X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Fdevel-api%2Fshader-effects%2Fmotion-blur-effect.h;h=70fd9672baecb864766ad16f2b484040996476a8;hb=027287798d9587f69151d3bf2ff5750de9671e75;hp=5455fef9bea4f59e0d832fa4ec2121ed7102ca25;hpb=f58b8383147de70affa1e3949cf1c6757d705d3c;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h b/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h index 5455fef..70fd967 100644 --- a/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h +++ b/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h @@ -2,7 +2,7 @@ #define __DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H__ /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2016 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. @@ -19,8 +19,13 @@ */ // EXTERNAL INCLUDES -#include -#include +#include +#include +#include +#include + +// INTERNAL INCLUDES +#include namespace Dali { @@ -29,185 +34,212 @@ namespace Toolkit { /** + * @brief Set the properties for the motion blur * - * Class for motion blur shader that works on a per object basis. Objects will - * blur when they move, or if the camera moves. Can be applied to ImageActor or - * TextActor only. - * - * Usage example:- + * @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( numBlurSamples ) ); + actor.RegisterProperty( "uRecipNumSamples", 1.0f / static_cast( numBlurSamples ) ); + actor.RegisterProperty( "uRecipNumSamplesMinusOne", 1.0f / static_cast( numBlurSamples - 1.0f ) ); + Property::Index uModelProperty = actor.RegisterProperty( "uModelLastFrame", Matrix::IDENTITY ); + + Constraint constraint = Constraint::New( actor, uModelProperty, EqualToConstraint() ); + constraint.AddSource( Source( actor , Actor::Property::WORLD_MATRIX ) ); + constraint.Apply(); +} + +/** + * @brief Create a new MotionBlurEffect * - * // Create shader used for doing motion blur\n - * MotionBlurEffect MotionBlurEffect = MotionBlurEffect::New(); + * Motion blur shader works on a per object basis. Objects will + * blur when they move, or if the camera moves. * - * // set actor shader to the blur one\n - * Actor Actor = Actor::New( ... );\n - * Actor.SetShaderEffect( MotionBlurEffect ); + * Animatable/Constrainable uniforms: + * "uBlurTexCoordScale" - This scales the offset for texture samples along the motion velocity vector. + * A smaller value means the samples will be spaced closer, larger value further + * apart. User should use this to get the blur to look contiguous, i.e. the blur + * texels should not be too widely spread, with gaps in between. Default 0.125. + * "uGeometryStretchFactor" - This scales the amount the geometry stretches backwards along the motion velocity + * vector. A smaller value means the geometry stretches less, larger it stretches more. + * User should use this to get the blur to 'bleed' into areas outside the physical + * bounds of the actor. We need this as the blur is only applied inside the bounds of + * the actor, but you would expect motion blur trails where the actor was previously + * but is there no longer. Default 0.05. + * "uSpeedScalingFactor" - This takes the magnitude of the motion velocity vector and scales it to produce a + * value which is used to fade the blur in / out with the speed that the actor is moving. + * As the blur fades in, more of the blur is visible and less of the original actor, and + * viceversa. This value is also used to control how much to fade the actor near the + * edges, based on the speed the actor is moving. When the actor is at rest this is not applied. + * Default 0.5. + * "uObjectFadeStart" - The displacement from the centre of the actor that the actor will start to fade towards its + * edges. This is used to prevent an unsightly hard edge between the blurred actor and the scene. + * Depends on the values of the vertices in the vertex stream. When the actor is at rest this is + * not applied. Default 0.25, which is half way towards the edge for an ImageVisual::QUAD. + * "uObjectFadeEnd" - The displacement from the centre of the actor that the actor will finish fading towards its + * edges. This is used to prevent an unsightly hard edge between the blurred actor and the scene. + * Depends on the values of the vertices in the vertex stream. When the actor is at rest this is + * not applied.Default 0.5, which is all the way towards the edge for an ImageVisual::QUAD. + * "uAlphaScale" - Global scaler applied to the alpha of the actor. Used to make the blurred actor a bit more subtle + * (helps to hide discontinuities due to limited number of texture samples) and reveal a bit of the + * background behind it as it moves. When the actor is at rest this is not applied. Default 0.75. + * "uNumSamples" - The number of texture samples to be taken. Increasing the number of samples provides better quality + * at the cost of performance. + * "uModelLastFrame" - The model to world space transformation matrix of the actor in the previous frame. * + * @return The newly created Property::Map with the motion blur effect */ -class DALI_IMPORT_API MotionBlurEffect : public ShaderEffect +inline Property::Map CreateMotionBlurEffect() { - -public: - - /** - * Create an uninitialized MotionBlurEffect; this can be initialized with MotionBlurEffect::New() - * Calling member functions with an uninitialized Dali::Object is not allowed. - */ - MotionBlurEffect(); - - /** - * @brief Destructor - * - * This is non-virtual since derived Handle types must not contain data or virtual methods. - */ - ~MotionBlurEffect(); - - /** - * Create an initialized MotionBlurEffect - * The number of texture samples taken along the motion velocity vector of the - * actor, producing the blur, is set to a default of 8. - * @return A handle to a newly allocated Dali resource. - */ - static MotionBlurEffect New(); - - /** - * Create a MotionBlurEffect and attach it to the specified actor - * The number of texture samples taken along the motion velocity vector of the - * actor, producing the blur, is set to a default of 8. - * @param renderable actor to apply the effect to - * @return A handle to a newly allocated Dali resource. - */ - static MotionBlurEffect Apply( RenderableActor renderable ); - - /** - * Create an initialized MotionBlurEffect - * @param numBlurSamples The number of texture samples taken along the motion - * velocity vector of the actor, producing the blur. A higher number gives a - * smoother blur but costs more in terms of performance. - * @param numBlurSamples to have - * @return A handle to a newly allocated Dali resource. - */ - static MotionBlurEffect New( unsigned int numBlurSamples ); - - /** - * Set texcoord scale property. This scales the offset for texture samples - * along the motion velocity vector. A smaller value means the samples will - * be spaced closer, larger value further apart. User should use this to get - * the blur to look contiguous, i.e. the blur texels should not be too widely - * spread, with gaps in between. Default 0.125. - * @param texcoordScale The scaling factor that multiplies the motion velocity vector for texture lookups. - */ - void SetTexcoordScale( float texcoordScale ); - - /** - * Set geometry stretch factor property. This scales the amount the - * geometry stretches backwards along the motion velocity vector. A smaller - * value means the geometry stretches less, larger it stretches more. User - * should use this to get the blur to 'bleed' into areas outside the physical - * bounds of the actor. We need this as the blur is only applied inside the - * bounds of the actor, but you would expect motion blur trails where the - * actor was previously but is there no longer. Default 0.05. - * @param scalingFactor The scaling factor that extrudes the geometry backwards along the motion velocity vector. - */ - void SetGeometryStretchFactor( float scalingFactor ); - - /** - * Set speed scaling factor property. This takes the magnitude of the motion - * velocity vector and scales it to produce a value which is used to fade the - * blur in / out with the speed that the actor is moving. As the blur fades - * in, more of the blur is visible and less of the original actor, and vice - * versa. - * This value is also used to control how much to fade the actor near the - * edges, based on the speed the actor is moving. When the actor is at rest - * this is not applied. Default 0.5. - * @param scalingFactor The scaling factor that controls the edge fade / blur fade of the actor. - */ - void SetSpeedScalingFactor( float scalingFactor ); - - /** - * Set the displacement from the centre of the actor that the actor will start - * to fade towards its edges. This is used to prevent an unsightly hard edge - * between the blurred actor and the scene. Depends on the values of the - * vertices in the vertex stream. When the actor is at rest this is not applied. - * Default 0.25, which is half way towards the edge for an ImageRenderer::QUAD. - * @param displacement The displacement from the centre of the actor that the actor will start to edge fade. - */ - void SetObjectFadeStart( Vector2 displacement ); - - /** - * Set the displacement from the centre of the actor that the actor will - * finish fading towards its edges. This is used to prevent an unsightly hard - * edge between the blurred actor and the scene. Depends on the values of the - * vertices in the vertex stream. When the actor is at rest this is not applied. - * Default 0.5, which is all the way towards the edge for an ImageRenderer::QUAD. - * @param displacement The displacement from the centre of the actor that the actor will finish edge fading. - */ - void SetObjectFadeEnd( Vector2 displacement ); - - /** - * Set a global scaler applied to the alpha of the actor. Used to make the - * blurred actor a bit more subtle (helps to hide discontinuities due to - * limited number of texture samples) and reveal a bit of the background - * behind it as it moves. When the actor is at rest this is not applied. Default 0.75. - * @param alphaScale The scaling factor which multiplies the alpha of each pixel of the actor. - */ - void SetAlphaScale( float alphaScale ); - - /** - * Set the number of texture samples to be taken. Increasing the number of - * samples provides better quality at the cost of performance. - * @param numSamples The number of texture samples to be taken. Default is 8. - */ - void SetNumSamples( int numSamples ); - - /** - * Get the name for the texcoord scale property. Useful for animation. - * @return A std::string containing the property name - */ - const std::string& GetTexcoordScalePropertyName() const; - - /** - * Get the name for the geometry stretching property. Useful for animation. - * @return A std::string containing the property name - */ - const std::string& GetGeometryStretchFactorPropertyName() const; - - /** - * Get the name for the speed scaling property. Useful for animation. - * @return A std::string containing the property name - */ - const std::string& GetSpeedScalingFactorPropertyName() const; - - /** - * Get the name for the fade start property. Useful for animation. - * @return A std::string containing the property name - */ - const std::string& GetObjectFadeStartPropertyName() const; - - /** - * Get the name for the fade end property. Useful for animation. - * @return A std::string containing the property name - */ - const std::string& GetObjectFadeEndPropertyName() const; - - /** - * Get the name for the alpha scale property. Useful for animation. - * @return A std::string containing the property name - */ - const std::string& GetAlphaScalePropertyName() const; - - /** - * Downcast an ShaderEffect handle to MotionBlurEffect handle. If handle points to a MotionBlurEffect object the - * downcast produces valid handle. If not the returned handle is left uninitialized. - * @param[in] handle to a ShaderEffect - * @return handle to a MotionBlurEffect object or an uninitialized handle - */ - static MotionBlurEffect DownCast( ShaderEffect handle ); - -private: - // Not intended for application developers - DALI_INTERNAL MotionBlurEffect( ShaderEffect handle ); -}; + 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[ Visual::Property::SHADER ] = customShader; + return map; +} }