Merge "TextSelectionToolbar and Style Properties added" into devel/master
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / devel-api / shader-effects / nine-patch-mask-effect.cpp
1 /*
2  * Copyright (c) 2015 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali-toolkit/devel-api/shader-effects/nine-patch-mask-effect.h>
20
21 // EXTERNAL INCLUDES
22 #include <dali/public-api/animation/constraint.h>
23 #include <dali/public-api/object/property-input.h>
24 #include <dali/public-api/shader-effects/shader-effect.h>
25 #include <dali/public-api/images/resource-image.h>
26
27 namespace Dali
28 {
29
30 namespace Toolkit
31 {
32
33 namespace NinePatchMaskEffect
34 {
35
36 namespace
37 {
38
39 void NinePatchMaskEffectSizeConstraint( Vector2& current, const PropertyInputContainer& inputs )
40 {
41   const Vector3& actorSize = inputs[0]->GetVector3();
42   current.x = actorSize.x;
43   current.y = actorSize.y;
44 }
45
46 } // unnamed namespace
47
48 static void DoApply( ImageActor actor, const std::string& maskImage, const Vector2& maskSize, Vector4 maskBorder )
49 {
50   const char* ALPHA_MASK_VERTEX_SHADER_SOURCE =
51   "precision mediump float;\n"
52   "uniform vec2 uImageSize;                                                       \n"
53   "uniform vec2 uMaskSize;                                                        \n"
54   "varying vec2 vMaskTexCoord;                                                    \n"
55   "                                                                               \n"
56   "void main()                                                                    \n"
57   "{                                                                              \n"
58   "  gl_Position = uMvpMatrix * vec4(aPosition, 1.0);                             \n"
59   "                                                                               \n"
60   "  // Ignore mask UVs for image                                                 \n"
61   "                                                                               \n"
62   "  highp vec2 halfImageSize = uImageSize * 0.5;                                 \n"
63   "  vTexCoord = (aPosition.xy + halfImageSize) / uImageSize;                     \n"
64   "                                                                               \n"
65   "  // UVs were calculated for image size, so convert for mask size              \n"
66   "                                                                               \n"
67   "  highp vec2 halfMaskSize  = uMaskSize * 0.5;                                  \n"
68   "  highp vec2 halfSizeDelta = halfImageSize - halfMaskSize;                     \n"
69   "                                                                               \n"
70   "  highp vec2 maskPosition = aPosition.xy;                                      \n"
71   "  maskPosition.x -= halfSizeDelta.x * sign(aPosition.x);                       \n"
72   "  maskPosition.y -= halfSizeDelta.y * sign(aPosition.y);                       \n"
73   "                                                                               \n"
74   "  vMaskTexCoord = (maskPosition + halfMaskSize) / uMaskSize;                   \n"
75   "}                                                                              \n";
76
77   const char* ALPHA_MASK_FRAGMENT_SHADER_SOURCE =
78   "varying mediump vec2 vMaskTexCoord;                                            \n"
79   "                                                                               \n"
80   "void main()                                                                    \n"
81   "{                                                                              \n"
82   "  highp vec4 mask = texture2D(sEffect, vMaskTexCoord);                         \n"
83   "  gl_FragColor = texture2D(sTexture, vTexCoord) * uColor * vec4(1,1,1,mask.a); \n"
84   "}                                                                              \n";
85
86   ShaderEffect maskEffect = ShaderEffect::New(
87     ALPHA_MASK_VERTEX_SHADER_SOURCE,
88     ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
89     GeometryType( GEOMETRY_TYPE_IMAGE ),
90     ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
91
92   maskEffect.SetEffectImage( ResourceImage::New( maskImage ) );
93
94   maskEffect.SetUniform( "uImageSize", Vector2(0,0) /*Constrained to actor size*/ );
95
96   Constraint constraint = Constraint::New<Vector2>( maskEffect, maskEffect.GetPropertyIndex("uImageSize"), NinePatchMaskEffectSizeConstraint );
97   constraint.AddSource( Source(actor, Actor::Property::SIZE) );
98   constraint.Apply();
99
100   maskEffect.SetUniform( "uMaskSize", maskSize );
101
102   // Actor must provide nine-patch style geometry for this effect to work
103   actor.SetStyle( ImageActor::STYLE_NINE_PATCH );
104   actor.SetNinePatchBorder( maskBorder );
105
106   actor.SetShaderEffect( maskEffect );
107 }
108
109 void Apply( ImageActor actor, const std::string& maskImage )
110 {
111   const Uint16Pair maskSize = ResourceImage::GetImageSize( maskImage );
112
113   const float leftRight = (maskSize.GetWidth()  - 1.0f) * 0.5f;
114   const float topBottom = (maskSize.GetHeight() - 1.0f) * 0.5f;
115
116   DoApply( actor, maskImage, Vector2( maskSize.GetWidth(), maskSize.GetHeight() ), Vector4( leftRight, topBottom, leftRight, topBottom ) );
117 }
118
119 void Apply( ImageActor actor, const std::string& maskImage, const Vector4& maskBorder )
120 {
121   const Uint16Pair maskSize = ResourceImage::GetImageSize( maskImage );
122
123   DoApply( actor, maskImage, Vector2( maskSize.GetWidth(), maskSize.GetHeight() ), maskBorder );
124 }
125
126 } // namespace NinePatchMaskEffect
127
128 } // namespace Toolkit
129
130 } // namespace Dali