[dali_2.3.20] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / devel-api / shader-effects / distance-field-effect.h
index b963693..2a233f3 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H
 
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
  *
  */
 
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
+
 // EXTERNAL INCLUDES
 #include <dali/public-api/object/property-map.h>
-#include <string.h>
-
-// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
 
 namespace Dali
 {
@@ -52,125 +51,7 @@ namespace Toolkit
  *
  *  @return The newly created Property::Map with the distance field effect
  */
-inline Dali::Property::Map CreateDistanceFieldEffect()
-{
-  const char* fragmentShaderPrefix("#extension GL_OES_standard_derivatives : enable\n");
-
-  const char* fragmentShader(
-    "varying mediump vec2 vTexCoord;\n"
-    "\n"
-    "uniform mediump float uGlowBoundary;\n"
-    "uniform mediump vec2  uOutlineParams;\n"
-    "uniform lowp    vec4  uOutlineColor;\n"
-    "uniform lowp    vec4  uShadowColor;\n"
-    "uniform mediump vec2  uShadowOffset;\n"
-    "uniform lowp    vec4  uGlowColor;\n"
-    "uniform lowp    float uDoOutline;\n"
-    "uniform lowp    float uDoShadow;\n"
-    "uniform lowp    float uDoGlow;\n"
-    "\n"
-    "uniform sampler2D sTexture;\n"
-    "uniform lowp vec4 uColor;\n"
-    "\n"
-    "void main()\n"
-    "{\n"
-    "  // sample distance field\n"
-    "  mediump float smoothing = 0.5;\n"
-    "  \n"
-    "  mediump float distance = texture2D(sTexture, vTexCoord).a;\n"
-    "  mediump float smoothWidth = fwidth(distance);\n"
-    "  mediump float alphaFactor = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, distance);\n"
-    "  lowp    vec4  color;\n"
-    "  if (uDoShadow == 0.0)\n"
-    "  {\n"
-    "    mediump float alpha = uColor.a * alphaFactor;\n"
-    "    lowp    vec4  rgb = uColor;\n"
-    "\n"
-    "    if (uDoOutline > 0.0)\n"
-    "    {\n"
-    "      mediump float outlineWidth = uOutlineParams[1] + smoothWidth;\n"
-    "      mediump float outlineBlend = smoothstep(uOutlineParams[0] - outlineWidth, uOutlineParams[0] + outlineWidth, distance);\n"
-    "      alpha = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, distance);\n"
-    "      rgb = mix(uOutlineColor, uColor, outlineBlend);\n"
-    "    }\n"
-    "\n"
-    "    if (uDoGlow > 0.0)\n"
-    "    {\n"
-    "      rgb = mix(uGlowColor, rgb, alphaFactor);\n"
-    "      alpha = smoothstep(uGlowBoundary, smoothing, distance);\n"
-    "    }\n"
-    "\n"
-    "    // set fragment color\n"
-    "    color = vec4(rgb.rgb, alpha);\n"
-    "  }\n"
-    "\n"
-    "  else // (uDoShadow > 0.0)\n"
-    "  {\n"
-    "    mediump float shadowDistance = texture2D(sTexture, vTexCoord - uShadowOffset).a;\n"
-    "    mediump float inText = alphaFactor;\n"
-    "    mediump float inShadow = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, shadowDistance);\n"
-    "\n"
-    "    // inside object, outside shadow\n"
-    "    if (inText == 1.0)\n"
-    "    {\n"
-    "      color = uColor;\n"
-    "    }\n"
-    "    // inside object, outside shadow\n"
-    "    else if ((inText != 0.0) && (inShadow == 0.0))\n"
-    "    {\n"
-    "      color = uColor;\n"
-    "      color.a *= inText;\n"
-    "    }\n"
-    "    // outside object, completely inside shadow\n"
-    "    else if ((inText == 0.0) && (inShadow == 1.0))\n"
-    "    {\n"
-    "      color = uShadowColor;\n"
-    "    }\n"
-    "    // inside object, completely inside shadow\n"
-    "    else if ((inText != 0.0) && (inShadow == 1.0))\n"
-    "    {\n"
-    "      color = mix(uShadowColor, uColor, inText);\n"
-    "      color.a = uShadowColor.a;\n"
-    "    }\n"
-    "    // inside object, inside shadow's border\n"
-    "    else if ((inText != 0.0) && (inShadow != 0.0))\n"
-    "    {\n"
-    "      color = mix(uShadowColor, uColor, inText);\n"
-    "      color.a *= max(inText, inShadow);\n"
-    "    }\n"
-    "    // inside shadow's border\n"
-    "    else if (inShadow != 0.0)\n"
-    "    {\n"
-    "      color = uShadowColor;\n"
-    "      color.a *= inShadow;\n"
-    "    }\n"
-    "    // outside shadow and object\n"
-    "    else \n"
-    "    {\n"
-    "      color.a = 0.0;\n"
-    "    }\n"
-    "\n"
-    "  }\n"
-    "\n"
-    "  gl_FragColor = color;\n"
-    "\n"
-    "}\n");
-
-  Property::Map map;
-
-  Property::Map customShader;
-
-  std::string fragmentShaderString;
-  fragmentShaderString.reserve(strlen(fragmentShaderPrefix) + strlen(fragmentShader));
-  fragmentShaderString.append(fragmentShaderPrefix);
-  fragmentShaderString.append(fragmentShader);
-
-  customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString;
-  customShader[Visual::Shader::Property::HINTS]           = Shader::Hint::OUTPUT_IS_TRANSPARENT;
-
-  map[Toolkit::Visual::Property::SHADER] = customShader;
-  return map;
-}
+DALI_TOOLKIT_API Dali::Property::Map CreateDistanceFieldEffect();
 
 } // namespace Toolkit