#define DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H
/*
- * Copyright (c) 2020 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.
// EXTERNAL INCLUDES
#include <dali/public-api/actors/actor.h>
-#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/object/property-map.h>
-#include <dali/public-api/rendering/shader.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
namespace Dali
{
* @param[in] actor The actor that registers the uniform properties
* @param[in] numBlurSamples Number of samples used by the shader
*/
-inline void SetMotionBlurProperties(Actor& actor, unsigned int numBlurSamples = 8)
-{
- 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();
-}
+DALI_TOOLKIT_API void SetMotionBlurProperties(Actor& actor, unsigned int numBlurSamples = 8);
/**
* @brief Create a new MotionBlurEffect
*
* @return The newly created Property::Map with the motion blur effect
*/
-inline Property::Map CreateMotionBlurEffect()
-{
- std::string vertexSource;
- vertexSource =
- "precision mediump float;\n"
-
- "attribute vec2 aPosition;\n"
-
- "uniform mat4 uMvpMatrix;\n"
- "uniform mat4 uModelView;\n"
- "uniform mat4 uViewMatrix;\n"
- "uniform mat4 uProjection;\n"
- "uniform vec3 uSize;\n"
-
- "uniform mat4 uModelLastFrame;\n"
- "float timeDelta = 0.0167;\n"
-
- "uniform float uGeometryStretchFactor;\n"
- "uniform float uSpeedScalingFactor;\n"
-
- // outputs
- "varying vec2 vModelSpaceCenterToPos;\n"
- "varying vec2 vScreenSpaceVelocityVector;\n"
- "varying float vSpeed;\n"
- "varying vec2 vTexCoord;\n"
-
- "void main()\n"
- "{\n"
- // get view space position of vertex this frame and last frame
- " vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n"
- " vertexPosition.xyz *= uSize;\n"
-
- " vec4 viewSpaceVertex = uModelView * vertexPosition;\n"
- " vec4 viewSpaceVertexLastFrame = (uViewMatrix * uModelLastFrame) * vertexPosition;\n"
- " float reciprocalTimeDelta = 1.0 / timeDelta;\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 * vertexPosition;\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(vertexPosition.xy, 0.0, 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 = viewSpaceVertex.xy;\n"
-
- " vec2 texCoord = aPosition + vec2(0.5);"
- " vTexCoord = texCoord;\n"
- "}\n";
-
- std::string fragmentSource;
- fragmentSource =
- "precision mediump float;\n"
-
- "uniform sampler2D sTexture;\n"
- "uniform vec4 uColor;\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"
- "varying vec2 vTexCoord;\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 = fadeToEdgesScale;//colActor.a * fadeToEdgesScale;\n" // fade blurred actor to its edges based on speed of motion
- " gl_FragColor *= uColor;\n"
- "}\n";
-
- Property::Map map;
-
- Property::Map customShader;
- customShader[Visual::Shader::Property::VERTEX_SHADER] = vertexSource;
- customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentSource;
-
- customShader[Visual::Shader::Property::SUBDIVIDE_GRID_X] = 10;
- customShader[Visual::Shader::Property::SUBDIVIDE_GRID_Y] = 10;
-
- customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
-
- map[Toolkit::Visual::Property::SHADER] = customShader;
- return map;
-}
+DALI_TOOLKIT_API Property::Map CreateMotionBlurEffect();
} // namespace Toolkit