#define DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H
/*
- * Copyright (c) 2019 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/object/property-map.h>
+#include <string.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
/**
* Creates a new DistanceFieldEffect
*
*/
inline Dali::Property::Map CreateDistanceFieldEffect()
{
- const char* fragmentShaderPrefix( "#extension GL_OES_standard_derivatives : enable\n" );
-
- const char* fragmentShader( DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- \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
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- \n
- void main()\n
- {\n
- // sample distance field\n
- mediump float smoothing = 0.5;\n
-
- mediump float distance = texture2D(sTexture, vTexCoord).a;\n
- mediump float smoothWidth = fwidth(distance);\n
- mediump float alphaFactor = smoothstep(smoothing - smoothWidth, smoothing + 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(smoothing - smoothWidth, smoothing + 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, smoothing, 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(smoothing - smoothWidth, smoothing + 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
- } )
- );
+ const char* fragmentShaderPrefix("#extension GL_OES_standard_derivatives : enable\n");
+
+ const char* fragmentShader(
+ "varying mediump vec2 vTexCoord;\n"
+ "\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"
+ "uniform sampler2D sTexture;\n"
+ "uniform lowp vec4 uColor;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " // sample distance field\n"
+ " mediump float smoothing = 0.5;\n"
+ " \n"
+ " mediump float distance = texture2D(sTexture, vTexCoord).a;\n"
+ " mediump float smoothWidth = fwidth(distance);\n"
+ " mediump float alphaFactor = smoothstep(smoothing - smoothWidth, smoothing + 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(smoothing - smoothWidth, smoothing + 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, smoothing, 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(smoothing - smoothWidth, smoothing + 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");
Property::Map map;
Property::Map customShader;
std::string fragmentShaderString;
- fragmentShaderString.reserve( strlen( fragmentShaderPrefix ) + strlen( fragmentShader ) );
- fragmentShaderString.append( fragmentShaderPrefix );
- fragmentShaderString.append( fragmentShader );
+ fragmentShaderString.reserve(strlen(fragmentShaderPrefix) + strlen(fragmentShader));
+ fragmentShaderString.append(fragmentShaderPrefix);
+ fragmentShaderString.append(fragmentShader);
- customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentShaderString;
- customShader[ Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
+ customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString;
+ customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
- map[ Toolkit::Visual::Property::SHADER ] = customShader;
+ map[Toolkit::Visual::Property::SHADER] = customShader;
return map;
}
-
} // namespace Toolkit
} // namespace Dali