1 #ifndef __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
2 #define __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
5 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
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
11 * http://www.apache.org/licenses/LICENSE-2.0
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.
23 #include <dali/devel-api/rendering/shader.h>
27 template < typename T>
28 void SafeSetCustomProperty( Dali::Actor& actor, const std::string& name, const T& value )
30 Dali::Property::Index index = actor.GetPropertyIndex( name );
31 if ( Dali::Property::INVALID_INDEX == index )
33 index = actor.RegisterProperty( name, value );
37 actor.SetProperty( index, value );
41 template < typename T>
42 void SafeSetCustomProperty( Dali::Actor& actor, const std::string& name, const T& value, Dali::Property::AccessMode accessMode )
44 Dali::Property::Index index = actor.GetPropertyIndex( name );
45 if ( Dali::Property::INVALID_INDEX == index )
47 index = actor.RegisterProperty( name, value, accessMode );
51 actor.SetProperty( index, value );
64 * @brief Set the dissolve central line.
66 * Use one point (position) and one direction ( displacement ) vector to define this line
67 * As we use the texture coordinate as pixel position to calculate random offset,
68 * the line should passing through rectangle {(0,0),(0,1),(1,0),(1,1)},
69 * so make the position parameter with two component values between 0.0 to 1.0
70 * @param[in] position The point ( locates within rectangle {(0,0),(0,1),(1,0),(1,1)} ) passed through by the central line
71 * @param[in] displacement The direction of the central line
72 * @param[in] initialProgress, the normalised initial progress of the shader
74 inline void DissolveEffectSetCentralLine( Actor& actor, const Vector2& position, const Vector2& displacement, float initialProgress )
76 // the line passes through 'position' and has the direction of 'displacement'
77 float coefA, coefB, coefC; //line equation: Ax+By+C=0;
78 coefA = displacement.y;
79 coefB = -displacement.x;
80 coefC = -displacement.y*position.x + displacement.x*position.y;
82 float inversedAABB = 1.f / (coefA*coefA+coefB*coefB);
83 float inversedSqrtAABB = sqrtf(inversedAABB);
86 //saddle surface(Hyperbolic paraboloid)function, used to calculate the dissolve starting time
87 //z = y*y/a/a - x*x/b/b
88 //with our selection of parameters(a and b), this value for any texture coordinate is between -1.0 and 1.0
90 Vector3 saddleParam; // [0]: a*a, [1]: b*b, [2] b
94 if( displacement.x > 0.f || (EqualsZero(displacement.x) && displacement.y > 0.f) )
99 if( (displacement.y * displacement.x < 0.0f) )
101 //distance from (0,0) to the line
102 float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB;
103 //distance from (1, 1 ) to the line
104 float distanceBottomRight = fabsf(coefA+coefB+coefC) * inversedSqrtAABB;
105 saddleA = std::max( distanceTopLeft, distanceBottomRight );
107 //foot of a perpendicular: (1,0) to the line
108 float footX1 = ( coefB*coefB - coefA*coefC) * inversedAABB;
109 float footY1 = (-coefA*coefB - coefB*coefC) * inversedAABB;
110 //foot of a perpendicular: (0,1) to the line
111 float footX2 = (-coefA*coefB - coefA*coefC) * inversedAABB;
112 float footY2 = ( coefA*coefA - coefB*coefC) * inversedAABB;
113 saddleParam[1] = (footX1-footX2)*(footX1-footX2) + (footY1-footY2)*(footY1-footY2);
114 translation = Vector2(-footX2,-footY2);
118 //distance from(1,0) to the line
119 float distanceTopRight = fabsf(coefA+coefC) * inversedSqrtAABB;
120 //distance from(0,1) to the line
121 float distanceBottomLeft = fabsf(coefB+coefC) * inversedSqrtAABB;
122 saddleA = std::max( distanceTopRight, distanceBottomLeft );
123 //foot of a perpendicular: (0,0) to the line
124 float footX3 = (-coefA*coefC) * inversedAABB;
125 float footY3 = (-coefB*coefC) * inversedAABB;
126 //foot of a perpendicular: (1.0,1.0) to the line
127 float footX4 = ( coefB*coefB - coefA*coefB - coefA*coefC) * inversedAABB;
128 float footY4 = (-coefA*coefB + coefA*coefA- coefB*coefC) * inversedAABB;
129 saddleParam[1] = (footX3-footX4)*(footX3-footX4) + (footY3-footY4)*(footY3-footY4);
130 translation = Vector2(-footX3, -footY3);
133 saddleParam[2] = sqrtf(saddleParam[1]);
134 saddleParam[0] = saddleA*saddleA;
135 rotation = Vector2(-displacement.x, displacement.y);
136 rotation.Normalize();
138 SafeSetCustomProperty( actor, "uSaddleParam", saddleParam );
139 SafeSetCustomProperty( actor, "uTranslation", translation );
140 SafeSetCustomProperty( actor, "uRotation", rotation );
141 SafeSetCustomProperty( actor, "uToNext", toNext );
142 SafeSetCustomProperty( actor, "uPercentage", initialProgress, Dali::Property::ANIMATABLE );
145 * @brief Create a new Dissolve effect
147 * DissolveEffect is a custom shader effect to achieve Dissolve effects in Image actors.
149 * Animatable/Constrainable uniforms:
150 * "uPercentage" - This value is proportional to the distortion applied; a value of zero means no distortion.
152 * @param[in] useHighPrecision True if using high precision in fragment shader for fully random noise, false otherwise
153 * @return The newly created Property::Map with the dissolve effect
156 inline Property::Map CreateDissolveEffect( bool useHighPrecision = true )
158 const char* prefixHighPrecision( "precision highp float;\n");
159 const char* prefixMediumPrecision( "precision mediump float;\n" );
161 const char* vertexShader( DALI_COMPOSE_SHADER(
162 attribute mediump vec2 aPosition;\n
164 uniform mediump mat4 uMvpMatrix;\n
165 uniform vec3 uSize;\n
166 uniform vec4 uTextureRect;
168 uniform float uPercentage;\n
169 uniform vec3 uSaddleParam;\n
170 uniform vec2 uTranslation;\n
171 uniform vec2 uRotation; \n
172 uniform float uToNext;\n
174 varying float vPercentage;\n
175 varying vec2 vTexCoord;\n
179 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
180 vertexPosition.xyz *= uSize;\n
181 vertexPosition = uMvpMatrix * vertexPosition;\n
182 gl_Position = vertexPosition;\n
184 vec2 texCoord = aPosition + vec2(0.5);
185 vTexCoord = texCoord;\n
186 //Calculate the distortion value given the dissolve central line
187 vec2 value = texCoord + uTranslation; \n
188 mat2 rotateMatrix = mat2( uRotation.s, uRotation.t, -uRotation.t, uRotation.s ); \n
189 value = rotateMatrix * value; \n
190 if(uToNext == 1.0) \n
191 value.s = uSaddleParam[2] + value.s; \n
192 float delay = value.t*value.t / uSaddleParam[0] - value.s*value.s/uSaddleParam[1];\n
193 vPercentage = clamp( uPercentage*2.0 - 0.5*sin(delay*1.571) - 0.5, 0.0, 1.0 ); \n
197 const char* fragmentShader( DALI_COMPOSE_SHADER(
198 varying float vPercentage;\n
199 varying mediump vec2 vTexCoord;\n
201 uniform sampler2D sTexture;\n
202 uniform lowp vec4 uColor;\n
203 uniform vec4 uTextureRect;
205 float rand(vec2 co) \n
207 return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n
213 //Calculate the randomness
214 float offsetS = rand( vTexCoord * vPercentage ) - vTexCoord.s; \n
215 float offsetT = rand( vec2(vTexCoord.t*vPercentage, vTexCoord.s * vPercentage) ) - vTexCoord.t; \n
216 vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage; \n
217 gl_FragColor = texture2D( sTexture, lookupCoord ) * uColor; \n
218 gl_FragColor.a *= 1.0 - vPercentage; \n
224 Property::Map customShader;
226 std::string vertexShaderString;
227 std::string fragmentShaderString;
228 if( useHighPrecision )
230 vertexShaderString.reserve(strlen( prefixHighPrecision ) + strlen( vertexShader ));
231 vertexShaderString.append( prefixHighPrecision );
233 fragmentShaderString.reserve(strlen( prefixHighPrecision ) + strlen( fragmentShader ));
234 fragmentShaderString.append( prefixHighPrecision );
238 vertexShaderString.reserve(strlen( prefixMediumPrecision ) + strlen( vertexShader ));
239 vertexShaderString.append( prefixMediumPrecision );
241 fragmentShaderString.reserve(strlen( prefixMediumPrecision ) + strlen( fragmentShader ));
242 fragmentShaderString.append( prefixMediumPrecision );
245 vertexShaderString.append( vertexShader );
246 fragmentShaderString.append( fragmentShader );
248 customShader[ "vertexShader" ] = vertexShaderString;
249 customShader[ "fragmentShader" ] = fragmentShaderString;
251 customShader[ "subdivideGridX" ] = 20;
252 customShader[ "subdivideGridY" ] = 20;
254 customShader[ "hints" ] = "outputIsTransparent";
256 map[ "shader" ] = customShader;
260 } // namespace Toolkit
264 #endif // __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__