2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
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
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
20 #include <dali-toolkit/public-api/shader-effects/dissolve-local-effect.h>
22 #include <dali-toolkit/public-api/shader-effects/dissolve-effect.h>
32 const std::string DISTORTION_PROPERTY_NAME( "uPercentage" );
33 const std::string CENTER_PROPERTY_NAME( "uCenter" );
34 const std::string RADIUS_PROPERTY_NAME( "uRadius" );
35 const std::string TRANSPARENCY_PROPERTY_NAME( "uTransparency" );
38 DissolveLocalEffect::DissolveLocalEffect()
42 //Call the Parent copy constructor to add reference to the implementation for this object
43 DissolveLocalEffect::DissolveLocalEffect( ShaderEffect handle )
44 : ShaderEffect( handle )
48 DissolveLocalEffect::~DissolveLocalEffect()
52 DissolveLocalEffect DissolveLocalEffect::New( unsigned int numberOfDimples )
54 std::ostringstream vertexShaderStringStream;
55 vertexShaderStringStream << "#define NUMBER_OF_DIMPLE "<< numberOfDimples << "\n";
56 std::string vertexShader(
57 "uniform vec2 uCenter[ NUMBER_OF_DIMPLE ];\n"
58 "uniform float uRadius[ NUMBER_OF_DIMPLE ]; \n"
59 "uniform float uPercentage[ NUMBER_OF_DIMPLE ]; \n"
60 "varying float vPercentage;\n"
63 " vec4 position = uModelView * vec4( aPosition, 1.0 );\n"
64 " float percentage = 0.0;\n"
65 " for( int i=0; i<NUMBER_OF_DIMPLE; ++i )\n"
67 " float distance = distance(uCenter[i], position.xy);\n"
68 " percentage = max(percentage, uPercentage[i] * cos(clamp( distance/uRadius[i], 0.0, 1.0 )*1.57) );"
70 " vPercentage = clamp( percentage, 0.0, 1.0 );\n"
71 " gl_Position = uProjection * position;\n"
72 " vTexCoord = aTexCoord;\n"
74 vertexShaderStringStream << vertexShader;
76 std::string fragmentShader(
77 "precision highp float;\n"
78 "uniform float uTransparency;\n"
79 "varying float vPercentage;\n"
80 "float rand(vec2 co) \n"
82 " return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n"
86 //Calculate the randomness
87 " float offsetS = rand( vTexCoord * vPercentage ); \n"
88 " float offsetT = rand( vec2(vTexCoord.t*vPercentage, vTexCoord.s * vPercentage) ); \n"
89 " vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage; \n"
90 " gl_FragColor = texture2D( sTexture, lookupCoord ) * uColor; \n"
91 " gl_FragColor.a *= 1.0 - uTransparency*vPercentage; \n"
94 ShaderEffect shaderEffect = ShaderEffect::New( vertexShaderStringStream.str(), fragmentShader,
95 GeometryType( GEOMETRY_TYPE_IMAGE),
96 ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
98 DissolveLocalEffect handle( shaderEffect );
99 handle.mNumberOfDimples = numberOfDimples;
101 //Register uniform properties
102 for( unsigned int i = 0; i < numberOfDimples; i++ )
104 handle.SetCenter(i, Vector2(0.f,0.f));
105 handle.SetRadius(i, 0.f);
106 handle.SetDistortion( i, 0.f );
108 handle.SetProperty( ShaderEffect::GRID_DENSITY, Property::Value(5.f) );
109 handle.SetTransparency( 0.5f );
114 unsigned int DissolveLocalEffect::GetNumberOfDimples() const
116 return mNumberOfDimples;
119 void DissolveLocalEffect::SetTransparency( float transparency)
121 SetUniform( TRANSPARENCY_PROPERTY_NAME, transparency );
124 void DissolveLocalEffect::SetCenter( unsigned int index, const Vector2& center )
126 DALI_ASSERT_ALWAYS( index < mNumberOfDimples );
127 SetUniform( GetCenterPropertyName( index ), center, ShaderEffect::COORDINATE_TYPE_VIEWPORT_POSITION );
130 void DissolveLocalEffect::SetRadius( unsigned int index, float radius )
132 DALI_ASSERT_ALWAYS( index < mNumberOfDimples );
133 SetUniform( GetRadiusPropertyName( index ), radius );
136 void DissolveLocalEffect::SetDistortion( unsigned int index, float distortion )
138 DALI_ASSERT_ALWAYS( index < mNumberOfDimples );
139 SetUniform( GetDistortionPropertyName( index ), distortion );
142 std::string DissolveLocalEffect::GetCenterPropertyName( unsigned int index ) const
144 DALI_ASSERT_ALWAYS( index < mNumberOfDimples );
145 std::ostringstream oss;
146 oss<< CENTER_PROPERTY_NAME << "[" << index << "]";
150 std::string DissolveLocalEffect::GetRadiusPropertyName( unsigned int index ) const
152 DALI_ASSERT_ALWAYS( index < mNumberOfDimples );
153 std::ostringstream oss;
154 oss<< RADIUS_PROPERTY_NAME << "[" << index << "]";
158 std::string DissolveLocalEffect::GetDistortionPropertyName( unsigned int index ) const
160 DALI_ASSERT_ALWAYS( index < mNumberOfDimples );
161 std::ostringstream oss;
162 oss<< DISTORTION_PROPERTY_NAME << "["<< index << "]";
166 } // namespace Toolkit