X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=docs%2Fcontent%2Fprogramming-guide%2Fshader-intro.h;h=69e0b11dec249a1605cc48c8b67fe24a28c19d13;hb=cf58f2980b99438db9784a284e126d80893e6138;hp=75fef8f5600197864d5f38328ccab4bef78627a3;hpb=1c5674a11a51310ee689d6daf4e6b7d94dec607e;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(âvertexShaderâ, VERTEX_SHADER); //if this is not set then the default ImageView vertex shader will be used
+ * customShader.Insert(âfragmentShaderâ, FRAGMENT_SHADER); //if this is not set then the default ImageView fragment shader will be used
+ *
+ * Property::Map map;
+ * map.Insert(âshaderâ, 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(âsubdivideGridXâ, X_SUB_DIVISIONS); //optional number of times to subdivide the grid horizontally, donât add if you just want to use a quad
+ * customShader.Insert(âsubdivideGridYâ, Y_SUB_DIVISIONS); //optional number of times to subdivide the grid vertically, donât 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(ârequiresSelfDepthTestâ);
+ * shaderHints.PushBack(âoutputIsTransparentâ);
+ * shaderHints.PushBack(âoutputIsOpaqueâ);
+ * shaderHints.PushBack(âmodifiesGeometryâ);
+ * customShader.Insert(âhintsâ, shaderHints);
+ *
+ * //or optional single shader hint as a string
+ * //customShader.Insert(âhintsâ, âoutputIsTransparentâ);
+ * @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
+ *
*
*/