{
/**
- * @brief BouncingEffect is a custom overscroll effect with two waves appearing at two sides then moving towards center and overlapping.
+ * @brief Creates a new bouncing effect
+ *
+ * BouncingEffect is a custom overscroll effect with two waves appearing at two sides then moving towards center and overlapping.
*
* Usage Example:
*
* // Create the an imageActor, set shader effect, and add it to the stage
* ImageActor imageActor = ImageActor::New( BufferImage::New( 1, 1 ) );
* imageActor.SetSize(720.f,58.f);
- * Toolkit::BouncingEffect bouncingEffect = Toolkit::BouncingEffect::New( Vector4(0.f,1.f,1.f,0.5f) );
+ * Toolkit::ShaderEffect bouncingEffect = CreateBouncingEffect( Vector4(0.f,1.f,1.f,0.5f) );
* imageActor.SetShaderEffect( bouncingEffect );
* imageActor.SetParentOrigin( ParentOrigin::CENTER );
* Stage::GetCurrent().Add( imageActor );
*
* // Start the animation
* Animation animation = Animation::New(1.f);
- * animation.AnimateTo( Property( bouncingEffect, bouncingEffect.GetProgressRatePropertyName() ),
+ * animation.AnimateTo( Property( bouncingEffect,"uProgressRate" ),
* 1.f, AlphaFunction::BOUNCE );
* animation.Play();
+ *
+ * Animatable/Constrainable uniforms:
+ * "uProgressRate" - The progress rate to the effect
+ *
+ * @param[in] color The color used on the bouncing stripe
+ * @return A handle to a newly allocated ShaderEffect
*/
-class DALI_IMPORT_API BouncingEffect : public ShaderEffect
-{
-public:
-
- /**
- * @brief Creates an empty BouncingEffect handle
- */
- BouncingEffect();
-
- /**
- * @brief Destructor
- *
- * This is non-virtual since derived Handle types must not contain data or virtual methods.
- */
- ~BouncingEffect();
- /**
- * @brief Create a BouncingEffect object
- *
- * @param[in] color The color used on the bouncing stripe
- * @return A handle to a newly allocated Dali resource.
- */
- static BouncingEffect New( const Vector4& color );
-
- /**
- * @brief Set the progress rate to the effect.
- *
- * The whole progress ( with progress rate from 0.0 to 1.0 ):
- * two waves appear at two sides; move towards center and overlap.
- * @param[in] progressRate The progress rate value.
- */
- void SetProgressRate( float progressRate );
-
- /**
- * @brief Get the name for the progress rate property.
- *
- * @return A std::string containing the property name.
- */
- const std::string& GetProgressRatePropertyName() const;
-
-
-private: // Not intended for application developers
- DALI_INTERNAL BouncingEffect( ShaderEffect handle );
+inline ShaderEffect CreateBouncingEffect(const Vector4& color)
+{
+ std::string fragmentShader = DALI_COMPOSE_SHADER(
+ precision mediump float;\n
+ uniform float uProgressRate;\n
+ uniform vec4 uAssignedColor;\n
+ void main()\n
+ {\n
+ float progressRate = abs(uProgressRate)*0.5;\n
+ float amplitude = 0.15 - progressRate*0.15 ;\n
+ float x1 = 7.5 * (vTexCoord.x - progressRate);\n
+ float x2 = 7.5 * (vTexCoord.x - 1.0 + progressRate);\n
+ float height1 = max(0.00001, 0.3 - amplitude * ( exp(x1) + exp(-x1) ) );\n
+ float height2 = max(0.00001, 0.3 - amplitude * ( exp(x2) + exp(-x2) ) );\n
+ float height3 = max(0.00001, 1.0 - 3.0 * amplitude * ( exp(x1*0.5) + exp(-x1*0.5) ) );\n
+ float height4 = max(0.00001, 1.0 - 3.0 * amplitude * ( exp(x2*0.5) + exp(-x2*0.5) ) );\n
+ vec4 fragColor = vec4(0.0);\n
+ float y = vTexCoord.y/(height1+height2);\n
+ float y2 = vTexCoord.y/max(height3,height4);\n
+ float coef = max(height1,height2)*5.0/( 1.0+exp(y*12.0-6.0) );\n
+ float alpha = pow( max(0.0,(1.0-y2))*(1.0-min(abs(x1),abs(x2))/5.0), 2.0);\n
+ if( vTexCoord.y < 0.075 )\n
+ {\n
+ fragColor= mix(uAssignedColor, vec4(1.0), coef);\n
+ fragColor += (vec4(1.0)-fragColor) * alpha;\n
+ }\n
+ else if (y2<1.0)\n
+ {\n
+ fragColor =vec4(1.0,1.0,1.0, alpha + (1.0-alpha)*coef);\n
+ fragColor.rgb -= ( vec3(1.0)-uAssignedColor.rgb )*min(clamp(y*1.2-0.3, 0.0, 0.3),clamp(0.9-y*1.2,0.0,0.3));\n
+ }\n
+ fragColor.a *= 10.0*min(min(vTexCoord.x, 1.0-vTexCoord.x),0.1)*min(1.0, progressRate/0.2);\n
+ gl_FragColor = fragColor;\n
+ }
+ );
+
+ ShaderEffect shaderEffect;
+ shaderEffect = ShaderEffect::New( "", fragmentShader,
+ GeometryType( GEOMETRY_TYPE_IMAGE),
+ ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
+
+ shaderEffect.SetUniform( "uAssignedColor", color );
+ shaderEffect.SetUniform( "uProgressRate", 0.0f );
+
+ return shaderEffect;
+}
-};
} // namespace Toolkit