X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fgraphics%2Fshaders%2Fimage-visual-shader.frag;h=bf9f787782548f08a2b579f399aaa820d59c0615;hb=HEAD;hp=bad5500fd12faf9c021f0c32b638ae45cea1c16a;hpb=4350a6c2ac0a60a3e80038388c0d009edbabe585;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag index bad5500..bf9f787 100644 --- a/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag @@ -1,12 +1,17 @@ INPUT mediump vec2 vTexCoord; -#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) -INPUT mediump vec2 vPosition; -INPUT mediump vec2 vRectSize; -INPUT mediump vec2 vOptRectSize; +#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) +INPUT highp vec2 vPosition; +INPUT highp vec2 vRectSize; +INPUT highp vec2 vOptRectSize; +INPUT highp float vAliasMargin; #ifdef IS_REQUIRED_ROUNDED_CORNER -INPUT mediump vec4 vCornerRadius; +INPUT highp vec4 vCornerRadius; #endif #endif +#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER +#define DEBUG_EXTRA_VARYINGS +DEBUG_EXTRA_VARYINGS +#endif uniform sampler2D sTexture; #if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB) @@ -16,6 +21,7 @@ uniform sampler2D sTextureV; #ifdef IS_REQUIRED_ALPHA_MASKING uniform sampler2D sMaskTexture; +uniform lowp float uYFlipMaskTexture; INPUT mediump vec2 vMaskTexCoord; #endif @@ -26,8 +32,8 @@ uniform mediump vec4 uAtlasRect; uniform lowp vec2 wrapMode; #endif -#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) -// Be used when we calculate anti-alias range near 1 pixel. + +#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) uniform highp vec3 uScale; #endif @@ -35,8 +41,8 @@ uniform lowp vec4 uColor; uniform lowp vec3 mixColor; uniform lowp float preMultipliedAlpha; #ifdef IS_REQUIRED_BORDERLINE -uniform mediump float borderlineWidth; -uniform mediump float borderlineOffset; +uniform highp float borderlineWidth; +uniform highp float borderlineOffset; uniform lowp vec4 borderlineColor; uniform lowp vec4 uActorColor; #endif @@ -53,27 +59,27 @@ mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp } #endif -#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) +#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) // Global values both rounded corner and borderline use // radius of rounded corner on this quadrant -mediump float gRadius = 0.0; +highp float gRadius = 0.0; // fragment coordinate. NOTE : vec2(0.0, 0.0) is vRectSize, the corner of visual -mediump vec2 gFragmentPosition = vec2(0.0, 0.0); +highp vec2 gFragmentPosition = vec2(0.0, 0.0); // center coordinate of rounded corner circle. vec2(gCenterPosition, gCenterPosition). -mediump float gCenterPosition = 0.0; +highp float gCenterPosition = 0.0; // relative coordinate of gFragmentPosition from gCenterPosition. -mediump vec2 gDiff = vec2(0.0, 0.0); +highp vec2 gDiff = vec2(0.0, 0.0); // potential value what our algorithm use. -mediump float gPotential = 0.0; +highp float gPotential = 0.0; // threshold of potential -mediump float gPotentialRange = 0.0; -mediump float gMaxOutlinePotential = 0.0; -mediump float gMinOutlinePotential = 0.0; -mediump float gMaxInlinePotential = 0.0; -mediump float gMinInlinePotential = 0.0; +highp float gPotentialRange = 0.0; +highp float gMaxOutlinePotential = 0.0; +highp float gMinOutlinePotential = 0.0; +highp float gMaxInlinePotential = 0.0; +highp float gMinInlinePotential = 0.0; void calculateCornerRadius() { @@ -104,10 +110,7 @@ void calculatePotential() void setupMinMaxPotential() { - // Set soft anti-alias range at most 10% of visual size. - // The range should be inverse proportion with scale of view. - // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%) - gPotentialRange = min(1.0, max(vRectSize.x, vRectSize.y) * 0.2) / max(0.001, max(uScale.x, uScale.y)); + gPotentialRange = vAliasMargin; gMaxOutlinePotential = gRadius + gPotentialRange; gMinOutlinePotential = gRadius - gPotentialRange; @@ -138,7 +141,7 @@ void PreprocessPotential() #ifdef IS_REQUIRED_BORDERLINE lowp vec4 convertBorderlineColor(lowp vec4 textureColor) { - mediump float potential = gPotential; + highp float potential = gPotential; // default opacity of borderline is 0.0 mediump float borderlineOpacity = 0.0; @@ -162,9 +165,9 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor) // But if borderlineOpacity > 0.0 and borderlineColor.a == 0.0, we need to apply tCornerRadius. if(borderlineOpacity > 0.0 && borderlineColor.a * borderlineOpacity < 1.0) { - mediump float tCornerRadius = -gCenterPosition + gPotentialRange; - mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange; - mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange; + highp float tCornerRadius = -gCenterPosition + gPotentialRange; + highp float MaxTexturelinePotential = tCornerRadius + gPotentialRange; + highp float MinTexturelinePotential = tCornerRadius - gPotentialRange; if(potential > MaxTexturelinePotential) { // potential is out of texture range. @@ -201,7 +204,7 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor) #ifdef IS_REQUIRED_ROUNDED_CORNER mediump float calculateCornerOpacity() { - mediump float potential = gPotential; + highp float potential = gPotential; // default opacity is 1.0 mediump float opacity = 1.0; @@ -244,6 +247,125 @@ lowp vec4 ConvertYuvToRgba(mediump vec2 texCoord) } #endif +#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER + +// Predefined values whether some macro defined or not. +// Since we make debug codes replace by macro, +// sharp if keyword cannot be used. +// Instead, let we use bool values so we can use define checked in script +#ifdef IS_REQUIRED_ROUNDED_CORNER +const bool IS_REQUIRED_ROUNDED_CORNER_BOOL = true; +#else +const bool IS_REQUIRED_ROUNDED_CORNER_BOOL = false; +#endif +#ifdef IS_REQUIRED_BORDERLINE +const bool IS_REQUIRED_BORDERLINE_BOOL = true; +#else +const bool IS_REQUIRED_BORDERLINE_BOOL = false; +#endif +#ifdef IS_REQUIRED_YUV_TO_RGB +const bool IS_REQUIRED_YUV_TO_RGB_BOOL = true; +#else +const bool IS_REQUIRED_YUV_TO_RGB_BOOL = false; +#endif +#ifdef IS_REQUIRED_UNIFIED_YUV_AND_RGB +const bool IS_REQUIRED_UNIFIED_YUV_AND_RGB_BOOL = true; +#else +const bool IS_REQUIRED_UNIFIED_YUV_AND_RGB_BOOL = false; +#endif +#ifdef IS_REQUIRED_ALPHA_MASKING +const bool IS_REQUIRED_ALPHA_MASKING_BOOL = true; +#else +const bool IS_REQUIRED_ALPHA_MASKING_BOOL = false; +#endif +#ifdef ATLAS_DEFAULT_WARP +const bool ATLAS_DEFAULT_WARP_BOOL = true; +#else +const bool ATLAS_DEFAULT_WARP_BOOL = false; +#endif +#ifdef ATLAS_CUSTOM_WARP +const bool ATLAS_CUSTOM_WARP_BOOL = true; +#else +const bool ATLAS_CUSTOM_WARP_BOOL = false; +#endif + +// These lines in the shader may be replaced with actual definitions by the debug-image-visual-shader-script.json. +// DEBUG_TRIGGER_CODE return bool type, and DEBUG_RATIO_CODE return float value which will be clamped between 0.0 and 1.0 +// If DEBUG_TRIGGER_CODE return true, it mean we will change final color's channel value. +// If ratio is 0.0, debug color rate become MINIMUM_DEBUG_COLOR_RATE, and 1.0 than MAXIMUM_DEBUG_COLOR_RATE. +#define MINIMUM_DEBUG_COLOR_RATE +#define MAXIMUM_DEBUG_COLOR_RATE +#define DEBUG_TRIGGER_RED_CODE +#define DEBUG_TRIGGER_GREEN_CODE +#define DEBUG_TRIGGER_BLUE_CODE +#define DEBUG_RATIO_RED_CODE +#define DEBUG_RATIO_GREEN_CODE +#define DEBUG_RATIO_BLUE_CODE +#define DEBUG_EXTRA_UNIFORMS + +DEBUG_EXTRA_UNIFORMS + +const mediump float gMinDebugColorRate = MINIMUM_DEBUG_COLOR_RATE; +const mediump float gMaxDebugColorRate = MAXIMUM_DEBUG_COLOR_RATE; + +bool DebugTriggerRed(mediump vec4 originColor) +{ + DEBUG_TRIGGER_RED_CODE +} + +bool DebugTriggerGreen(mediump vec4 originColor) +{ + DEBUG_TRIGGER_GREEN_CODE +} + +bool DebugTriggerBlue(mediump vec4 originColor) +{ + DEBUG_TRIGGER_BLUE_CODE +} + +mediump float DebugRatioRed(mediump vec4 originColor) +{ + DEBUG_RATIO_RED_CODE +} + +mediump float DebugRatioGreen(mediump vec4 originColor) +{ + DEBUG_RATIO_GREEN_CODE +} + +mediump float DebugRatioBlue(mediump vec4 originColor) +{ + DEBUG_RATIO_BLUE_CODE +} + +mediump vec3 ApplyDebugMixColor(mediump vec4 originColor) +{ + mediump float debugColorRateRed = 0.0; + mediump float debugColorRateGreen = 0.0; + mediump float debugColorRateBlue = 0.0; + + if(DebugTriggerRed(originColor)) + { + debugColorRateRed = mix(gMinDebugColorRate, gMaxDebugColorRate, smoothstep(0.0, 1.0, DebugRatioRed(originColor))); + } + if(DebugTriggerGreen(originColor)) + { + debugColorRateGreen = mix(gMinDebugColorRate, gMaxDebugColorRate, smoothstep(0.0, 1.0, DebugRatioGreen(originColor))); + } + if(DebugTriggerBlue(originColor)) + { + debugColorRateBlue = mix(gMinDebugColorRate, gMaxDebugColorRate, smoothstep(0.0, 1.0, DebugRatioBlue(originColor))); + } + + mediump float colorRate = max(debugColorRateRed, max(debugColorRateGreen, debugColorRateBlue)); + mediump vec3 debugColor = vec3(debugColorRateRed, debugColorRateGreen, debugColorRateBlue); + + debugColor *= mix(1.0, originColor.a, preMultipliedAlpha); + + return originColor.rgb * (1.0 - colorRate) + debugColor; +} +#endif + void main() { #ifdef ATLAS_DEFAULT_WARP @@ -262,18 +384,22 @@ void main() #endif #ifdef IS_REQUIRED_ALPHA_MASKING - mediump float maskAlpha = TEXTURE(sMaskTexture, vMaskTexCoord).a; + mediump vec2 maskTexCoord = vMaskTexCoord; + maskTexCoord.y = mix(maskTexCoord.y, 1.0-maskTexCoord.y, uYFlipMaskTexture); + mediump float maskAlpha = TEXTURE(sMaskTexture, maskTexCoord).a; textureColor.a *= maskAlpha; textureColor.rgb *= mix(1.0, maskAlpha, preMultipliedAlpha); #endif -#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) +#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) +#ifndef IS_REQUIRED_DEBUG_VISUAL_SHADER // skip most potential calculate for performance if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y) { OUT_COLOR = textureColor; } else +#endif { PreprocessPotential(); #endif @@ -289,7 +415,11 @@ void main() OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha); #endif -#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) +#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) } #endif + +#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER + OUT_COLOR.rgb = ApplyDebugMixColor(OUT_COLOR); +#endif }