*
*/
+// CLASS HEADER
#include <dali-toolkit/public-api/shader-effects/motion-blur-effect.h>
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/animation/constraints.h>
+
namespace Dali
{
{
}
-MotionBlurEffect MotionBlurEffect::Apply( Actor handle )
+MotionBlurEffect MotionBlurEffect::Apply( RenderableActor renderable )
{
MotionBlurEffect newEffect = New( MOTION_BLUR_NUM_SAMPLES );
- handle.SetShaderEffect( newEffect );
+ renderable.SetShaderEffect( newEffect );
Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_BLUR_MODEL_LASTFRAME );
Constraint constraint = Constraint::New<Matrix>( uModelProperty,
- Source( handle, Actor::WORLD_MATRIX ),
+ Source( renderable, Actor::WORLD_MATRIX ),
EqualToConstraint() );
// and set up constraint.
return New( MOTION_BLUR_NUM_SAMPLES );
}
-MotionBlurEffect MotionBlurEffect::New( const unsigned int numBlurSamples )
+MotionBlurEffect MotionBlurEffect::New( unsigned int numBlurSamples )
{
// Dali vertexSource prefix for reference:
// precision highp float;
// varying vec2 vTexCoord;
std::string vertexSource;
vertexSource =
+ "precision mediump float;\n"
"uniform mat4 uModelLastFrame;\n"
"uniform float uTimeDelta;\n"
std::string fragmentSource;
fragmentSource =
"precision mediump float;\n"
-
"uniform vec2 uObjectFadeStart;\n"
"uniform vec2 uObjectFadeEnd;\n"
"uniform float uAlphaScale;\n"
"}\n";
// NOTE: we must turn on alpha blending for the actor (HINT_BLENDING)
- ShaderEffect shader = ShaderEffect::New( vertexSource,
- fragmentSource,
+ ShaderEffect shader = ShaderEffect::New( vertexSource, fragmentSource,
GEOMETRY_TYPE_IMAGE,
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID) );
}
}
-