{
/**
+ * Creates a new DistanceFieldEffect
+ *
* DistanceFieldEffect is a custom shader effect to achieve distance field on Image actors
+ *
+ * Animatable/Constrainable uniforms:
+ *
+ * "uSmoothing" - Soft edge smoothing. Specify the distance field value for the center of the edge.
+
+ * "uDoGlow" - The glow state. If true, glow is enabled
+ * "uGlowBoundary" - The glow boundary factor
+ * "uGlowColor" - The glow color multiplier
+
+ * "uDoShadow" - The shadow state. If true, shadows is enabled. Cannot be used with glow/and or outline
+ * "uShadowColor" - The shadow color multiplier
+ * "uShadowOffset" - The shadow offset
+
+ * "uDoOutline" - The outline state. If true, outline is enabled
+ * "uOutlineColor" - The outline color multiplier
+ * "uOutlineParams"- Thickness of outline. The outline thickness is determined by two values.
+ * First value [0-1] Specifies the distance field value for the center of the outline.
+ * Second value [0-1] Specifies the softness/width/anti-aliasing of the outlines inner edge.
+ *
+ * @return A handle to a newly allocated ShaderEffect
*/
-class DALI_IMPORT_API DistanceFieldEffect : public ShaderEffect
+inline ShaderEffect CreateDistanceFieldEffect()
{
-public:
-
- /**
- * Create an uninitialized DistanceFieldEffect; this can be initialized with DistanceFieldEffect::New()
- * Calling member functions with an uninitialized Dali::Object is not allowed.
- */
- DistanceFieldEffect();
-
- /**
- * @brief Destructor
- *
- * This is non-virtual since derived Handle types must not contain data or virtual methods.
- */
- ~DistanceFieldEffect();
-
- /**
- * Create an initialized DistanceFieldEffect.
- * @return A handle to a newly allocated Dali resource.
- */
- static DistanceFieldEffect New();
-
- /**
- * Set the shadow state
- * @param[in] shadowEnable value - true, enable shadow.
- * @note Shadow cannot be used with glow/and or outline.
- */
- void SetShadow(bool shadowEnable);
-
- /**
- * Set the shadow color multiplier (e.g. output RGB)
- * @param[in] color Shadow color value
- */
- void SetShadowColor(const Vector4& color);
-
- /**
- * Set the shadow offset
- * @param[in] color shadow offset value
- */
- void SetShadowOffset(const Vector2& color);
-
- /**
- * Set the glow state
- * @param[in] glowEnable value - true, enable glow.
- */
-
- void SetGlow(bool glowEnable);
-
- /**
- * Set the glow color multiplier (e.g. output RGB)
- * @param[in] color Glow color value
- */
- void SetGlowColor(const Vector4& color);
-
- /**
- * Set the glow boundary factor
- * @param[in] glowBoundary glow boundary
- */
- void SetGlowBoundary(float glowBoundary);
-
- /**
- * Set the outline state
- * @param[in] outlineEnable value - true, enable outline.
- */
-
- void SetOutline(bool outlineEnable);
-
- /**
- * Set the outline color multiplier (e.g. output RGB)
- * @param[in] color Outline color value
- */
- void SetOutlineColor(const Vector4& color);
-
- /**
- * Sets the outline parameters.
- * @param[in] outlineParams Thickness of outline. The outline thickness is determined by two parameters.
- * params[0] (0-1) Specifies the distance field value for the center of the outline.
- * 0 <= params[0] <= 1
- * params[1] (0-1) Specifies the softness/width/anti-aliasing of the outlines inner edge.
- * 0 <= params[0] <= 1
- */
- void SetOutlineParams(const Vector2& outlineParams);
-
- /**
- * Set soft edge smoothing
- * @param[in] smoothing Specify the distance field value for the center of the edge.
- * 0 <= params <= 1
- */
- void SetSmoothingEdge(float smoothing);
-
- /**
- * Get the name for the outline-enable property
- * @return A std::string containing the property name
- */
- const std::string& GetOutlineEnablePropertyName() const;
-
- /**
- * Get the name for the glow-enable property
- * @return A std::string containing the property name
- */
- const std::string& GetGlowEnablePropertyName() const;
-
- /**
- * Get the name for the shadow-enable property
- * @return A std::string containing the property name
- */
- const std::string& GetShadowEnablePropertyName() const;
-
- /**
- * Get the name for the radius property
- * @return A std::string containing the property name
- */
- const std::string& GetColorPropertyName() const;
-
- /**
- * Get the name for the smoothing property
- * @return A std::string containing the property name
- */
- const std::string& GetSmoothingPropertyName() const;
-
- /**
- * Get the name for the outline color property
- * @return A std::string containing the property name
- */
- const std::string& GetOutlineColorPropertyName() const;
-
- /**
- * Get the name for the outline size property
- * @return A std::string containing the property name
- */
- const std::string& GetOutlineSizePropertyName() const;
-
- /**
- * Get the name for the shadow color property
- * @return A std::string containing the property name
- */
- const std::string& GetShadowColorPropertyName() const;
-
- /**
- * Get the name for the shadow offset property
- * @return A std::string containing the property name
- */
- const std::string& GetShadowOffsetPropertyName() const;
-
- /**
- * Get the name for the glow color property
- * @return A std::string containing the property name
- */
- const std::string& GetGlowColorPropertyName() const;
-
- /**
- * Get the name for the glow boundary property
- * @return A std::string containing the property name
- */
- const std::string& GetGlowBoundaryPropertyName() const;
-
-private:
- DALI_INTERNAL DistanceFieldEffect(ShaderEffect handle);
-
-};
+ std::string fragmentShaderPrefix(
+ "#extension GL_OES_standard_derivatives : enable\n"
+ "\n"
+ );
+
+ std::string fragmentShader(
+ "uniform mediump float uSmoothing;\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"
+ "void main()\n"
+ "{\n"
+ " // sample distance field\n"
+ " mediump float distance = texture2D(sTexture, vTexCoord).a;\n"
+ " mediump float smoothWidth = fwidth(distance);\n"
+ " mediump float alphaFactor = smoothstep(uSmoothing - smoothWidth, uSmoothing + 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(uSmoothing - smoothWidth, uSmoothing + 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, uSmoothing, 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(uSmoothing - smoothWidth, uSmoothing + 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"
+ );
+
+ // Create the implementation, temporarily owned on stack
+ Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::NewWithPrefix(
+ "", "",
+ fragmentShaderPrefix, fragmentShader,
+ GeometryType( GEOMETRY_TYPE_IMAGE ),
+ ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING));
+
+ shaderEffect.SetUniform("uSmoothing",0.5f);
+ shaderEffect.SetUniform("uOutlineColor",Color::BLACK);
+ shaderEffect.SetUniform("uOutlineParams",Vector2(0.51f, 0.0f));
+ shaderEffect.SetUniform("uGlowBoundary",0.4f);
+ shaderEffect.SetUniform("uGlowColor",Color::GREEN);
+ shaderEffect.SetUniform("uShadowColor",Vector4(0.0f, 0.0f, 0.0f, 0.4f));
+
+ // TODO: find a way to set the shadow offset in texel coordinates instead of UVs.
+ shaderEffect.SetUniform("uShadowOffset",Vector2(0.05f, 0.05f));
+
+ // Default:
+ shaderEffect.SetUniform("uDoOutline",false);
+ shaderEffect.SetUniform("uDoGlow",false);
+ shaderEffect.SetUniform("uDoShadow",false);
+
+ return shaderEffect;
+}
+
} // namespace Toolkit