Merge "Add focus indicator only when attaching physicalkeyboard" into devel/master
[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) 2016 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
30 namespace Toolkit
31 {
32
33 /**
34  * @brief Creates a new Alpha discard effect
35  *
36  * Alpha discard effect is used to discard fragments when the alpha colour value is below a threshold.
37  * This is useful for stenciling.
38  *
39  * Usage example:
40  *
41  *   ImageView actor = ImageView::New( EXAMPLE_IMAGE_PATH );
42  *   Property::Map alphaDiscardEffect = CreateAlphaDiscardEffect();
43  *   actor.SetProperty( ImageView::Property::IMAGE, alphaDiscardEffect );
44  *
45  * @return A property map of the required shaders.
46  */
47 inline Property::Map CreateAlphaDiscardEffect()
48 {
49   const char* ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE =
50       "varying mediump vec2 vTexCoord;                                \n"
51       "                                                               \n"
52       "uniform sampler2D sTexture;                                    \n"
53       "uniform lowp vec4 uColor;                                      \n"
54       "void main()                                                    \n"
55       "{                                                              \n"
56       "  mediump vec4 color = texture2D( sTexture, vTexCoord );       \n"
57       "  if(color.a <= 0.0001)                                        \n"
58       "  {                                                            \n"
59       "    discard;                                                   \n"
60       "  }                                                            \n"
61       "  gl_FragColor = color * uColor;                               \n"
62       "}                                                              \n";
63
64   Property::Map map;
65
66   Property::Map customShader;
67   customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE;
68
69   map[ Visual::Property::SHADER ] = customShader;
70   return map;
71 }
72
73 } // namespace Toolkit
74
75 } // namespace Dali
76
77 #endif // __DALI_TOOLKIT_ALPHA_DISCARD_EFFECT_H__