X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Fdevel-api%2Fshader-effects%2Fdistance-field-effect.h;h=b963693841e96798241adf0328a948d976582824;hb=5178b0e51437699c0e2196c88712a79032a2732b;hp=3a4dba0397fb38ae482467a1a9238b1c39b53476;hpb=c3f7ea6cb0c0b75c2276193aff88b5c7a679a2d5;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/devel-api/shader-effects/distance-field-effect.h b/dali-toolkit/devel-api/shader-effects/distance-field-effect.h index 3a4dba0..b963693 100644 --- a/dali-toolkit/devel-api/shader-effects/distance-field-effect.h +++ b/dali-toolkit/devel-api/shader-effects/distance-field-effect.h @@ -1,8 +1,8 @@ -#ifndef __DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H__ -#define __DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H__ +#ifndef DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H +#define DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -19,23 +19,23 @@ */ // EXTERNAL INCLUDES -#include +#include +#include + +// INTERNAL INCLUDES +#include namespace Dali { - namespace Toolkit { - /** * Creates a new DistanceFieldEffect * * DistanceFieldEffect is a custom shader effect to achieve distance field on Image actors * - * Animatable/Constrainable uniforms: + * Animatable/Constrainable uniforms - These will need to be registered to the actor as a custom property to take into effect: * - * "uSmoothing" - Soft edge smoothing. Specify the distance field value for the center of the edge. - * "uDoGlow" - The glow state. If true, glow is enabled * "uGlowBoundary" - The glow boundary factor * "uGlowColor" - The glow color multiplier @@ -50,138 +50,130 @@ namespace Toolkit * First value [0-1] Specifies the distance field value for the center of the outline. * Second value [0-1] Specifies the softness/width/anti-aliasing of the outlines inner edge. * - * @return A handle to a newly allocated ShaderEffect + * @return The newly created Property::Map with the distance field effect */ -inline ShaderEffect CreateDistanceFieldEffect() +inline Dali::Property::Map CreateDistanceFieldEffect() { - 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, - GeometryType( GEOMETRY_TYPE_IMAGE ), - ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING)); - - shaderEffect.SetUniform("uSmoothing",0.5f); - shaderEffect.SetUniform("uOutlineColor",Color::BLACK); - shaderEffect.SetUniform("uOutlineParams",Vector2(0.51f, 0.0f)); - shaderEffect.SetUniform("uGlowBoundary",0.4f); - shaderEffect.SetUniform("uGlowColor",Color::GREEN); - shaderEffect.SetUniform("uShadowColor",Vector4(0.0f, 0.0f, 0.0f, 0.4f)); - - // TODO: find a way to set the shadow offset in texel coordinates instead of UVs. - shaderEffect.SetUniform("uShadowOffset",Vector2(0.05f, 0.05f)); - - // Default: - shaderEffect.SetUniform("uDoOutline",false); - shaderEffect.SetUniform("uDoGlow",false); - shaderEffect.SetUniform("uDoShadow",false); - - return shaderEffect; + const char* fragmentShaderPrefix("#extension GL_OES_standard_derivatives : enable\n"); + + const char* fragmentShader( + "varying mediump vec2 vTexCoord;\n" + "\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" + "uniform sampler2D sTexture;\n" + "uniform lowp vec4 uColor;\n" + "\n" + "void main()\n" + "{\n" + " // sample distance field\n" + " mediump float smoothing = 0.5;\n" + " \n" + " mediump float distance = texture2D(sTexture, vTexCoord).a;\n" + " mediump float smoothWidth = fwidth(distance);\n" + " mediump float alphaFactor = smoothstep(smoothing - smoothWidth, smoothing + 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(smoothing - smoothWidth, smoothing + 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, smoothing, 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(smoothing - smoothWidth, smoothing + 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"); + + Property::Map map; + + Property::Map customShader; + + std::string fragmentShaderString; + fragmentShaderString.reserve(strlen(fragmentShaderPrefix) + strlen(fragmentShader)); + fragmentShaderString.append(fragmentShaderPrefix); + fragmentShaderString.append(fragmentShader); + + customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString; + customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT; + + map[Toolkit::Visual::Property::SHADER] = customShader; + return map; } - } // namespace Toolkit } // namespace Dali -#endif // __DALI_TOOLKIT_SHADER_EFFECT_SPOT_H__ +#endif // DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H