X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=docs%2Fcontent%2Fprogramming-guide%2Fshader-intro.h;h=69e0b11dec249a1605cc48c8b67fe24a28c19d13;hb=a553fa0d7b974732895ef7d4f0c629f9894d115b;hp=75fef8f5600197864d5f38328ccab4bef78627a3;hpb=f58b8383147de70affa1e3949cf1c6757d705d3c;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/docs/content/programming-guide/shader-intro.h b/docs/content/programming-guide/shader-intro.h index 75fef8f..69e0b11 100644 --- a/docs/content/programming-guide/shader-intro.h +++ b/docs/content/programming-guide/shader-intro.h @@ -1,35 +1,86 @@ /*! \page shader-intro Shader Effects * - -

Introduction

- -The shader effects allow the developer to apply visual deformations on the actors. -They can affect the geometry, the colors and textures of the actor. - - -
-
-

Custom Shader Effects

-The \ref Dali::ShaderEffect "ShaderEffect" lets the developers create their own shader effects by specifying the vertex and pixel shaders. - -A custom shader effect can be created like this: -@code -String myVertexShader; // This variable would contain the code for a vertex shader. -Dali::ShaderEffect myEffect = Dali::ShaderEffect::New( myVertexShader, - "" // use default pixel shader - ); -@endcode - -The value of a uniform can be set like this: -@code -// if the uniform was declared like this in the shader: uniform float myUniform; -myEffect.SetUniform( "myUniform", 0.5f ); -@endcode - -The custom shader effect can be applied to an actor like any other shader: -@code -actor.SetShaderEffect( myEffect ); -@endcode - + * + *

Introduction

+ * + * The shader effects allow the developer to apply visual deformations on Image Views. + * They can affect the geometry, the colors and textures of the Image View. + * + *
+ *
+ *

Custom Shader Effects

+ * The custom shader lets the developers create their own shader effects by specifying the vertex and pixel shaders. + * + * To set a custom shader to ImageVisual you have to pass it through as a Property::Map + * @code + * //an example vertex shader + * const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( + * attribute mediump vec2 aPosition;\n + * varying mediump vec2 vTexCoord;\n + * uniform mediump mat4 uMvpMatrix;\n + * uniform mediump vec3 uSize;\n + * \n + * void main()\n + * {\n + * mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n + * vertexPosition.xyz *= uSize;\n + * vertexPosition = uMvpMatrix * vertexPosition;\n + * \n + * vTexCoord = aPosition + vec2(0.5);\n + * gl_Position = vertexPosition;\n + * }\n + * ); + * + * //an example fragment shader + * const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( + * varying mediump vec2 vTexCoord;\n + * uniform sampler2D sTexture;\n + * uniform lowp vec4 uColor;\n + * \n + * void main()\n + * {\n + * gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n + * }\n + * ); + * + * Property::Map customShader; + * + * customShader.Insert(“vertexShader”, VERTEX_SHADER); //if this is not set then the default ImageView vertex shader will be used + * customShader.Insert(“fragmentShader”, FRAGMENT_SHADER); //if this is not set then the default ImageView fragment shader will be used + * + * Property::Map map; + * map.Insert(“shader”, customShader); + * + * ImageView imageView = ImageView::New("image-url.png") + * imageView.SetProperty(ImageView::Property::IMAGE, map); + * @endcode + * + * Optionally, you can subdivide the grid horizontally or vertically before you add it to the map but you should not do this if a quad is used. + * @code + * int X_SUB_DIVISIONS = 20; + * int Y_SUB_DIVISIONS = 20; + * customShader.Insert(“subdivideGridX”, X_SUB_DIVISIONS); //optional number of times to subdivide the grid horizontally, don’t add if you just want to use a quad + * customShader.Insert(“subdivideGridY”, Y_SUB_DIVISIONS); //optional number of times to subdivide the grid vertically, don’t add if you just want to use a quad + * + * //shader hints can be an array or a string + * optional array of shader hints + * + * Property::Array shaderHints; + * shaderHints.PushBack(“requiresSelfDepthTest”); + * shaderHints.PushBack(“outputIsTransparent”); + * shaderHints.PushBack(“outputIsOpaque”); + * shaderHints.PushBack(“modifiesGeometry”); + * customShader.Insert(“hints”, shaderHints); + * + * //or optional single shader hint as a string + * //customShader.Insert(“hints”, “outputIsTransparent”); + * @endcode + * + * The value of a uniform can be set on the imageView + * @code + * // if the uniform was declared like this in the shader: uniform float myUniform; + * imageView.RegisterProperty( "myUniform", 0.5f ); + * @endcode + * * */