Formatting API
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / devel-api / shader-effects / distance-field-effect.h
index 8c4b800..b963693 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H
 
 /*
- * Copyright (c) 2019 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 <string.h>
 #include <dali/public-api/object/property-map.h>
+#include <string.h>
 
 // INTERNAL INCLUDES
 #include <dali-toolkit/public-api/visuals/visual-properties.h>
 
 namespace Dali
 {
-
 namespace Toolkit
 {
-
 /**
  * Creates a new DistanceFieldEffect
  *
@@ -56,126 +54,124 @@ namespace Toolkit
  */
 inline Dali::Property::Map CreateDistanceFieldEffect()
 {
-  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
-      } )
-  );
+  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 );
+  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;
+  customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString;
+  customShader[Visual::Shader::Property::HINTS]           = Shader::Hint::OUTPUT_IS_TRANSPARENT;
 
-  map[ Toolkit::Visual::Property::SHADER ] = customShader;
+  map[Toolkit::Visual::Property::SHADER] = customShader;
   return map;
 }
 
-
 } // namespace Toolkit
 
 } // namespace Dali