Merge "DALi Version 1.2.48" into devel/master
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / devel-api / shader-effects / distance-field-effect.h
index 3a4dba0..a5d6c26 100644 (file)
@@ -2,7 +2,7 @@
 #define __DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H__
 
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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 <string.h>
+#include <dali/public-api/object/property-map.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
 
 namespace Dali
 {
@@ -32,10 +36,8 @@ namespace Toolkit
  *
  * DistanceFieldEffect is a custom shader effect to achieve distance field on Image actors
  *
- * Animatable/Constrainable uniforms:
+ * Animatable/Constrainable uniforms - These will need to be registered to the actor as a custom property to take into effect:
  *
- *  "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
@@ -50,133 +52,127 @@ namespace Toolkit
  *                    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
+ *  @return The newly created Property::Map with the distance field effect
  */
-inline ShaderEffect CreateDistanceFieldEffect()
+inline Dali::Property::Map CreateDistanceFieldEffect()
 {
-  std::string fragmentShaderPrefix(
-      "#extension GL_OES_standard_derivatives : enable\n"
-      "\n"
+  const char* fragmentShaderPrefix( "#extension GL_OES_standard_derivatives : enable\n" );
+
+  const char* fragmentShader( DALI_COMPOSE_SHADER(
+      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
+
+        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
+      } )
   );
 
-  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"
-  );
+  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;
 
-  // 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;
+  map[ Visual::Property::SHADER ] = customShader;
+  return map;
 }