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.
18 #include <dali-toolkit/public-api/shader-effects/nine-patch-mask-effect.h>
26 namespace NinePatchMaskEffect
29 struct NinePatchMaskEffectSizeConstraint
31 Vector2 operator()( const Vector2& current, const PropertyInput& property )
33 const Vector3& actorSize = property.GetVector3();
34 return Vector2( actorSize.x, actorSize.y );
38 static void DoApply( ImageActor actor, const std::string& maskImage, const Vector2& maskSize, Vector4 maskBorder )
40 const char* ALPHA_MASK_VERTEX_SHADER_SOURCE =
41 "uniform vec2 uImageSize; \n"
42 "uniform vec2 uMaskSize; \n"
43 "varying vec2 vMaskTexCoord; \n"
47 " gl_Position = uMvpMatrix * vec4(aPosition, 1.0); \n"
49 " // Ignore mask UVs for image \n"
51 " highp vec2 halfImageSize = uImageSize * 0.5; \n"
52 " vTexCoord = (aPosition.xy + halfImageSize) / uImageSize; \n"
54 " // UVs were calculated for image size, so convert for mask size \n"
56 " highp vec2 halfMaskSize = uMaskSize * 0.5; \n"
57 " highp vec2 halfSizeDelta = halfImageSize - halfMaskSize; \n"
59 " highp vec2 maskPosition = aPosition.xy; \n"
60 " maskPosition.x -= halfSizeDelta.x * sign(aPosition.x); \n"
61 " maskPosition.y -= halfSizeDelta.y * sign(aPosition.y); \n"
63 " vMaskTexCoord = (maskPosition + halfMaskSize) / uMaskSize; \n"
66 const char* ALPHA_MASK_FRAGMENT_SHADER_SOURCE =
67 "varying vec2 vMaskTexCoord; \n"
71 " highp vec4 mask = texture2D(sEffect, vMaskTexCoord); \n"
72 " gl_FragColor = texture2D(sTexture, vTexCoord) * uColor * vec4(1,1,1,mask.a); \n"
75 ShaderEffect maskEffect = ShaderEffect::New( ALPHA_MASK_VERTEX_SHADER_SOURCE,
76 ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
77 GeometryType( GEOMETRY_TYPE_IMAGE ),
78 ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
80 maskEffect.SetEffectImage( Image::New( maskImage ) );
82 maskEffect.SetUniform( "uImageSize", Vector2(0,0) /*Constrained to actor size*/ );
83 maskEffect.ApplyConstraint( Constraint::New<Vector2>( maskEffect.GetPropertyIndex("uImageSize"),
84 Source(actor, Actor::SIZE),
85 NinePatchMaskEffectSizeConstraint() ) );
87 maskEffect.SetUniform( "uMaskSize", maskSize );
89 // Actor must provide nine-patch style geometry for this effect to work
90 actor.SetStyle( ImageActor::STYLE_NINE_PATCH );
91 actor.SetNinePatchBorder( maskBorder );
93 actor.SetShaderEffect( maskEffect );
96 void Apply( ImageActor actor, const std::string& maskImage )
98 Vector2 maskSize = Image::GetImageSize( maskImage );
100 const float leftRight = (maskSize.width - 1.0f) * 0.5f;
101 const float topBottom = (maskSize.height - 1.0f) * 0.5f;
103 DoApply( actor, maskImage, maskSize, Vector4( leftRight, topBottom, leftRight, topBottom ) );
106 void Apply( ImageActor actor, const std::string& maskImage, const Vector4& maskBorder )
108 Vector2 maskSize = Image::GetImageSize( maskImage );
110 DoApply( actor, maskImage, maskSize, maskBorder );
113 } // namespace NinePatchMaskEffect
115 } // namespace Toolkit