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.
19 #include <dali-toolkit/public-api/shader-effects/nine-patch-mask-effect.h>
22 #include <dali/public-api/shader-effects/shader-effect.h>
30 namespace NinePatchMaskEffect
33 struct NinePatchMaskEffectSizeConstraint
35 Vector2 operator()( const Vector2& current, const PropertyInput& property )
37 const Vector3& actorSize = property.GetVector3();
38 return Vector2( actorSize.x, actorSize.y );
42 static void DoApply( ImageActor actor, const std::string& maskImage, const Vector2& maskSize, Vector4 maskBorder )
44 const char* ALPHA_MASK_VERTEX_SHADER_SOURCE =
45 "uniform vec2 uImageSize; \n"
46 "uniform vec2 uMaskSize; \n"
47 "varying vec2 vMaskTexCoord; \n"
51 " gl_Position = uMvpMatrix * vec4(aPosition, 1.0); \n"
53 " // Ignore mask UVs for image \n"
55 " highp vec2 halfImageSize = uImageSize * 0.5; \n"
56 " vTexCoord = (aPosition.xy + halfImageSize) / uImageSize; \n"
58 " // UVs were calculated for image size, so convert for mask size \n"
60 " highp vec2 halfMaskSize = uMaskSize * 0.5; \n"
61 " highp vec2 halfSizeDelta = halfImageSize - halfMaskSize; \n"
63 " highp vec2 maskPosition = aPosition.xy; \n"
64 " maskPosition.x -= halfSizeDelta.x * sign(aPosition.x); \n"
65 " maskPosition.y -= halfSizeDelta.y * sign(aPosition.y); \n"
67 " vMaskTexCoord = (maskPosition + halfMaskSize) / uMaskSize; \n"
70 const char* ALPHA_MASK_FRAGMENT_SHADER_SOURCE =
71 "varying vec2 vMaskTexCoord; \n"
75 " highp vec4 mask = texture2D(sEffect, vMaskTexCoord); \n"
76 " gl_FragColor = texture2D(sTexture, vTexCoord) * uColor * vec4(1,1,1,mask.a); \n"
79 ShaderEffect maskEffect = ShaderEffect::New( ALPHA_MASK_VERTEX_SHADER_SOURCE,
80 ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
81 GeometryType( GEOMETRY_TYPE_IMAGE ),
82 ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
84 maskEffect.SetEffectImage( Image::New( maskImage ) );
86 maskEffect.SetUniform( "uImageSize", Vector2(0,0) /*Constrained to actor size*/ );
87 maskEffect.ApplyConstraint( Constraint::New<Vector2>( maskEffect.GetPropertyIndex("uImageSize"),
88 Source(actor, Actor::SIZE),
89 NinePatchMaskEffectSizeConstraint() ) );
91 maskEffect.SetUniform( "uMaskSize", maskSize );
93 // Actor must provide nine-patch style geometry for this effect to work
94 actor.SetStyle( ImageActor::STYLE_NINE_PATCH );
95 actor.SetNinePatchBorder( maskBorder );
97 actor.SetShaderEffect( maskEffect );
100 void Apply( ImageActor actor, const std::string& maskImage )
102 Vector2 maskSize = Image::GetImageSize( maskImage );
104 const float leftRight = (maskSize.width - 1.0f) * 0.5f;
105 const float topBottom = (maskSize.height - 1.0f) * 0.5f;
107 DoApply( actor, maskImage, maskSize, Vector4( leftRight, topBottom, leftRight, topBottom ) );
110 void Apply( ImageActor actor, const std::string& maskImage, const Vector4& maskBorder )
112 Vector2 maskSize = Image::GetImageSize( maskImage );
114 DoApply( actor, maskImage, maskSize, maskBorder );
117 } // namespace NinePatchMaskEffect
119 } // namespace Toolkit