X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Fdevel-api%2Fshader-effects%2Fdistance-field-effect.cpp;h=a05fd4a4d47b9b2fc31dd289f49137d77af5020a;hb=3890e8d5e0d6c13b7a20538b0de12125946f6d87;hp=aedd849153cfc34565528fb6f35f43da1d364a50;hpb=820c66e71516e7a25600b8b5de2e84b5d44d8ff3;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/devel-api/shader-effects/distance-field-effect.cpp b/dali-toolkit/devel-api/shader-effects/distance-field-effect.cpp index aedd849..a05fd4a 100644 --- a/dali-toolkit/devel-api/shader-effects/distance-field-effect.cpp +++ b/dali-toolkit/devel-api/shader-effects/distance-field-effect.cpp @@ -1,5 +1,5 @@ /* - * 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. @@ -12,300 +12,43 @@ * 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 -#define STRINGIFY(...) #__VA_ARGS__ +// EXTERNAL INCLUDES +#include +#include + +// INTERNAL INCLUDES +#include +#include namespace Dali { - namespace Toolkit { - -namespace -{ -// generic uniforms -const std::string COLOR_PROPERTY_NAME( "uColor" ); -const std::string SMOOTHING_PROPERTY_NAME( "uSmoothing" ); - -// outline uniforms -const std::string OUTLINE_ENABLE_PROPERTY_NAME( "uDoOutline" ); -const std::string OUTLINECOLOR_PROPERTY_NAME( "uOutlineColor" ); -const std::string OUTLINE_SIZE_PROPERTY_NAME( "uOutlineParams" ); - -// glow related -const std::string GLOW_ENABLE_PROPERTY_NAME( "uDoGlow" ); -const std::string GLOW_COLOR_PROPERTY_NAME( "uGlowColor" ); -const std::string GLOW_BOUNDARY_PROPERTY_NAME( "uGlowBoundary" ); - -// shadow related -const std::string SHADOW_ENABLE_PROPERTY_NAME( "uDoShadow" ); -const std::string SHADOW_COLOR_PROPERTY_NAME( "uShadowColor" ); -const std::string SHADOW_OFFSET_PROPERTY_NAME( "uShadowOffset" ); -} // namespace - -DistanceFieldEffect::DistanceFieldEffect() -{ -} - -//Call the Parent copy constructor to add reference to the implementation for this object -DistanceFieldEffect::DistanceFieldEffect(ShaderEffect handle) -:ShaderEffect(handle) -{ -} - -DistanceFieldEffect::~DistanceFieldEffect() +Dali::Property::Map CreateDistanceFieldEffect() { -} - -DistanceFieldEffect DistanceFieldEffect::New() -{ - std::string fragmentShaderPrefix( - "#extension GL_OES_standard_derivatives : enable\n" - "\n" - ); - - std::string fragmentShader( - "uniform mediump float uSmoothing;\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" - "void main()\n" - "{\n" - " // sample distance field\n" - " mediump float distance = texture2D(sTexture, vTexCoord).a;\n" - " mediump float smoothWidth = fwidth(distance);\n" - " mediump float alphaFactor = smoothstep(uSmoothing - smoothWidth, uSmoothing + 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(uSmoothing - smoothWidth, uSmoothing + 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, uSmoothing, 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(uSmoothing - smoothWidth, uSmoothing + 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" - ); - - // Create the implementation, temporarily owned on stack - Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::NewWithPrefix("", "", - fragmentShaderPrefix, fragmentShader, - Dali::GeometryType( GEOMETRY_TYPE_IMAGE ), - ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING)); - - /* Pass ownership to DistanceFieldEffect through overloaded constructor, So that it now has access to the - Dali::ShaderEffect implementation */ - - // TODO: move default values to... Constants? - Dali::Toolkit::DistanceFieldEffect handle( shaderEffect ); + const char* fragmentShaderPrefix("#extension GL_OES_standard_derivatives : enable\n"); - handle.SetSmoothingEdge(0.5f); - handle.SetOutlineColor(Color::BLACK); - handle.SetOutlineParams(Vector2(0.51f, 0.0f)); - handle.SetGlowBoundary(0.4f); - handle.SetGlowColor(Color::GREEN); - handle.SetShadowColor(Vector4(0.0f, 0.0f, 0.0f, 0.4f)); + const char* fragmentShader = SHADER_DISTANCE_FIELD_EFFECT_FRAG.data(); - // TODO: find a way to set the shadow offset in texel coordinates instead of UVs. - handle.SetShadowOffset(Vector2(0.05f, 0.05f)); + Property::Map map; - // Default: - handle.SetOutline(false); - handle.SetGlow(false); - handle.SetShadow(false); + Property::Map customShader; - return handle; + std::string fragmentShaderString; + fragmentShaderString.reserve(strlen(fragmentShaderPrefix) + strlen(fragmentShader)); + fragmentShaderString.append(fragmentShaderPrefix); + fragmentShaderString.append(fragmentShader); -} - -void DistanceFieldEffect::SetGlowColor(const Vector4& color) -{ - SetUniform(GLOW_COLOR_PROPERTY_NAME, color); -} - -void DistanceFieldEffect::SetGlow(bool glowEnable) -{ - const float a = glowEnable ? 1.0f : 0.0f; - SetUniform(GLOW_ENABLE_PROPERTY_NAME, a); -} - -void DistanceFieldEffect::SetGlowBoundary(float glowBoundary) -{ - SetUniform(GLOW_BOUNDARY_PROPERTY_NAME, glowBoundary); -} - -void DistanceFieldEffect::SetOutline(bool outlineEnable) -{ - const float a = outlineEnable ? 1.0f : 0.0f; - SetUniform(OUTLINE_ENABLE_PROPERTY_NAME, a); -} - -void DistanceFieldEffect::SetOutlineColor(const Vector4& color) -{ - SetUniform(OUTLINECOLOR_PROPERTY_NAME, color); -} - -void DistanceFieldEffect::SetOutlineParams(const Vector2& outlineParams) -{ - SetUniform(OUTLINE_SIZE_PROPERTY_NAME, outlineParams); -} - -void DistanceFieldEffect::SetShadow(bool shadowEnable) -{ - if (shadowEnable) - { - SetGlow(false); - SetOutline(false); - } + customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString; + customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT; - const float a = shadowEnable ? 1.0f : 0.0f; - SetUniform(SHADOW_ENABLE_PROPERTY_NAME, a); -} - -void DistanceFieldEffect::SetShadowColor(const Vector4& color) -{ - SetUniform(SHADOW_COLOR_PROPERTY_NAME, color); -} - -void DistanceFieldEffect::SetShadowOffset(const Vector2& offset) -{ - SetUniform(SHADOW_OFFSET_PROPERTY_NAME, offset); -} - -void DistanceFieldEffect::SetSmoothingEdge(const float smoothing) -{ - SetUniform(SMOOTHING_PROPERTY_NAME, smoothing); -} - -const std::string& DistanceFieldEffect::GetColorPropertyName() const -{ - return COLOR_PROPERTY_NAME; -} - -const std::string& DistanceFieldEffect::GetOutlineColorPropertyName() const -{ - return OUTLINECOLOR_PROPERTY_NAME; -} - -const std::string& DistanceFieldEffect::GetShadowColorPropertyName() const -{ - return SHADOW_COLOR_PROPERTY_NAME; -} - -const std::string& DistanceFieldEffect::GetShadowOffsetPropertyName() const -{ - return SHADOW_OFFSET_PROPERTY_NAME; -} - -const std::string& DistanceFieldEffect::GetGlowColorPropertyName() const -{ - return GLOW_COLOR_PROPERTY_NAME; -} - -const std::string& DistanceFieldEffect::GetGlowBoundaryPropertyName() const -{ - return GLOW_BOUNDARY_PROPERTY_NAME; -} - -const std::string& DistanceFieldEffect::GetOutlineSizePropertyName() const -{ - return OUTLINE_SIZE_PROPERTY_NAME; -} - -const std::string& DistanceFieldEffect::GetOutlineEnablePropertyName() const -{ - return OUTLINE_ENABLE_PROPERTY_NAME; -} - -const std::string& DistanceFieldEffect::GetGlowEnablePropertyName() const -{ - return GLOW_ENABLE_PROPERTY_NAME; -} - -const std::string& DistanceFieldEffect::GetShadowEnablePropertyName() const -{ - return SHADOW_ENABLE_PROPERTY_NAME; -} - -const std::string& DistanceFieldEffect::GetSmoothingPropertyName() const -{ - return SMOOTHING_PROPERTY_NAME; + map[Toolkit::Visual::Property::SHADER] = customShader; + return map; } } // namespace Toolkit