Merge branch 'tizen' into devel/new_mesh
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / devel-api / shader-effects / nine-patch-mask-effect.h
index 0b21228..496fa73 100644 (file)
@@ -45,6 +45,74 @@ namespace Toolkit
 namespace NinePatchMaskEffect
 {
 
+static void NinePatchMaskEffectSizeConstraint( Vector2& current, const PropertyInputContainer& inputs )
+{
+  const Vector3& actorSize = inputs[0]->GetVector3();
+  current.x = actorSize.x;
+  current.y = actorSize.y;
+}
+
+inline void DoApply( ImageActor actor, const std::string& maskImage, const Vector2& maskSize, Vector4 maskBorder )
+{
+  const char* ALPHA_MASK_VERTEX_SHADER_SOURCE =
+  "precision mediump float;\n"
+  "uniform vec2 uImageSize;                                                       \n"
+  "uniform vec2 uMaskSize;                                                        \n"
+  "varying vec2 vMaskTexCoord;                                                    \n"
+  "                                                                               \n"
+  "void main()                                                                    \n"
+  "{                                                                              \n"
+  "  gl_Position = uMvpMatrix * vec4(aPosition, 1.0);                             \n"
+  "                                                                               \n"
+  "  // Ignore mask UVs for image                                                 \n"
+  "                                                                               \n"
+  "  highp vec2 halfImageSize = uImageSize * 0.5;                                 \n"
+  "  vTexCoord = (aPosition.xy + halfImageSize) / uImageSize;                     \n"
+  "                                                                               \n"
+  "  // UVs were calculated for image size, so convert for mask size              \n"
+  "                                                                               \n"
+  "  highp vec2 halfMaskSize  = uMaskSize * 0.5;                                  \n"
+  "  highp vec2 halfSizeDelta = halfImageSize - halfMaskSize;                     \n"
+  "                                                                               \n"
+  "  highp vec2 maskPosition = aPosition.xy;                                      \n"
+  "  maskPosition.x -= halfSizeDelta.x * sign(aPosition.x);                       \n"
+  "  maskPosition.y -= halfSizeDelta.y * sign(aPosition.y);                       \n"
+  "                                                                               \n"
+  "  vMaskTexCoord = (maskPosition + halfMaskSize) / uMaskSize;                   \n"
+  "}                                                                              \n";
+
+  const char* ALPHA_MASK_FRAGMENT_SHADER_SOURCE =
+  "varying mediump vec2 vMaskTexCoord;                                            \n"
+  "                                                                               \n"
+  "void main()                                                                    \n"
+  "{                                                                              \n"
+  "  highp vec4 mask = texture2D(sEffect, vMaskTexCoord);                         \n"
+  "  gl_FragColor = texture2D(sTexture, vTexCoord) * uColor * vec4(1,1,1,mask.a); \n"
+  "}                                                                              \n";
+
+  ShaderEffect maskEffect = ShaderEffect::New(
+    ALPHA_MASK_VERTEX_SHADER_SOURCE,
+    ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
+    GeometryType( GEOMETRY_TYPE_IMAGE ),
+    ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
+
+  maskEffect.SetEffectImage( ResourceImage::New( maskImage ) );
+
+  maskEffect.SetUniform( "uImageSize", Vector2(0,0) /*Constrained to actor size*/ );
+
+  Constraint constraint = Constraint::New<Vector2>( maskEffect, maskEffect.GetPropertyIndex("uImageSize"), NinePatchMaskEffectSizeConstraint );
+  constraint.AddSource( Source(actor, Actor::Property::SIZE) );
+  constraint.Apply();
+
+  maskEffect.SetUniform( "uMaskSize", maskSize );
+
+  // Actor must provide nine-patch style geometry for this effect to work
+  actor.SetStyle( ImageActor::STYLE_NINE_PATCH );
+  actor.SetNinePatchBorder( maskBorder );
+
+  actor.SetShaderEffect( maskEffect );
+}
+
 /**
  * @brief Apply the mask effect to an ImageActor.
  *
@@ -52,7 +120,15 @@ namespace NinePatchMaskEffect
  * @param [in] actor The actor which needs the effect. To remove the effect call actor.RemoveShaderEffect().
  * @param [in] maskImage The path to a file containing the mask. The center pixels of the mask will be stretched.
  */
-DALI_IMPORT_API void Apply( ImageActor actor, const std::string& maskImage );
+inline void Apply( ImageActor actor, const std::string& maskImage )
+{
+  const Uint16Pair maskSize = ResourceImage::GetImageSize( maskImage );
+
+  const float leftRight = (maskSize.GetWidth()  - 1.0f) * 0.5f;
+  const float topBottom = (maskSize.GetHeight() - 1.0f) * 0.5f;
+
+  DoApply( actor, maskImage, Vector2( maskSize.GetWidth(), maskSize.GetHeight() ), Vector4( leftRight, topBottom, leftRight, topBottom ) );
+}
 
 /**
  * @brief Apply the mask effect to an ImageActor.
@@ -62,7 +138,12 @@ DALI_IMPORT_API void Apply( ImageActor actor, const std::string& maskImage );
  * @param [in] maskImage The path to a file containing the mask.
  * @param [in] maskBorder Specifies the part of the mask image that will be stretched (left, top, right, bottom).
  */
-DALI_IMPORT_API void Apply( ImageActor actor, const std::string& maskImage, const Vector4& maskBorder );
+inline void Apply( ImageActor actor, const std::string& maskImage, const Vector4& maskBorder )
+{
+  const Uint16Pair maskSize = ResourceImage::GetImageSize( maskImage );
+
+  DoApply( actor, maskImage, Vector2( maskSize.GetWidth(), maskSize.GetHeight() ), maskBorder );
+}
 
 } // namespace NinePatchMaskEffect