Fix for slider labels
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / public-api / shader-effects / nine-patch-mask-effect.cpp
1 /*
2  * Copyright (c) 2014 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/public-api/shader-effects/nine-patch-mask-effect.h>
20
21 // EXTERNAL INCLUDES
22 #include <dali/public-api/animation/active-constraint.h>
23 #include <dali/public-api/animation/constraint.h>
24 #include <dali/public-api/object/property-input.h>
25 #include <dali/public-api/shader-effects/shader-effect.h>
26 #include <dali/public-api/images/resource-image.h>
27
28 namespace Dali
29 {
30
31 namespace Toolkit
32 {
33
34 namespace NinePatchMaskEffect
35 {
36
37 struct NinePatchMaskEffectSizeConstraint
38 {
39   Vector2 operator()( const Vector2& current, const PropertyInput& property )
40   {
41     const Vector3& actorSize = property.GetVector3();
42     return Vector2( actorSize.x, actorSize.y );
43   }
44 };
45
46 static void DoApply( ImageActor actor, const std::string& maskImage, const Vector2& maskSize, Vector4 maskBorder )
47 {
48   const char* ALPHA_MASK_VERTEX_SHADER_SOURCE =
49   "precision mediump float;\n"
50   "uniform vec2 uImageSize;                                                       \n"
51   "uniform vec2 uMaskSize;                                                        \n"
52   "varying vec2 vMaskTexCoord;                                                    \n"
53   "                                                                               \n"
54   "void main()                                                                    \n"
55   "{                                                                              \n"
56   "  gl_Position = uMvpMatrix * vec4(aPosition, 1.0);                             \n"
57   "                                                                               \n"
58   "  // Ignore mask UVs for image                                                 \n"
59   "                                                                               \n"
60   "  highp vec2 halfImageSize = uImageSize * 0.5;                                 \n"
61   "  vTexCoord = (aPosition.xy + halfImageSize) / uImageSize;                     \n"
62   "                                                                               \n"
63   "  // UVs were calculated for image size, so convert for mask size              \n"
64   "                                                                               \n"
65   "  highp vec2 halfMaskSize  = uMaskSize * 0.5;                                  \n"
66   "  highp vec2 halfSizeDelta = halfImageSize - halfMaskSize;                     \n"
67   "                                                                               \n"
68   "  highp vec2 maskPosition = aPosition.xy;                                      \n"
69   "  maskPosition.x -= halfSizeDelta.x * sign(aPosition.x);                       \n"
70   "  maskPosition.y -= halfSizeDelta.y * sign(aPosition.y);                       \n"
71   "                                                                               \n"
72   "  vMaskTexCoord = (maskPosition + halfMaskSize) / uMaskSize;                   \n"
73   "}                                                                              \n";
74
75   const char* ALPHA_MASK_FRAGMENT_SHADER_SOURCE =
76   "varying mediump vec2 vMaskTexCoord;                                            \n"
77   "                                                                               \n"
78   "void main()                                                                    \n"
79   "{                                                                              \n"
80   "  highp vec4 mask = texture2D(sEffect, vMaskTexCoord);                         \n"
81   "  gl_FragColor = texture2D(sTexture, vTexCoord) * uColor * vec4(1,1,1,mask.a); \n"
82   "}                                                                              \n";
83
84   ShaderEffect maskEffect = ShaderEffect::New(
85     ALPHA_MASK_VERTEX_SHADER_SOURCE,
86     ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
87     GeometryType( GEOMETRY_TYPE_IMAGE ),
88     ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
89
90   maskEffect.SetEffectImage( ResourceImage::New( maskImage ) );
91
92   maskEffect.SetUniform( "uImageSize", Vector2(0,0) /*Constrained to actor size*/ );
93   maskEffect.ApplyConstraint( Constraint::New<Vector2>( maskEffect.GetPropertyIndex("uImageSize"),
94                                                         Source(actor, Actor::Property::SIZE),
95                                                         NinePatchMaskEffectSizeConstraint() ) );
96
97   maskEffect.SetUniform( "uMaskSize", maskSize );
98
99   // Actor must provide nine-patch style geometry for this effect to work
100   actor.SetStyle( ImageActor::STYLE_NINE_PATCH );
101   actor.SetNinePatchBorder( maskBorder );
102
103   actor.SetShaderEffect( maskEffect );
104 }
105
106 void Apply( ImageActor actor, const std::string& maskImage )
107 {
108   Vector2 maskSize = ResourceImage::GetImageSize( maskImage );
109
110   const float leftRight = (maskSize.width  - 1.0f) * 0.5f;
111   const float topBottom = (maskSize.height - 1.0f) * 0.5f;
112
113   DoApply( actor, maskImage, maskSize, Vector4( leftRight, topBottom, leftRight, topBottom ) );
114 }
115
116 void Apply( ImageActor actor, const std::string& maskImage, const Vector4& maskBorder )
117 {
118   Vector2 maskSize = ResourceImage::GetImageSize( maskImage );
119
120   DoApply( actor, maskImage, maskSize, maskBorder );
121 }
122
123 } // namespace NinePatchMaskEffect
124
125 } // namespace Toolkit
126
127 } // namespace Dali