-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
-
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// CLASS HEADER
#include <dali-toolkit/public-api/shader-effects/motion-blur-effect.h>
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/animation/active-constraint.h>
+#include <dali/public-api/animation/constraint.h>
+#include <dali/public-api/animation/constraints.h>
+
namespace Dali
{
{
}
-MotionBlurEffect MotionBlurEffect::Apply( Actor handle )
+MotionBlurEffect MotionBlurEffect::Apply( RenderableActor renderable )
{
MotionBlurEffect newEffect = New( MOTION_BLUR_NUM_SAMPLES );
- handle.SetShaderEffect( newEffect );
+ renderable.SetShaderEffect( newEffect );
Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_BLUR_MODEL_LASTFRAME );
Constraint constraint = Constraint::New<Matrix>( uModelProperty,
- Source( handle, Actor::WORLD_MATRIX ),
+ Source( renderable, Actor::WORLD_MATRIX ),
EqualToConstraint() );
// and set up constraint.
return New( MOTION_BLUR_NUM_SAMPLES );
}
-MotionBlurEffect MotionBlurEffect::New( const unsigned int numBlurSamples )
+MotionBlurEffect MotionBlurEffect::New( unsigned int numBlurSamples )
{
// Dali vertexSource prefix for reference:
// precision highp float;
// varying vec2 vTexCoord;
std::string vertexSource;
vertexSource =
+ "precision mediump float;\n"
"uniform mat4 uModelLastFrame;\n"
"uniform float uTimeDelta;\n"
std::string fragmentSource;
fragmentSource =
"precision mediump float;\n"
-
"uniform vec2 uObjectFadeStart;\n"
"uniform vec2 uObjectFadeEnd;\n"
"uniform float uAlphaScale;\n"
"}\n";
// NOTE: we must turn on alpha blending for the actor (HINT_BLENDING)
- ShaderEffect shader = ShaderEffect::New( vertexSource,
- fragmentSource,
+ ShaderEffect shader = ShaderEffect::New( vertexSource, fragmentSource,
GEOMETRY_TYPE_IMAGE,
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID) );
}
}
-