2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
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
8 // http://floralicense.org/license/
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.
19 #include <dali-toolkit/public-api/shader-effects/dissolve-local-effect.h>
21 #include <dali-toolkit/public-api/shader-effects/dissolve-effect.h>
31 const std::string DISTORTION_PROPERTY_NAME( "uPercentage" );
32 const std::string CENTER_PROPERTY_NAME( "uCenter" );
33 const std::string RADIUS_PROPERTY_NAME( "uRadius" );
34 const std::string TRANSPARENCY_PROPERTY_NAME( "uTransparency" );
37 DissolveLocalEffect::DissolveLocalEffect()
41 //Call the Parent copy constructor to add reference to the implementation for this object
42 DissolveLocalEffect::DissolveLocalEffect( ShaderEffect handle )
43 : ShaderEffect( handle )
47 DissolveLocalEffect::~DissolveLocalEffect()
51 DissolveLocalEffect DissolveLocalEffect::New( unsigned int numberOfDimples )
53 std::ostringstream vertexShaderStringStream;
54 vertexShaderStringStream << "#define NUMBER_OF_DIMPLE "<< numberOfDimples << "\n";
55 std::string vertexShader(
56 "uniform vec2 uCenter[ NUMBER_OF_DIMPLE ];\n"
57 "uniform float uRadius[ NUMBER_OF_DIMPLE ]; \n"
58 "uniform float uPercentage[ NUMBER_OF_DIMPLE ]; \n"
59 "varying float vPercentage;\n"
62 " vec4 position = uModelView * vec4( aPosition, 1.0 );\n"
63 " float percentage = 0.0;\n"
64 " for( int i=0; i<NUMBER_OF_DIMPLE; ++i )\n"
66 " float distance = distance(uCenter[i], position.xy);\n"
67 " percentage = max(percentage, uPercentage[i] * cos(clamp( distance/uRadius[i], 0.0, 1.0 )*1.57) );"
69 " vPercentage = clamp( percentage, 0.0, 1.0 );\n"
70 " gl_Position = uProjection * position;\n"
71 " vTexCoord = aTexCoord;\n"
73 vertexShaderStringStream << vertexShader;
75 std::string fragmentShader(
76 "precision highp float;\n"
77 "uniform float uTransparency;\n"
78 "varying float vPercentage;\n"
79 "float rand(vec2 co) \n"
81 " return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n"
85 //Calculate the randomness
86 " float offsetS = rand( vTexCoord * vPercentage ); \n"
87 " float offsetT = rand( vec2(vTexCoord.t*vPercentage, vTexCoord.s * vPercentage) ); \n"
88 " vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage; \n"
89 " gl_FragColor = texture2D( sTexture, lookupCoord ) * uColor; \n"
90 " gl_FragColor.a *= 1.0 - uTransparency*vPercentage; \n"
93 ShaderEffect shaderEffect = ShaderEffect::New( vertexShaderStringStream.str(), fragmentShader,
94 GeometryType( GEOMETRY_TYPE_IMAGE),
95 ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
97 DissolveLocalEffect handle( shaderEffect );
98 handle.mNumberOfDimples = numberOfDimples;
100 //Register uniform properties
101 for( unsigned int i = 0; i < numberOfDimples; i++ )
103 handle.SetCenter(i, Vector2(0.f,0.f));
104 handle.SetRadius(i, 0.f);
105 handle.SetDistortion( i, 0.f );
107 handle.SetProperty( ShaderEffect::GRID_DENSITY, Property::Value(5.f) );
108 handle.SetTransparency( 0.5f );
113 unsigned int DissolveLocalEffect::GetNumberOfDimples() const
115 return mNumberOfDimples;
118 void DissolveLocalEffect::SetTransparency( float transparency)
120 SetUniform( TRANSPARENCY_PROPERTY_NAME, transparency );
123 void DissolveLocalEffect::SetCenter( unsigned int index, const Vector2& center )
125 DALI_ASSERT_ALWAYS( index < mNumberOfDimples );
126 SetUniform( GetCenterPropertyName( index ), center, ShaderEffect::COORDINATE_TYPE_VIEWPORT_POSITION );
129 void DissolveLocalEffect::SetRadius( unsigned int index, float radius )
131 DALI_ASSERT_ALWAYS( index < mNumberOfDimples );
132 SetUniform( GetRadiusPropertyName( index ), radius );
135 void DissolveLocalEffect::SetDistortion( unsigned int index, float distortion )
137 DALI_ASSERT_ALWAYS( index < mNumberOfDimples );
138 SetUniform( GetDistortionPropertyName( index ), distortion );
141 std::string DissolveLocalEffect::GetCenterPropertyName( unsigned int index ) const
143 DALI_ASSERT_ALWAYS( index < mNumberOfDimples );
144 std::ostringstream oss;
145 oss<< CENTER_PROPERTY_NAME << "[" << index << "]";
149 std::string DissolveLocalEffect::GetRadiusPropertyName( unsigned int index ) const
151 DALI_ASSERT_ALWAYS( index < mNumberOfDimples );
152 std::ostringstream oss;
153 oss<< RADIUS_PROPERTY_NAME << "[" << index << "]";
157 std::string DissolveLocalEffect::GetDistortionPropertyName( unsigned int index ) const
159 DALI_ASSERT_ALWAYS( index < mNumberOfDimples );
160 std::ostringstream oss;
161 oss<< DISTORTION_PROPERTY_NAME << "["<< index << "]";
165 } // namespace Toolkit