{
/**
+ * @brief Creates a new OverlayEffect
+ *
* OverlayEffect is used to apply an overlay image to the actor.
* Typically overlay images should be the same size as the main image being viewed, but this isn't essential.
*
* Usage example:
*
* ImageActor actor = ImageActor::New( Image( EXAMPLE_IMAGE_PATH ) );
- * OverlayEffect overlayEffect = OverlayEffect::New( Image::New( OVERLAY_IMAGE_PATH ) );
+ * ShaderEffect overlayEffect = CreateOverlayEffect( Image::New( OVERLAY_IMAGE_PATH ) );
* actor.SetShaderEffect( overlayEffect );
+ *
+ * @param[in] overlayImage The image to overlay on top of the actor
+ * @return A handle to a newly allocated ShaderEffect
*/
-class DALI_IMPORT_API OverlayEffect : public ShaderEffect
+inline ShaderEffect CreateOverlayEffect(Image overlayImage)
{
-public:
-
- /**
- * Create an empty OverlayEffect handle.
- */
- OverlayEffect();
-
- /**
- * @brief Destructor
- *
- * This is non-virtual since derived Handle types must not contain data or virtual methods.
- */
- ~OverlayEffect();
+ // (Target > 0.5) * (1 - (1-2*(Target-0.5)) * (1-Blend)) + (Target <= 0.5) * ((2*Target) * Blend)
+ const char* OVERLAY_FRAGMENT_SHADER_SOURCE =
+ "void main()\n"
+ "{\n"
+ " lowp vec4 target = texture2D(sTexture, vTexCoord);\n"
+ " lowp vec4 overlay = texture2D(sEffect, vTexCoord);\n"
+ " if ( length( target.rgb ) > 0.5 )\n"
+ " {\n"
+ " gl_FragColor = vec4( mix( target.rgb, 1.0 - ( 1.0 - 2.0 * ( target.rgb - 0.5 ) ) * ( 1.0 - overlay.rgb ), overlay.a ), min( 1.0, target.a + overlay.a ) );\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " gl_FragColor = vec4( mix( target.rgb, 2.0 * target.rgb * overlay.rgb, overlay.a ), target.a + overlay.a );\n"
+ " }\n"
+ "}\n";
- /**
- * Create a OverlayEffect.
- * @return A handle to a newly allocated OverlayEffect.
- */
- static OverlayEffect New( Image overlayImage );
+ ShaderEffect shaderEffect = ShaderEffect::New(
+ "", // Use default
+ OVERLAY_FRAGMENT_SHADER_SOURCE,
+ ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
-private: // Not intended for application developers
+ shaderEffect.SetEffectImage( overlayImage );
- DALI_INTERNAL OverlayEffect( ShaderEffect handle );
-};
+ return shaderEffect;
+}
} // namespace Toolkit