[dali_1.9.29] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / devel-api / shader-effects / dissolve-effect.h
index 154ad56..ba7cb1c 100644 (file)
@@ -1,8 +1,8 @@
-#ifndef __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
-#define __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
+#ifndef DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H
+#define DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H
 
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
  */
 
 // EXTERNAL INCLUDES
-#include <dali/public-api/shader-effects/shader-effect.h>
+#include <dali/public-api/rendering/shader.h>
+#include <string.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
 
 namespace Dali
 {
-
 namespace Toolkit
 {
-
 /**
  * @brief Set the dissolve central line.
  *
@@ -34,160 +36,195 @@ namespace Toolkit
  * As we use the texture coordinate as pixel position to calculate random offset,
  * the line should passing through rectangle {(0,0),(0,1),(1,0),(1,1)},
  * so make the position parameter with two component values between 0.0 to 1.0
- * @param[in] dissolveEffect The shader effect
+ * @param[in] actor The actor that registers the uniform properties
  * @param[in] position The point ( locates within rectangle {(0,0),(0,1),(1,0),(1,1)} ) passed through by the central line
  * @param[in] displacement The direction of the central line
+ * @param[in] initialProgress The normalised initial progress of the shader
  */
-inline void DissolveEffectSetCentralLine( ShaderEffect& dissolveEffect, const Vector2& position, const Vector2& displacement )
+inline void DissolveEffectSetCentralLine(Actor& actor, const Vector2& position, const Vector2& displacement, float initialProgress)
 {
   // the line passes through 'position' and has the direction of 'displacement'
-    float coefA, coefB, coefC; //line equation: Ax+By+C=0;
-    coefA = displacement.y;
-    coefB = -displacement.x;
-    coefC = -displacement.y*position.x + displacement.x*position.y;
-
-    float inversedAABB = 1.f / (coefA*coefA+coefB*coefB);
-    float inversedSqrtAABB = sqrtf(inversedAABB);
-    float saddleA;
-
-    //saddle surface(Hyperbolic paraboloid)function, used to calculate the dissolve starting time
-    //z = y*y/a/a - x*x/b/b
-    //with our selection of parameters(a and b), this value for any texture coordinate is between -1.0 and 1.0
-
-    Vector3 saddleParam; // [0]: a*a, [1]: b*b, [2] b
-    Vector2 translation;
-    Vector2 rotation;
-    float toNext = -1.f;
-    if( displacement.x > 0.f || (EqualsZero(displacement.x) && displacement.y > 0.f) )
-    {
-      toNext = 1.f;
-    }
-
-    if( (displacement.y * displacement.x < 0.0f) )
-    {
-      //distance from (0,0) to the line
-      float distanceTopLeft =  fabsf(coefC) * inversedSqrtAABB;
-      //distance from (1, 1 ) to the line
-      float distanceBottomRight = fabsf(coefA+coefB+coefC) * inversedSqrtAABB;
-      saddleA = std::max( distanceTopLeft, distanceBottomRight );
-
-      //foot of a perpendicular: (1,0) to the line
-      float footX1 = ( coefB*coefB - coefA*coefC) * inversedAABB;
-      float footY1 = (-coefA*coefB - coefB*coefC) * inversedAABB;
-      //foot of a perpendicular: (0,1) to the line
-      float footX2 = (-coefA*coefB - coefA*coefC) * inversedAABB;
-      float footY2 = ( coefA*coefA - coefB*coefC) * inversedAABB;
-      saddleParam[1] = (footX1-footX2)*(footX1-footX2) + (footY1-footY2)*(footY1-footY2);
-      translation = Vector2(-footX2,-footY2);
-    }
-    else
-    {
-      //distance from(1,0) to the line
-      float distanceTopRight = fabsf(coefA+coefC) * inversedSqrtAABB;
-      //distance from(0,1) to the line
-      float distanceBottomLeft = fabsf(coefB+coefC) * inversedSqrtAABB;
-      saddleA = std::max( distanceTopRight, distanceBottomLeft );
-      //foot of a perpendicular: (0,0) to the line
-      float footX3 = (-coefA*coefC) * inversedAABB;
-      float footY3 = (-coefB*coefC) * inversedAABB;
-      //foot of a perpendicular: (1.0,1.0) to the line
-      float footX4 = ( coefB*coefB - coefA*coefB - coefA*coefC) * inversedAABB;
-      float footY4 = (-coefA*coefB + coefA*coefA- coefB*coefC) * inversedAABB;
-      saddleParam[1] = (footX3-footX4)*(footX3-footX4) + (footY3-footY4)*(footY3-footY4);
-      translation = Vector2(-footX3, -footY3);
-    }
-
-    saddleParam[2] = sqrtf(saddleParam[1]);
-    saddleParam[0] = saddleA*saddleA;
-    rotation = Vector2(-displacement.x, displacement.y);
-    rotation.Normalize();
-
-    dissolveEffect.SetUniform( "uSaddleParam", saddleParam );
-    dissolveEffect.SetUniform( "uTranslation", translation );
-    dissolveEffect.SetUniform( "uRotation", rotation );
-    dissolveEffect.SetUniform( "uToNext", toNext );
+  float coefA, coefB, coefC; //line equation: Ax+By+C=0;
+  coefA = displacement.y;
+  coefB = -displacement.x;
+  coefC = -displacement.y * position.x + displacement.x * position.y;
+
+  float inversedAABB     = 1.f / (coefA * coefA + coefB * coefB);
+  float inversedSqrtAABB = sqrtf(inversedAABB);
+  float saddleA;
+
+  //saddle surface(Hyperbolic paraboloid)function, used to calculate the dissolve starting time
+  //z = y*y/a/a - x*x/b/b
+  //with our selection of parameters(a and b), this value for any texture coordinate is between -1.0 and 1.0
+
+  Vector3 saddleParam; // [0]: a*a, [1]: b*b, [2] b
+  Vector2 translation;
+  Vector2 rotation;
+  float   toNext = -1.f;
+  if(displacement.x > 0.f || (EqualsZero(displacement.x) && displacement.y > 0.f))
+  {
+    toNext = 1.f;
+  }
+
+  if((displacement.y * displacement.x < 0.0f))
+  {
+    //distance from (0,0) to the line
+    float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB;
+    //distance from (1, 1 ) to the line
+    float distanceBottomRight = fabsf(coefA + coefB + coefC) * inversedSqrtAABB;
+    saddleA                   = std::max(distanceTopLeft, distanceBottomRight);
+
+    //foot of a perpendicular: (1,0) to the line
+    float footX1 = (coefB * coefB - coefA * coefC) * inversedAABB;
+    float footY1 = (-coefA * coefB - coefB * coefC) * inversedAABB;
+    //foot of a perpendicular: (0,1) to the line
+    float footX2   = (-coefA * coefB - coefA * coefC) * inversedAABB;
+    float footY2   = (coefA * coefA - coefB * coefC) * inversedAABB;
+    saddleParam[1] = (footX1 - footX2) * (footX1 - footX2) + (footY1 - footY2) * (footY1 - footY2);
+    translation    = Vector2(-footX2, -footY2);
+  }
+  else
+  {
+    //distance from(1,0) to the line
+    float distanceTopRight = fabsf(coefA + coefC) * inversedSqrtAABB;
+    //distance from(0,1) to the line
+    float distanceBottomLeft = fabsf(coefB + coefC) * inversedSqrtAABB;
+    saddleA                  = std::max(distanceTopRight, distanceBottomLeft);
+    //foot of a perpendicular: (0,0) to the line
+    float footX3 = (-coefA * coefC) * inversedAABB;
+    float footY3 = (-coefB * coefC) * inversedAABB;
+    //foot of a perpendicular: (1.0,1.0) to the line
+    float footX4   = (coefB * coefB - coefA * coefB - coefA * coefC) * inversedAABB;
+    float footY4   = (-coefA * coefB + coefA * coefA - coefB * coefC) * inversedAABB;
+    saddleParam[1] = (footX3 - footX4) * (footX3 - footX4) + (footY3 - footY4) * (footY3 - footY4);
+    translation    = Vector2(-footX3, -footY3);
+  }
+
+  saddleParam[2] = sqrtf(saddleParam[1]);
+  saddleParam[0] = saddleA * saddleA;
+  rotation       = Vector2(-displacement.x, displacement.y);
+  rotation.Normalize();
+
+  actor.RegisterProperty("uSaddleParam", saddleParam);
+  actor.RegisterProperty("uTranslation", translation);
+  actor.RegisterProperty("uRotation", rotation);
+  actor.RegisterProperty("uToNext", toNext);
+  actor.RegisterProperty("uPercentage", initialProgress, Dali::Property::ANIMATABLE);
 }
 /**
  * @brief Create a new Dissolve effect
  *
- *  DissolveEffect is a custom shader effect to achieve Dissolve effects in Image actors.
+ *  DissolveEffect is a custom shader effect to achieve Dissolve effects in image views.
  *
  *  Animatable/Constrainable uniforms:
  *    "uPercentage" - This value is proportional to the distortion applied; a value of zero means no distortion.
  *
  *  @param[in] useHighPrecision True if using high precision in fragment shader for fully random noise, false otherwise
- *  @return A handle to a newly allocated ShaderEffect
+ *  @return The newly created Property::Map with the dissolve effect
  */
 
-inline ShaderEffect CreateDissolveEffect(bool useHighPrecision = true)
+inline Property::Map CreateDissolveEffect(bool useHighPrecision = true)
 {
-  std::string prefixHighPrecision( "precision highp float;\n");
-    std::string prefixMediumPrecision( "precision mediump float;\n" );
-    std::string vertexShader(
-      "uniform float uPercentage;\n"
-      "uniform vec3 uSaddleParam;\n"
-      "uniform vec2 uTranslation;\n"
-      "uniform vec2 uRotation; \n"
-      "uniform float uToNext;\n"
-      "varying float vPercentage;\n"
-      "void main()\n"
-      "{\n"
-        "gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\n"
-        "vTexCoord = aTexCoord;\n"
-        //Calculate the distortion value given the dissolve central line
-        "vec2 texCoor = vec2( (aTexCoord.s - sTextureRect.s ) / (sTextureRect.p - sTextureRect.s), (aTexCoord.t- sTextureRect.t)/(sTextureRect.q - sTextureRect.t) ); \n"
-        "vec2 value = texCoor + uTranslation; \n"
-        "mat2 rotateMatrix = mat2( uRotation.s, uRotation.t, -uRotation.t, uRotation.s ); \n"
-        "value = rotateMatrix * value; \n"
-        "if(uToNext == 1.0)  \n"
-        "  value.s = uSaddleParam[2] + value.s; \n"
-        "float delay = value.t*value.t / uSaddleParam[0] - value.s*value.s/uSaddleParam[1];\n"
-        "vPercentage = clamp( uPercentage*2.0 - 0.5*sin(delay*1.571) - 0.5, 0.0, 1.0 ); \n"
-      "}\n");
-    std::string fragmentShader(
-      "varying float vPercentage;\n"
-      "float rand(vec2 co) \n"
-      "{\n"
-      "  return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n"
-      "}\n"
-      "void main()\n"
-      "{\n"
-        //Calculate the randomness
-        "float offsetS = rand( vTexCoord * vPercentage ) * (sTextureRect.p - sTextureRect.s) - vTexCoord.s  + sTextureRect.s; \n"
-        "float offsetT = rand( vec2(vTexCoord.t*vPercentage, vTexCoord.s * vPercentage) ) * (sTextureRect.q - sTextureRect.t) - vTexCoord.t + sTextureRect.t; \n"
-        "vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage; \n"
-        "gl_FragColor = texture2D( sTexture, lookupCoord ) * uColor; \n"
-        "gl_FragColor.a *= 1.0 - vPercentage; \n"
-      "}" );
-
-    // Create the implementation, temporarily owned on stack,
-    Dali::ShaderEffect shaderEffect;
-    if( useHighPrecision )
-    {
-      shaderEffect =  Dali::ShaderEffect::New(
-          prefixHighPrecision+vertexShader, prefixHighPrecision + fragmentShader,
-          GeometryType( GEOMETRY_TYPE_IMAGE),
-          ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
-    }
-    else
-    {
-      shaderEffect =  Dali::ShaderEffect::New(
-          prefixMediumPrecision+vertexShader, prefixMediumPrecision + fragmentShader,
-          GeometryType( GEOMETRY_TYPE_IMAGE),
-          ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
-    }
-
-    shaderEffect.SetUniform( "uPercentage", 0.0f );
-    shaderEffect.SetProperty( ShaderEffect::Property::GRID_DENSITY, Dali::Property::Value(50.0f) );
-
-    DissolveEffectSetCentralLine( shaderEffect, Vector2(1.0f,0.5f), Vector2(-1.0f, 0.0f) );
-
-    return shaderEffect;
-
+  const char* prefixHighPrecision("precision highp float;\n");
+  const char* prefixMediumPrecision("precision mediump float;\n");
+
+  const char* vertexShader(
+    "attribute mediump vec2 aPosition;\n"
+    "\n"
+    "uniform mediump mat4   uMvpMatrix;\n"
+    "uniform vec3           uSize;\n"
+    "uniform vec4           uTextureRect;"
+    "\n"
+    "uniform float          uPercentage;\n"
+    "uniform vec3           uSaddleParam;\n"
+    "uniform vec2           uTranslation;\n"
+    "uniform vec2           uRotation; \n"
+    "uniform float          uToNext;\n"
+    "\n"
+    "varying float          vPercentage;\n"
+    "varying vec2           vTexCoord;\n"
+    "\n"
+    "void main()\n"
+    "{\n"
+    "  mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n"
+    "  vertexPosition.xyz *= uSize;\n"
+    "  vertexPosition = uMvpMatrix * vertexPosition;\n"
+    "  gl_Position = vertexPosition;\n"
+    "\n"
+    "  vec2 texCoord = aPosition + vec2(0.5);\n"
+    "  vTexCoord = texCoord;\n"
+    "\n"
+    "  //Calculate the distortion value given the dissolve central line\n"
+    "  vec2 value = texCoord + uTranslation;\n"
+    "  mat2 rotateMatrix = mat2(uRotation.s, uRotation.t, -uRotation.t, uRotation.s);\n"
+    "  value = rotateMatrix * value;\n"
+    "  if(uToNext == 1.0)\n"
+    "    value.s = uSaddleParam[2] + value.s;\n"
+    "  float delay = value.t * value.t / uSaddleParam[0] - value.s * value.s / uSaddleParam[1];\n"
+    "  vPercentage = clamp(uPercentage * 2.0 - 0.5 * sin(delay * 1.571) - 0.5, 0.0, 1.0);\n"
+    "}\n");
+
+  const char* fragmentShader(
+    "varying float           vPercentage;\n"
+    "varying mediump vec2  vTexCoord;\n"
+    "\n"
+    "uniform sampler2D   sTexture;\n"
+    "uniform lowp vec4 uColor;\n"
+    "uniform vec4 uTextureRect;\n"
+    "float rand(vec2 co)\n"
+    "{\n"
+    "  return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n"
+    "}\n"
+    "void main()\n"
+    "{\n"
+    "  //Calculate the randomness\n"
+    "  float  offsetS = rand(vTexCoord * vPercentage) - vTexCoord.s;\n"
+    "  float offsetT = rand(vec2(vTexCoord.t * vPercentage, vTexCoord.s * vPercentage)) - vTexCoord.t;\n"
+    "  vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage;\n"
+    "  gl_FragColor = texture2D(sTexture, lookupCoord) * uColor;\n"
+    "  gl_FragColor.a *= 1.0 - vPercentage;\n"
+    "}\n");
+
+  Property::Map map;
+
+  Property::Map customShader;
+
+  std::string vertexShaderString;
+  std::string fragmentShaderString;
+  if(useHighPrecision)
+  {
+    vertexShaderString.reserve(strlen(prefixHighPrecision) + strlen(vertexShader));
+    vertexShaderString.append(prefixHighPrecision);
+
+    fragmentShaderString.reserve(strlen(prefixHighPrecision) + strlen(fragmentShader));
+    fragmentShaderString.append(prefixHighPrecision);
+  }
+  else
+  {
+    vertexShaderString.reserve(strlen(prefixMediumPrecision) + strlen(vertexShader));
+    vertexShaderString.append(prefixMediumPrecision);
+
+    fragmentShaderString.reserve(strlen(prefixMediumPrecision) + strlen(fragmentShader));
+    fragmentShaderString.append(prefixMediumPrecision);
+  }
+
+  vertexShaderString.append(vertexShader);
+  fragmentShaderString.append(fragmentShader);
+
+  customShader[Visual::Shader::Property::VERTEX_SHADER]   = vertexShaderString;
+  customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString;
+
+  customShader[Visual::Shader::Property::SUBDIVIDE_GRID_X] = 20;
+  customShader[Visual::Shader::Property::SUBDIVIDE_GRID_Y] = 20;
+
+  customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
+
+  map[Toolkit::Visual::Property::SHADER] = customShader;
+  return map;
 }
 
 } // namespace Toolkit
 
 } // namespace Dali
 
-#endif // __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
+#endif // DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H