/*
- * 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/motion-blur-effect.h>
// EXTERNAL INCLUDES
-#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/rendering/shader.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
-{
-
-const std::string MOTION_BLUR_TEXCOORD_SCALE_PROPERTY_NAME( "uBlurTexCoordScale" );
-const std::string MOTION_BLUR_GEOM_STRETCH_SCALING_FACTOR_PROPERTY_NAME( "uGeometryStretchFactor" );
-const std::string MOTION_BLUR_SPEED_SCALING_FACTOR_PROPERTY_NAME( "uSpeedScalingFactor" );
-const std::string MOTION_BLUR_OBJECT_FADE_START_PROPERTY_NAME( "uObjectFadeStart" );
-const std::string MOTION_BLUR_OBJECT_FADE_END_PROPERTY_NAME( "uObjectFadeEnd" );
-const std::string MOTION_BLUR_ALPHA_SCALE_PROPERTY_NAME( "uAlphaScale" );
-const std::string MOTION_BLUR_NUM_SAMPLES_NAME( "uNumSamples" );
-const std::string MOTION_BLUR_RECIP_NUM_SAMPLES_NAME( "uRecipNumSamples" );
-const std::string MOTION_BLUR_RECIP_NUM_SAMPLES_MINUS_ONE_NAME( "uRecipNumSamplesMinusOne" );
-const std::string MOTION_BLUR_MODEL_LASTFRAME( "uModelLastFrame" ); ///< Matrix
-
-////////////////////////////////////////////////////
-//
-// Motion blur shader / actor tweaking parameters
-//
-
-const unsigned int MOTION_BLUR_NUM_SAMPLES = 8;
-
-// half width and half height respectively of actor, corresponding to values in vertex attribute stream
-// TODO: Note that these values work for normal image actor (verts +/- 0.5) but a grid or a nine square seems to have verts in pixel space (e.g. 256,256). Need to fix this somehow,
-// either in Dali or by passing uniforms which we can use to 'normalise' the verts in the vertex shader
-const Vector2 MOTION_BLUR_ACTOR_VERTEX( 0.5f, 0.5f );
-
-const float MOTION_BLUR_TEXCOORD_SCALE = 0.125f; // stretch texture reads along velocity vector, larger number means reads spaced further apart
-const float MOTION_BLUR_GEOM_STRETCH_SCALING_FACTOR = 0.05f; // scaling factor for how much to stretch actor geom as it moves
-const float MOTION_BLUR_SPEED_SCALING_FACTOR = 0.5f; // scales the speed, producing a number affecting how much the actor blurs & fades at the edges
-
-const Vector2 MOTION_BLUR_OBJECT_FADE_END( MOTION_BLUR_ACTOR_VERTEX ); // distance from center at which actor fully fades to zero alpha
-const Vector2 MOTION_BLUR_OBJECT_FADE_START( MOTION_BLUR_OBJECT_FADE_END * 0.5f ); // distance from center at which actor start to fade from full alpha
-
-const float MOTION_BLUR_ALPHA_SCALE = 0.75f; // global scaler applied to actor alpha as it is blurred + moving
-
-} // namespace
-
-
-MotionBlurEffect::MotionBlurEffect()
-{
-}
-
-//Call the Parent copy constructor to add reference to the implementation for this object
-MotionBlurEffect::MotionBlurEffect( ShaderEffect handle )
-:ShaderEffect( handle )
-{
-}
-
-MotionBlurEffect::~MotionBlurEffect()
-{
-}
-
-MotionBlurEffect MotionBlurEffect::Apply( RenderableActor renderable )
-{
- MotionBlurEffect newEffect = New( MOTION_BLUR_NUM_SAMPLES );
- renderable.SetShaderEffect( newEffect );
-
- Dali::Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_BLUR_MODEL_LASTFRAME );
-
- Constraint constraint = Constraint::New<Matrix>( newEffect, uModelProperty, EqualToConstraint() );
- constraint.AddSource( Source( renderable, Actor::Property::WORLD_MATRIX ) );
-
- // and set up constraint.
+void SetMotionBlurProperties(Actor& actor, unsigned int numBlurSamples)
+{
+ actor.RegisterProperty("uBlurTexCoordScale", 0.125f);
+ actor.RegisterProperty("uGeometryStretchFactor", 0.05f);
+ actor.RegisterProperty("uSpeedScalingFactor", 0.5f);
+ actor.RegisterProperty("uObjectFadeStart", Vector2(0.25f, 0.25f));
+ actor.RegisterProperty("uObjectFadeEnd", Vector2(0.5f, 0.5f));
+ actor.RegisterProperty("uAlphaScale", 0.75f);
+ actor.RegisterProperty("uNumSamples", static_cast<float>(numBlurSamples));
+ actor.RegisterProperty("uRecipNumSamples", 1.0f / static_cast<float>(numBlurSamples));
+ actor.RegisterProperty("uRecipNumSamplesMinusOne", 1.0f / static_cast<float>(numBlurSamples - 1.0f));
+ Property::Index uModelProperty = actor.RegisterProperty("uModelLastFrame", Matrix::IDENTITY);
+
+ Constraint constraint = Constraint::New<Matrix>(actor, uModelProperty, EqualToConstraint());
+ constraint.AddSource(Source(actor, Actor::Property::WORLD_MATRIX));
constraint.Apply();
- return newEffect;
-}
-
-MotionBlurEffect MotionBlurEffect::New()
-{
- return New( MOTION_BLUR_NUM_SAMPLES );
}
-MotionBlurEffect MotionBlurEffect::New( unsigned int numBlurSamples )
+Property::Map CreateMotionBlurEffect()
{
- // Dali vertexSource prefix for reference:
- // precision highp float;
- // attribute vec3 aPosition;
- // attribute vec2 aTexCoord;
- // uniform mat4 uMvpMatrix;
- // uniform mat4 uModelView;
- // uniform mat3 uNormalMatrix;
- // uniform mat4 uProjection;
- // uniform vec4 uColor;
- // varying vec2 vTexCoord;
- std::string vertexSource;
- vertexSource =
- "precision mediump float;\n"
- "uniform mat4 uModelLastFrame;\n"
- "uniform float uTimeDelta;\n"
-
- "uniform float uGeometryStretchFactor;\n"
- "uniform float uSpeedScalingFactor;\n"
-
- // outputs
- "varying vec2 vModelSpaceCenterToPos;\n"
- "varying vec2 vScreenSpaceVelocityVector;\n"
- "varying float vSpeed;\n"
-
- "void main()\n"
- "{\n"
- // get view space position of vertex this frame and last frame
- " vec4 vertex = vec4(aPosition, 1.0);\n"
- " vec4 viewSpaceVertex = uModelView * vertex;\n"
- " vec4 viewSpaceVertexLastFrame = (uViewMatrix * uModelLastFrame) * vertex;\n"
- " float reciprocalTimeDelta = 1.0 / ((uTimeDelta > 0.0) ? uTimeDelta : 0.01);\n"
-
- // work out vertex's last movement in view space
- " vec3 viewSpacePosDelta = viewSpaceVertex.xyz - viewSpaceVertexLastFrame.xyz;\n"
-
- // get clip space position of vertex this frame and last frame
- " vec4 clipSpaceVertex = uMvpMatrix * vertex;\n"
- " vec4 clipSpaceVertexLastFrame = uProjection * viewSpaceVertexLastFrame;\n"
-
- // decide how much this vertex is 'trailing', i.e. at the back of the object relative to its direction of motion. We do this
- // by assuming the objects model space origin is at its center and taking the dot product of the vector from center to vertex with the motion direction
- " float t = 0.0;\n"
- " float posDeltaLength = length(viewSpacePosDelta);\n"
- " if(posDeltaLength > 0.001)\n" // avoid div by 0 if object has barely moved
- " {\n"
- " vec4 viewSpaceCenterToPos = uModelView * vec4(aPosition, 0.0);\n"
- " float centerToVertexDist = length(viewSpaceCenterToPos);\n"
- " if(centerToVertexDist > 0.001)\n" // avoid div by 0 if object has vertex at model space origin
- " {\n"
- " vec3 viewSpacePosDeltaNormalised = viewSpacePosDelta / posDeltaLength;\n"
- " vec3 viewSpaceCenterToPosNormalised = viewSpaceCenterToPos.xyz / centerToVertexDist;\n"
- " t = (dot(viewSpacePosDeltaNormalised, viewSpaceCenterToPosNormalised) * 0.5 ) + 0.5;\n" // scale and bias from [-1..1] to [0..1]
- " }\n"
- " }\n"
- // output vertex position lerped with its last position, based on how much it is trailing,
- // this stretches the geom back along where it has just been, giving a warping effect
- // Note: we must take account of time delta to convert position delta into a velocity, so changes are smooth (take into account frame time correctly)
- " gl_Position = mix(clipSpaceVertexLastFrame, clipSpaceVertex, t * uGeometryStretchFactor * reciprocalTimeDelta);\n"
-
- // work out vertex's last movement in normalised device coordinates [-1..1] space, i.e. perspective divide
- " vec2 ndcVertex = clipSpaceVertex.xy / clipSpaceVertex.w;\n"
- " vec2 ndcVertexLastFrame = clipSpaceVertexLastFrame.xy / clipSpaceVertexLastFrame.w;\n"
- // scale and bias so that a value of 1.0 corresponds to screen size (NDC is [-1..1] = 2)
- " vScreenSpaceVelocityVector = ((ndcVertex - ndcVertexLastFrame) * 0.5 * reciprocalTimeDelta);\n"
- " vScreenSpaceVelocityVector.y = -vScreenSpaceVelocityVector.y;\n" // TODO negated due to y being inverted in our coordinate system?
- // calculate a scaling factor proportional to velocity, which we can use to tweak how things look
- " vSpeed = length(vScreenSpaceVelocityVector) * uSpeedScalingFactor;\n"
- " vSpeed = clamp(vSpeed, 0.0, 1.0);\n"
-
- // provide fragment shader with vector from center of object to pixel (assumes the objects model space origin is at its center and verts have same z)
- " vModelSpaceCenterToPos = aPosition.xy;\n"
-
- " vTexCoord = aTexCoord;\n"
- "}\n";
-
-
- // Dali fragmentSource prefix for reference:
- // precision highp float;
- // uniform sampler2D sTexture;
- // uniform sampler2D sEffect;
- // uniform vec4 uColor;
- // varying vec2 vTexCoord;
- std::string fragmentSource;
- fragmentSource =
- "precision mediump float;\n"
- "uniform vec2 uObjectFadeStart;\n"
- "uniform vec2 uObjectFadeEnd;\n"
- "uniform float uAlphaScale;\n"
- "uniform float uBlurTexCoordScale;\n"
- "uniform float uNumSamples;\n"
- "uniform float uRecipNumSamples;\n"
- "uniform float uRecipNumSamplesMinusOne;\n"
- // inputs
- "varying vec2 vModelSpaceCenterToPos;\n"
- "varying vec2 vScreenSpaceVelocityVector;\n"
- "varying float vSpeed;\n"
-
- "void main()\n"
- "{\n"
- // calculate an alpha value that will fade the object towards its extremities, we need this to avoid an unsightly hard edge between color values of
- // the blurred object and the unblurred background. Use smoothstep also to hide any hard edges (discontinuities) in rate of change of this alpha gradient
- " vec2 centerToPixel = abs(vModelSpaceCenterToPos);\n"
- " vec2 fadeToEdges = smoothstep(0.0, 1.0, 1.0 - ((centerToPixel - uObjectFadeStart) / (uObjectFadeEnd - uObjectFadeStart)));\n"
- " float fadeToEdgesScale = fadeToEdges.x * fadeToEdges.y * uAlphaScale;\n" // apply global scaler
- " fadeToEdgesScale = mix(1.0, fadeToEdgesScale, vSpeed);\n" // fade proportional to speed, so opaque when at rest
-
- // scale velocity vector by user requirements
- " vec2 velocity = vScreenSpaceVelocityVector * uBlurTexCoordScale;\n"
-
- // standard actor texel
- " vec4 colActor = texture2D(sTexture, vTexCoord);\n"
-
- // blurred actor - gather texture samples from the actor texture in the direction of motion
- " vec4 col = colActor * uRecipNumSamples;\n"
- " for(float i = 1.0; i < uNumSamples; i += 1.0)\n"
- " {\n"
- " float t = i * uRecipNumSamplesMinusOne;\n"
- " col += texture2D(sTexture, vTexCoord + (velocity * t)) * uRecipNumSamples;\n"
- " }\n"
- " gl_FragColor = mix(colActor, col, vSpeed);\n" // lerp blurred and non-blurred actor based on speed of motion
- " gl_FragColor.a = colActor.a * fadeToEdgesScale;\n" // fade blurred actor to its edges based on speed of motion
- " gl_FragColor *= uColor;\n"
- "}\n";
-
- // NOTE: we must turn on alpha blending for the actor (HINT_BLENDING)
- ShaderEffect shader = ShaderEffect::New( vertexSource, fragmentSource,
- GEOMETRY_TYPE_IMAGE,
- ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID) );
+ Property::Map map;
- MotionBlurEffect handle( shader );
+ Property::Map customShader;
+ customShader[Visual::Shader::Property::VERTEX_SHADER] = SHADER_MOTION_BLUR_EFFECT_VERT.data();
+ customShader[Visual::Shader::Property::FRAGMENT_SHADER] = SHADER_MOTION_BLUR_EFFECT_FRAG.data();
+ customShader[Visual::Shader::Property::SUBDIVIDE_GRID_X] = 10;
+ customShader[Visual::Shader::Property::SUBDIVIDE_GRID_Y] = 10;
- //////////////////////////////////////
- // Register uniform properties
- //
- //
+ customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
- // factors that scale the look, defaults
- handle.SetUniform( MOTION_BLUR_TEXCOORD_SCALE_PROPERTY_NAME, MOTION_BLUR_TEXCOORD_SCALE );
- handle.SetUniform( MOTION_BLUR_GEOM_STRETCH_SCALING_FACTOR_PROPERTY_NAME, MOTION_BLUR_GEOM_STRETCH_SCALING_FACTOR );
- handle.SetUniform( MOTION_BLUR_SPEED_SCALING_FACTOR_PROPERTY_NAME, MOTION_BLUR_SPEED_SCALING_FACTOR );
- handle.SetUniform( MOTION_BLUR_OBJECT_FADE_START_PROPERTY_NAME, MOTION_BLUR_OBJECT_FADE_START );
- handle.SetUniform( MOTION_BLUR_OBJECT_FADE_END_PROPERTY_NAME, MOTION_BLUR_OBJECT_FADE_END );
- handle.SetUniform( MOTION_BLUR_ALPHA_SCALE_PROPERTY_NAME, MOTION_BLUR_ALPHA_SCALE );
- handle.SetUniform( MOTION_BLUR_NUM_SAMPLES_NAME, static_cast<float>( MOTION_BLUR_NUM_SAMPLES ) );
- handle.SetUniform( MOTION_BLUR_RECIP_NUM_SAMPLES_NAME, 1.0f / static_cast<float>( MOTION_BLUR_NUM_SAMPLES ) );
- handle.SetUniform( MOTION_BLUR_RECIP_NUM_SAMPLES_MINUS_ONE_NAME, 1.0f / static_cast<float>( MOTION_BLUR_NUM_SAMPLES - 1.0f ) );
- handle.SetUniform( MOTION_BLUR_MODEL_LASTFRAME, Matrix::IDENTITY );
-
- return handle;
-}
-
-MotionBlurEffect MotionBlurEffect::DownCast( ShaderEffect shaderEffect )
-{
- MotionBlurEffect handle = shaderEffect;
- return handle;
-}
-
-void MotionBlurEffect::SetNumSamples( int numSamples )
-{
- SetUniform( MOTION_BLUR_NUM_SAMPLES_NAME, static_cast<float>( numSamples ) );
- SetUniform( MOTION_BLUR_RECIP_NUM_SAMPLES_NAME, 1.0f / static_cast<float>( numSamples ) );
- SetUniform( MOTION_BLUR_RECIP_NUM_SAMPLES_MINUS_ONE_NAME, 1.0f / static_cast<float>( numSamples - 1.0f ) );
-}
-
-void MotionBlurEffect::SetTexcoordScale( float texcoordScale )
-{
- SetUniform( MOTION_BLUR_TEXCOORD_SCALE_PROPERTY_NAME, texcoordScale );
-}
-
-void MotionBlurEffect::SetGeometryStretchFactor( float scalingFactor )
-{
- SetUniform( MOTION_BLUR_GEOM_STRETCH_SCALING_FACTOR_PROPERTY_NAME, scalingFactor );
-}
-
-void MotionBlurEffect::SetSpeedScalingFactor( float scalingFactor )
-{
- SetUniform( MOTION_BLUR_SPEED_SCALING_FACTOR_PROPERTY_NAME, scalingFactor );
-}
-
-void MotionBlurEffect::SetObjectFadeStart( Vector2 displacement )
-{
- SetUniform( MOTION_BLUR_OBJECT_FADE_START_PROPERTY_NAME, displacement );
-}
-
-void MotionBlurEffect::SetObjectFadeEnd( Vector2 displacement )
-{
- SetUniform( MOTION_BLUR_OBJECT_FADE_END_PROPERTY_NAME, displacement );
-}
-
-void MotionBlurEffect::SetAlphaScale( float alphaScale )
-{
- SetUniform( MOTION_BLUR_ALPHA_SCALE_PROPERTY_NAME, alphaScale );
-}
-
-const std::string& MotionBlurEffect::GetTexcoordScalePropertyName() const
-{
- return MOTION_BLUR_TEXCOORD_SCALE_PROPERTY_NAME;
-}
-
-const std::string& MotionBlurEffect::GetGeometryStretchFactorPropertyName() const
-{
- return MOTION_BLUR_GEOM_STRETCH_SCALING_FACTOR_PROPERTY_NAME;
-}
-
-const std::string& MotionBlurEffect::GetSpeedScalingFactorPropertyName() const
-{
- return MOTION_BLUR_SPEED_SCALING_FACTOR_PROPERTY_NAME;
+ map[Toolkit::Visual::Property::SHADER] = customShader;
+ return map;
}
-const std::string& MotionBlurEffect::GetObjectFadeStartPropertyName() const
-{
- return MOTION_BLUR_OBJECT_FADE_START_PROPERTY_NAME;
-}
-
-const std::string& MotionBlurEffect::GetObjectFadeEndPropertyName() const
-{
- return MOTION_BLUR_OBJECT_FADE_END_PROPERTY_NAME;
-}
-
-const std::string& MotionBlurEffect::GetAlphaScalePropertyName() const
-{
- return MOTION_BLUR_ALPHA_SCALE_PROPERTY_NAME;
-}
-
-}
-
-}
+} // namespace Toolkit
+} // namespace Dali