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