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>
32 * @brief Only registers the required property if it has not registered it before.
34 * @tparam T The type of the property.
36 * @param[in] actor The actor to register the property with.
37 * @param[in] name The name of the property.
38 * @param[in] value The value the property should be set to.
40 template < typename T>
41 DALI_INTERNAL void SafeSetCustomProperty( Dali::Actor& actor, const std::string& name, const T& value )
43 Dali::Property::Index index = actor.GetPropertyIndex( name );
44 if ( Dali::Property::INVALID_INDEX == index )
46 index = actor.RegisterProperty( name, value );
50 actor.SetProperty( index, value );
55 * @brief Only registers the required property if it has not registered it before.
57 * @tparam T The type of the property.
59 * @param[in] actor The actor to register the property with.
60 * @param[in] name The name of the property.
61 * @param[in] value The value the property should be set to.
62 * @param[in] accessMode The accessMode required for the property.
64 template < typename T>
65 DALI_INTERNAL void SafeSetCustomProperty( Dali::Actor& actor, const std::string& name, const T& value, Dali::Property::AccessMode accessMode )
67 Dali::Property::Index index = actor.GetPropertyIndex( name );
68 if ( Dali::Property::INVALID_INDEX == index )
70 index = actor.RegisterProperty( name, value, accessMode );
74 actor.SetProperty( index, value );
79 * @brief Set the dissolve central line.
81 * Use one point (position) and one direction ( displacement ) vector to define this line
82 * As we use the texture coordinate as pixel position to calculate random offset,
83 * the line should passing through rectangle {(0,0),(0,1),(1,0),(1,1)},
84 * so make the position parameter with two component values between 0.0 to 1.0
85 * @param[in] position The point ( locates within rectangle {(0,0),(0,1),(1,0),(1,1)} ) passed through by the central line
86 * @param[in] displacement The direction of the central line
87 * @param[in] initialProgress, the normalised initial progress of the shader
89 inline void DissolveEffectSetCentralLine( Actor& actor, const Vector2& position, const Vector2& displacement, float initialProgress )
91 // the line passes through 'position' and has the direction of 'displacement'
92 float coefA, coefB, coefC; //line equation: Ax+By+C=0;
93 coefA = displacement.y;
94 coefB = -displacement.x;
95 coefC = -displacement.y*position.x + displacement.x*position.y;
97 float inversedAABB = 1.f / (coefA*coefA+coefB*coefB);
98 float inversedSqrtAABB = sqrtf(inversedAABB);
101 //saddle surface(Hyperbolic paraboloid)function, used to calculate the dissolve starting time
102 //z = y*y/a/a - x*x/b/b
103 //with our selection of parameters(a and b), this value for any texture coordinate is between -1.0 and 1.0
105 Vector3 saddleParam; // [0]: a*a, [1]: b*b, [2] b
109 if( displacement.x > 0.f || (EqualsZero(displacement.x) && displacement.y > 0.f) )
114 if( (displacement.y * displacement.x < 0.0f) )
116 //distance from (0,0) to the line
117 float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB;
118 //distance from (1, 1 ) to the line
119 float distanceBottomRight = fabsf(coefA+coefB+coefC) * inversedSqrtAABB;
120 saddleA = std::max( distanceTopLeft, distanceBottomRight );
122 //foot of a perpendicular: (1,0) to the line
123 float footX1 = ( coefB*coefB - coefA*coefC) * inversedAABB;
124 float footY1 = (-coefA*coefB - coefB*coefC) * inversedAABB;
125 //foot of a perpendicular: (0,1) to the line
126 float footX2 = (-coefA*coefB - coefA*coefC) * inversedAABB;
127 float footY2 = ( coefA*coefA - coefB*coefC) * inversedAABB;
128 saddleParam[1] = (footX1-footX2)*(footX1-footX2) + (footY1-footY2)*(footY1-footY2);
129 translation = Vector2(-footX2,-footY2);
133 //distance from(1,0) to the line
134 float distanceTopRight = fabsf(coefA+coefC) * inversedSqrtAABB;
135 //distance from(0,1) to the line
136 float distanceBottomLeft = fabsf(coefB+coefC) * inversedSqrtAABB;
137 saddleA = std::max( distanceTopRight, distanceBottomLeft );
138 //foot of a perpendicular: (0,0) to the line
139 float footX3 = (-coefA*coefC) * inversedAABB;
140 float footY3 = (-coefB*coefC) * inversedAABB;
141 //foot of a perpendicular: (1.0,1.0) to the line
142 float footX4 = ( coefB*coefB - coefA*coefB - coefA*coefC) * inversedAABB;
143 float footY4 = (-coefA*coefB + coefA*coefA- coefB*coefC) * inversedAABB;
144 saddleParam[1] = (footX3-footX4)*(footX3-footX4) + (footY3-footY4)*(footY3-footY4);
145 translation = Vector2(-footX3, -footY3);
148 saddleParam[2] = sqrtf(saddleParam[1]);
149 saddleParam[0] = saddleA*saddleA;
150 rotation = Vector2(-displacement.x, displacement.y);
151 rotation.Normalize();
153 SafeSetCustomProperty( actor, "uSaddleParam", saddleParam );
154 SafeSetCustomProperty( actor, "uTranslation", translation );
155 SafeSetCustomProperty( actor, "uRotation", rotation );
156 SafeSetCustomProperty( actor, "uToNext", toNext );
157 SafeSetCustomProperty( actor, "uPercentage", initialProgress, Dali::Property::ANIMATABLE );
160 * @brief Create a new Dissolve effect
162 * DissolveEffect is a custom shader effect to achieve Dissolve effects in Image actors.
164 * Animatable/Constrainable uniforms:
165 * "uPercentage" - This value is proportional to the distortion applied; a value of zero means no distortion.
167 * @param[in] useHighPrecision True if using high precision in fragment shader for fully random noise, false otherwise
168 * @return The newly created Property::Map with the dissolve effect
171 inline Property::Map CreateDissolveEffect( bool useHighPrecision = true )
173 const char* prefixHighPrecision( "precision highp float;\n");
174 const char* prefixMediumPrecision( "precision mediump float;\n" );
176 const char* vertexShader( DALI_COMPOSE_SHADER(
177 attribute mediump vec2 aPosition;\n
179 uniform mediump mat4 uMvpMatrix;\n
180 uniform vec3 uSize;\n
181 uniform vec4 uTextureRect;
183 uniform float uPercentage;\n
184 uniform vec3 uSaddleParam;\n
185 uniform vec2 uTranslation;\n
186 uniform vec2 uRotation; \n
187 uniform float uToNext;\n
189 varying float vPercentage;\n
190 varying vec2 vTexCoord;\n
194 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
195 vertexPosition.xyz *= uSize;\n
196 vertexPosition = uMvpMatrix * vertexPosition;\n
197 gl_Position = vertexPosition;\n
199 vec2 texCoord = aPosition + vec2(0.5);
200 vTexCoord = texCoord;\n
201 //Calculate the distortion value given the dissolve central line
202 vec2 value = texCoord + uTranslation; \n
203 mat2 rotateMatrix = mat2( uRotation.s, uRotation.t, -uRotation.t, uRotation.s ); \n
204 value = rotateMatrix * value; \n
205 if(uToNext == 1.0) \n
206 value.s = uSaddleParam[2] + value.s; \n
207 float delay = value.t*value.t / uSaddleParam[0] - value.s*value.s/uSaddleParam[1];\n
208 vPercentage = clamp( uPercentage*2.0 - 0.5*sin(delay*1.571) - 0.5, 0.0, 1.0 ); \n
212 const char* fragmentShader( DALI_COMPOSE_SHADER(
213 varying float vPercentage;\n
214 varying mediump vec2 vTexCoord;\n
216 uniform sampler2D sTexture;\n
217 uniform lowp vec4 uColor;\n
218 uniform vec4 uTextureRect;
220 float rand(vec2 co) \n
222 return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n
228 //Calculate the randomness
229 float offsetS = rand( vTexCoord * vPercentage ) - vTexCoord.s; \n
230 float offsetT = rand( vec2(vTexCoord.t*vPercentage, vTexCoord.s * vPercentage) ) - vTexCoord.t; \n
231 vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage; \n
232 gl_FragColor = texture2D( sTexture, lookupCoord ) * uColor; \n
233 gl_FragColor.a *= 1.0 - vPercentage; \n
239 Property::Map customShader;
241 std::string vertexShaderString;
242 std::string fragmentShaderString;
243 if( useHighPrecision )
245 vertexShaderString.reserve(strlen( prefixHighPrecision ) + strlen( vertexShader ));
246 vertexShaderString.append( prefixHighPrecision );
248 fragmentShaderString.reserve(strlen( prefixHighPrecision ) + strlen( fragmentShader ));
249 fragmentShaderString.append( prefixHighPrecision );
253 vertexShaderString.reserve(strlen( prefixMediumPrecision ) + strlen( vertexShader ));
254 vertexShaderString.append( prefixMediumPrecision );
256 fragmentShaderString.reserve(strlen( prefixMediumPrecision ) + strlen( fragmentShader ));
257 fragmentShaderString.append( prefixMediumPrecision );
260 vertexShaderString.append( vertexShader );
261 fragmentShaderString.append( fragmentShader );
263 customShader[ "vertexShader" ] = vertexShaderString;
264 customShader[ "fragmentShader" ] = fragmentShaderString;
266 customShader[ "subdivideGridX" ] = 20;
267 customShader[ "subdivideGridY" ] = 20;
269 customShader[ "hints" ] = "outputIsTransparent";
271 map[ "shader" ] = customShader;
275 } // namespace Toolkit
279 #endif // __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__