e1799d907f850be75099e4335b883b64eea0dd05
[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 namespace Dali
22 {
23
24 namespace Toolkit
25 {
26
27 namespace NinePatchMaskEffect
28 {
29
30 struct NinePatchMaskEffectSizeConstraint
31 {
32   Vector2 operator()( const Vector2& current, const PropertyInput& property )
33   {
34     const Vector3& actorSize = property.GetVector3();
35     return Vector2( actorSize.x, actorSize.y );
36   }
37 };
38
39 static void DoApply( ImageActor actor, const std::string& maskImage, const Vector2& maskSize, Vector4 maskBorder )
40 {
41   const char* ALPHA_MASK_VERTEX_SHADER_SOURCE =
42   "uniform vec2 uImageSize;                                                       \n"
43   "uniform vec2 uMaskSize;                                                        \n"
44   "varying vec2 vMaskTexCoord;                                                    \n"
45   "                                                                               \n"
46   "void main()                                                                    \n"
47   "{                                                                              \n"
48   "  gl_Position = uMvpMatrix * vec4(aPosition, 1.0);                             \n"
49   "                                                                               \n"
50   "  // Ignore mask UVs for image                                                 \n"
51   "                                                                               \n"
52   "  highp vec2 halfImageSize = uImageSize * 0.5;                                 \n"
53   "  vTexCoord = (aPosition.xy + halfImageSize) / uImageSize;                     \n"
54   "                                                                               \n"
55   "  // UVs were calculated for image size, so convert for mask size              \n"
56   "                                                                               \n"
57   "  highp vec2 halfMaskSize  = uMaskSize * 0.5;                                  \n"
58   "  highp vec2 halfSizeDelta = halfImageSize - halfMaskSize;                     \n"
59   "                                                                               \n"
60   "  highp vec2 maskPosition = aPosition.xy;                                      \n"
61   "  maskPosition.x -= halfSizeDelta.x * sign(aPosition.x);                       \n"
62   "  maskPosition.y -= halfSizeDelta.y * sign(aPosition.y);                       \n"
63   "                                                                               \n"
64   "  vMaskTexCoord = (maskPosition + halfMaskSize) / uMaskSize;                   \n"
65   "}                                                                              \n";
66
67   const char* ALPHA_MASK_FRAGMENT_SHADER_SOURCE =
68   "varying vec2 vMaskTexCoord;                                                    \n"
69   "                                                                               \n"
70   "void main()                                                                    \n"
71   "{                                                                              \n"
72   "  highp vec4 mask = texture2D(sEffect, vMaskTexCoord);                         \n"
73   "  gl_FragColor = texture2D(sTexture, vTexCoord) * uColor * vec4(1,1,1,mask.a); \n"
74   "}                                                                              \n";
75
76   ShaderEffect maskEffect = ShaderEffect::New( ALPHA_MASK_VERTEX_SHADER_SOURCE,
77                                                ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
78                                                GeometryType( GEOMETRY_TYPE_IMAGE ),
79                                                ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
80
81   maskEffect.SetEffectImage( Image::New( maskImage ) );
82
83   maskEffect.SetUniform( "uImageSize", Vector2(0,0) /*Constrained to actor size*/ );
84   maskEffect.ApplyConstraint( Constraint::New<Vector2>( maskEffect.GetPropertyIndex("uImageSize"),
85                                                         Source(actor, Actor::SIZE),
86                                                         NinePatchMaskEffectSizeConstraint() ) );
87
88   maskEffect.SetUniform( "uMaskSize", maskSize );
89
90   // Actor must provide nine-patch style geometry for this effect to work
91   actor.SetStyle( ImageActor::STYLE_NINE_PATCH );
92   actor.SetNinePatchBorder( maskBorder );
93
94   actor.SetShaderEffect( maskEffect );
95 }
96
97 void Apply( ImageActor actor, const std::string& maskImage )
98 {
99   Vector2 maskSize = Image::GetImageSize( maskImage );
100
101   const float leftRight = (maskSize.width  - 1.0f) * 0.5f;
102   const float topBottom = (maskSize.height - 1.0f) * 0.5f;
103
104   DoApply( actor, maskImage, maskSize, Vector4( leftRight, topBottom, leftRight, topBottom ) );
105 }
106
107 void Apply( ImageActor actor, const std::string& maskImage, const Vector4& maskBorder )
108 {
109   Vector2 maskSize = Image::GetImageSize( maskImage );
110
111   DoApply( actor, maskImage, maskSize, maskBorder );
112 }
113
114 } // namespace NinePatchMaskEffect
115
116 } // namespace Toolkit
117
118 } // namespace Dali