Fix resource ready state
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / devel-api / shader-effects / alpha-discard-effect.h
1 #ifndef DALI_TOOLKIT_ALPHA_DISCARD_EFFECT_H
2 #define DALI_TOOLKIT_ALPHA_DISCARD_EFFECT_H
3
4 /*
5  * Copyright (c) 2020 Samsung Electronics Co., Ltd.
6  *
7  * Licensed under the Apache License, Version 2.0 (the "License");
8  * you may not use this file except in compliance with the License.
9  * You may obtain a copy of the License at
10  *
11  * http://www.apache.org/licenses/LICENSE-2.0
12  *
13  * Unless required by applicable law or agreed to in writing, software
14  * distributed under the License is distributed on an "AS IS" BASIS,
15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16  * See the License for the specific language governing permissions and
17  * limitations under the License.
18  *
19  */
20
21 // EXTERNAL INCLUDES
22 #include <dali/public-api/object/property-map.h>
23
24 // INTERNAL INCLUDES
25 #include <dali-toolkit/public-api/visuals/visual-properties.h>
26
27 namespace Dali
28 {
29 namespace Toolkit
30 {
31 /**
32  * @brief Creates a new Alpha discard effect
33  *
34  * Alpha discard effect is used to discard fragments when the alpha colour value is below a threshold.
35  * This is useful for stenciling.
36  *
37  * Usage example:
38  *
39  *   ImageView actor = ImageView::New( EXAMPLE_IMAGE_PATH );
40  *   Property::Map alphaDiscardEffect = CreateAlphaDiscardEffect();
41  *   actor.SetProperty( ImageView::Property::IMAGE, alphaDiscardEffect );
42  *
43  * @return A property map of the required shaders.
44  */
45 inline Property::Map CreateAlphaDiscardEffect()
46 {
47   const char* ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE =
48     "varying mediump vec2 vTexCoord;                                \n"
49     "                                                               \n"
50     "uniform sampler2D sTexture;                                    \n"
51     "uniform lowp vec4 uColor;                                      \n"
52     "void main()                                                    \n"
53     "{                                                              \n"
54     "  mediump vec4 color = texture2D( sTexture, vTexCoord );       \n"
55     "  if(color.a <= 0.0001)                                        \n"
56     "  {                                                            \n"
57     "    discard;                                                   \n"
58     "  }                                                            \n"
59     "  gl_FragColor = color * uColor;                               \n"
60     "}                                                              \n";
61
62   Property::Map map;
63
64   Property::Map customShader;
65   customShader[Visual::Shader::Property::FRAGMENT_SHADER] = ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE;
66
67   map[Toolkit::Visual::Property::SHADER] = customShader;
68   return map;
69 }
70
71 } // namespace Toolkit
72
73 } // namespace Dali
74
75 #endif // DALI_TOOLKIT_ALPHA_DISCARD_EFFECT_H