColor;\n"
- " color.a *= inShadow;\n"
- " }\n"
- " // outside shadow and object\n"
- " else \n"
- " {\n"
- " color.a = 0.0;\n"
- " }\n"
- "\n"
- " }\n"
- "\n"
- " gl_FragColor = color;\n"
- "\n"
- "}\n"
- );
-
- // Create the implementation, temporarily owned on stack
- Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::NewWithPrefix("", "",
- fragmentShaderPrefix, fragmentShader,
- Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
- ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING));
-
- /* Pass ownership to DistanceFieldEffect through overloaded constructor, So that it now has access to the
- Dali::ShaderEffect implementation */
-
- // TODO: move default values to... Constants?
- Dali::Toolkit::DistanceFieldEffect handle( shaderEffect );
+ const char* fragmentShaderPrefix("#extension GL_OES_standard_derivatives : enable\n");
- handle.SetSmoothingEdge(0.5f);
- handle.SetOutlineColor(Color::BLACK);
- handle.SetOutlineParams(Vector2(0.51f, 0.0f));
- handle.SetGlowBoundary(0.4f);
- handle.SetGlowColor(Color::GREEN);
- handle.SetShadowColor(Vector4(0.0f, 0.0f, 0.0f, 0.4f));
+ const char* fragmentShader = SHADER_DISTANCE_FIELD_EFFECT_FRAG.data();
- // TODO: find a way to set the shadow offset in texel coordinates instead of UVs.
- handle.SetShadowOffset(Vector2(0.05f, 0.05f));
+ Property::Map map;
- // Default:
- handle.SetOutline(false);
- handle.SetGlow(false);
- handle.SetShadow(false);
+ Property::Map customShader;
- return handle;
+ std::string fragmentShaderString;
+ fragmentShaderString.reserve(strlen(fragmentShaderPrefix) + strlen(fragmentShader));
+ fragmentShaderString.append(fragmentShaderPrefix);
+ fragmentShaderString.append(fragmentShader);
-}
-
-void DistanceFieldEffect::SetGlowColor(const Vector4& color)
-{
- SetUniform(GLOW_COLOR_PROPERTY_NAME, color);
-}
-
-void DistanceFieldEffect::SetGlow(bool glowEnable)
-{
- const float a = glowEnable ? 1.0f : 0.0f;
- SetUniform(GLOW_ENABLE_PROPERTY_NAME, a);
-}
-
-void DistanceFieldEffect::SetGlowBoundary(float glowBoundary)
-{
- SetUniform(GLOW_BOUNDARY_PROPERTY_NAME, glowBoundary);
-}
-
-void DistanceFieldEffect::SetOutline(bool outlineEnable)
-{
- const float a = outlineEnable ? 1.0f : 0.0f;
- SetUniform(OUTLINE_ENABLE_PROPERTY_NAME, a);
-}
-
-void DistanceFieldEffect::SetOutlineColor(const Vector4& color)
-{
- SetUniform(OUTLINECOLOR_PROPERTY_NAME, color);
-}
-
-void DistanceFieldEffect::SetOutlineParams(const Vector2& outlineParams)
-{
- SetUniform(OUTLINE_SIZE_PROPERTY_NAME, outlineParams);
-}
-
-void DistanceFieldEffect::SetShadow(bool shadowEnable)
-{
- if (shadowEnable)
- {
- SetGlow(false);
- SetOutline(false);
- }
+ customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString;
+ customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
- const float a = shadowEnable ? 1.0f : 0.0f;
- SetUniform(SHADOW_ENABLE_PROPERTY_NAME, a);
-}
-
-void DistanceFieldEffect::SetShadowColor(const Vector4& color)
-{
- SetUniform(SHADOW_COLOR_PROPERTY_NAME, color);
-}
-
-void DistanceFieldEffect::SetShadowOffset(const Vector2& offset)
-{
- SetUniform(SHADOW_OFFSET_PROPERTY_NAME, offset);
-}
-
-void DistanceFieldEffect::SetSmoothingEdge(const float smoothing)
-{
- SetUniform(SMOOTHING_PROPERTY_NAME, smoothing);
-}
-
-const std::string& DistanceFieldEffect::GetColorPropertyName() const
-{
- return COLOR_PROPERTY_NAME;
-}
-
-const std::string& DistanceFieldEffect::GetOutlineColorPropertyName() const
-{
- return OUTLINECOLOR_PROPERTY_NAME;
-}
-
-const std::string& DistanceFieldEffect::GetShadowColorPropertyName() const
-{
- return SHADOW_COLOR_PROPERTY_NAME;
-}
-
-const std::string& DistanceFieldEffect::GetShadowOffsetPropertyName() const
-{
- return SHADOW_OFFSET_PROPERTY_NAME;
-}
-
-const std::string& DistanceFieldEffect::GetGlowColorPropertyName() const
-{
- return GLOW_COLOR_PROPERTY_NAME;
-}
-
-const std::string& DistanceFieldEffect::GetGlowBoundaryPropertyName() const
-{
- return GLOW_BOUNDARY_PROPERTY_NAME;
-}
-
-const std::string& DistanceFieldEffect::GetOutlineSizePropertyName() const
-{
- return OUTLINE_SIZE_PROPERTY_NAME;
-}
-
-const std::string& DistanceFieldEffect::GetOutlineEnablePropertyName() const
-{
- return OUTLINE_ENABLE_PROPERTY_NAME;
-}
-
-const std::string& DistanceFieldEffect::GetGlowEnablePropertyName() const
-{
- return GLOW_ENABLE_PROPERTY_NAME;
-}
-
-const std::string& DistanceFieldEffect::GetShadowEnablePropertyName() const
-{
- return SHADOW_ENABLE_PROPERTY_NAME;
-}
-
-const std::string& DistanceFieldEffect::GetSmoothingPropertyName() const
-{
- return SMOOTHING_PROPERTY_NAME;
+ map[Toolkit::Visual::Property::SHADER] = customShader;
+ return map;
}
} // namespace Toolkit