Add support for Animation::EndAction::BakeFinal to builder
[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 Flora License, Version 1.0 (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://floralicense.org/license/
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 // CLASS HEADER
18 #include <dali-toolkit/public-api/shader-effects/nine-patch-mask-effect.h>
19
20 namespace Dali
21 {
22
23 namespace Toolkit
24 {
25
26 namespace NinePatchMaskEffect
27 {
28
29 struct NinePatchMaskEffectSizeConstraint
30 {
31   Vector2 operator()( const Vector2& current, const PropertyInput& property )
32   {
33     const Vector3& actorSize = property.GetVector3();
34     return Vector2( actorSize.x, actorSize.y );
35   }
36 };
37
38 static void DoApply( ImageActor actor, const std::string& maskImage, const Vector2& maskSize, Vector4 maskBorder )
39 {
40   const char* ALPHA_MASK_VERTEX_SHADER_SOURCE =
41   "uniform vec2 uImageSize;                                                       \n"
42   "uniform vec2 uMaskSize;                                                        \n"
43   "varying vec2 vMaskTexCoord;                                                    \n"
44   "                                                                               \n"
45   "void main()                                                                    \n"
46   "{                                                                              \n"
47   "  gl_Position = uMvpMatrix * vec4(aPosition, 1.0);                             \n"
48   "                                                                               \n"
49   "  // Ignore mask UVs for image                                                 \n"
50   "                                                                               \n"
51   "  highp vec2 halfImageSize = uImageSize * 0.5;                                 \n"
52   "  vTexCoord = (aPosition.xy + halfImageSize) / uImageSize;                     \n"
53   "                                                                               \n"
54   "  // UVs were calculated for image size, so convert for mask size              \n"
55   "                                                                               \n"
56   "  highp vec2 halfMaskSize  = uMaskSize * 0.5;                                  \n"
57   "  highp vec2 halfSizeDelta = halfImageSize - halfMaskSize;                     \n"
58   "                                                                               \n"
59   "  highp vec2 maskPosition = aPosition.xy;                                      \n"
60   "  maskPosition.x -= halfSizeDelta.x * sign(aPosition.x);                       \n"
61   "  maskPosition.y -= halfSizeDelta.y * sign(aPosition.y);                       \n"
62   "                                                                               \n"
63   "  vMaskTexCoord = (maskPosition + halfMaskSize) / uMaskSize;                   \n"
64   "}                                                                              \n";
65
66   const char* ALPHA_MASK_FRAGMENT_SHADER_SOURCE =
67   "varying vec2 vMaskTexCoord;                                                    \n"
68   "                                                                               \n"
69   "void main()                                                                    \n"
70   "{                                                                              \n"
71   "  highp vec4 mask = texture2D(sEffect, vMaskTexCoord);                         \n"
72   "  gl_FragColor = texture2D(sTexture, vTexCoord) * uColor * vec4(1,1,1,mask.a); \n"
73   "}                                                                              \n";
74
75   ShaderEffect maskEffect = ShaderEffect::New( ALPHA_MASK_VERTEX_SHADER_SOURCE,
76                                                ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
77                                                GeometryType( GEOMETRY_TYPE_IMAGE ),
78                                                ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
79
80   maskEffect.SetEffectImage( Image::New( maskImage ) );
81
82   maskEffect.SetUniform( "uImageSize", Vector2(0,0) /*Constrained to actor size*/ );
83   maskEffect.ApplyConstraint( Constraint::New<Vector2>( maskEffect.GetPropertyIndex("uImageSize"),
84                                                         Source(actor, Actor::SIZE),
85                                                         NinePatchMaskEffectSizeConstraint() ) );
86
87   maskEffect.SetUniform( "uMaskSize", maskSize );
88
89   // Actor must provide nine-patch style geometry for this effect to work
90   actor.SetStyle( ImageActor::STYLE_NINE_PATCH );
91   actor.SetNinePatchBorder( maskBorder );
92
93   actor.SetShaderEffect( maskEffect );
94 }
95
96 void Apply( ImageActor actor, const std::string& maskImage )
97 {
98   Vector2 maskSize = Image::GetImageSize( maskImage );
99
100   const float leftRight = (maskSize.width  - 1.0f) * 0.5f;
101   const float topBottom = (maskSize.height - 1.0f) * 0.5f;
102
103   DoApply( actor, maskImage, maskSize, Vector4( leftRight, topBottom, leftRight, topBottom ) );
104 }
105
106 void Apply( ImageActor actor, const std::string& maskImage, const Vector4& maskBorder )
107 {
108   Vector2 maskSize = Image::GetImageSize( maskImage );
109
110   DoApply( actor, maskImage, maskSize, maskBorder );
111 }
112
113 } // namespace NinePatchMaskEffect
114
115 } // namespace Toolkit
116
117 } // namespace Dali