X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Fdevel-api%2Fshader-effects%2Fdissolve-effect.h;h=0825a5dc1ab93838279a1a6282ab6b7955fd31cf;hp=4953e4db027618c87cf9af66496753e8f7491a7f;hb=2c97b9f743493b56e6256fbce8ef5c3e2080572c;hpb=7b1ea9c31b23e3aa79a18bcf3cc6eb69d33bc325 diff --git a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h index 4953e4d..0825a5d 100644 --- a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h +++ b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h @@ -29,53 +29,6 @@ namespace Toolkit { /** - * @brief Only registers the required property if it has not registered it before. - * - * @tparam T The type of the property. - * - * @param[in] actor The actor to register the property with. - * @param[in] name The name of the property. - * @param[in] value The value the property should be set to. - */ -template < typename T> -DALI_INTERNAL void SafeSetCustomProperty( Dali::Actor& actor, const std::string& name, const T& value ) -{ - Dali::Property::Index index = actor.GetPropertyIndex( name ); - if ( Dali::Property::INVALID_INDEX == index ) - { - index = actor.RegisterProperty( name, value ); - } - else - { - actor.SetProperty( index, value ); - } -} - -/** - * @brief Only registers the required property if it has not registered it before. - * - * @tparam T The type of the property. - * - * @param[in] actor The actor to register the property with. - * @param[in] name The name of the property. - * @param[in] value The value the property should be set to. - * @param[in] accessMode The accessMode required for the property. - */ -template < typename T> -DALI_INTERNAL void SafeSetCustomProperty( Dali::Actor& actor, const std::string& name, const T& value, Dali::Property::AccessMode accessMode ) -{ - Dali::Property::Index index = actor.GetPropertyIndex( name ); - if ( Dali::Property::INVALID_INDEX == index ) - { - index = actor.RegisterProperty( name, value, accessMode ); - } - else - { - actor.SetProperty( index, value ); - } -} - -/** * @brief Set the dissolve central line. * * Use one point (position) and one direction ( displacement ) vector to define this line @@ -89,72 +42,72 @@ DALI_INTERNAL void SafeSetCustomProperty( Dali::Actor& actor, const std::string& inline void DissolveEffectSetCentralLine( Actor& actor, const Vector2& position, const Vector2& displacement, float initialProgress ) { // the line passes through 'position' and has the direction of 'displacement' - float coefA, coefB, coefC; //line equation: Ax+By+C=0; - coefA = displacement.y; - coefB = -displacement.x; - coefC = -displacement.y*position.x + displacement.x*position.y; - - float inversedAABB = 1.f / (coefA*coefA+coefB*coefB); - float inversedSqrtAABB = sqrtf(inversedAABB); - float saddleA; - - //saddle surface(Hyperbolic paraboloid)function, used to calculate the dissolve starting time - //z = y*y/a/a - x*x/b/b - //with our selection of parameters(a and b), this value for any texture coordinate is between -1.0 and 1.0 - - Vector3 saddleParam; // [0]: a*a, [1]: b*b, [2] b - Vector2 translation; - Vector2 rotation; - float toNext = -1.f; - if( displacement.x > 0.f || (EqualsZero(displacement.x) && displacement.y > 0.f) ) - { - toNext = 1.f; - } - - if( (displacement.y * displacement.x < 0.0f) ) - { - //distance from (0,0) to the line - float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB; - //distance from (1, 1 ) to the line - float distanceBottomRight = fabsf(coefA+coefB+coefC) * inversedSqrtAABB; - saddleA = std::max( distanceTopLeft, distanceBottomRight ); + float coefA, coefB, coefC; //line equation: Ax+By+C=0; + coefA = displacement.y; + coefB = -displacement.x; + coefC = -displacement.y*position.x + displacement.x*position.y; + + float inversedAABB = 1.f / (coefA*coefA+coefB*coefB); + float inversedSqrtAABB = sqrtf(inversedAABB); + float saddleA; + + //saddle surface(Hyperbolic paraboloid)function, used to calculate the dissolve starting time + //z = y*y/a/a - x*x/b/b + //with our selection of parameters(a and b), this value for any texture coordinate is between -1.0 and 1.0 + + Vector3 saddleParam; // [0]: a*a, [1]: b*b, [2] b + Vector2 translation; + Vector2 rotation; + float toNext = -1.f; + if( displacement.x > 0.f || (EqualsZero(displacement.x) && displacement.y > 0.f) ) + { + toNext = 1.f; + } - //foot of a perpendicular: (1,0) to the line - float footX1 = ( coefB*coefB - coefA*coefC) * inversedAABB; - float footY1 = (-coefA*coefB - coefB*coefC) * inversedAABB; - //foot of a perpendicular: (0,1) to the line - float footX2 = (-coefA*coefB - coefA*coefC) * inversedAABB; - float footY2 = ( coefA*coefA - coefB*coefC) * inversedAABB; - saddleParam[1] = (footX1-footX2)*(footX1-footX2) + (footY1-footY2)*(footY1-footY2); - translation = Vector2(-footX2,-footY2); - } - else - { - //distance from(1,0) to the line - float distanceTopRight = fabsf(coefA+coefC) * inversedSqrtAABB; - //distance from(0,1) to the line - float distanceBottomLeft = fabsf(coefB+coefC) * inversedSqrtAABB; - saddleA = std::max( distanceTopRight, distanceBottomLeft ); - //foot of a perpendicular: (0,0) to the line - float footX3 = (-coefA*coefC) * inversedAABB; - float footY3 = (-coefB*coefC) * inversedAABB; - //foot of a perpendicular: (1.0,1.0) to the line - float footX4 = ( coefB*coefB - coefA*coefB - coefA*coefC) * inversedAABB; - float footY4 = (-coefA*coefB + coefA*coefA- coefB*coefC) * inversedAABB; - saddleParam[1] = (footX3-footX4)*(footX3-footX4) + (footY3-footY4)*(footY3-footY4); - translation = Vector2(-footX3, -footY3); - } + if( (displacement.y * displacement.x < 0.0f) ) + { + //distance from (0,0) to the line + float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB; + //distance from (1, 1 ) to the line + float distanceBottomRight = fabsf(coefA+coefB+coefC) * inversedSqrtAABB; + saddleA = std::max( distanceTopLeft, distanceBottomRight ); + + //foot of a perpendicular: (1,0) to the line + float footX1 = ( coefB*coefB - coefA*coefC) * inversedAABB; + float footY1 = (-coefA*coefB - coefB*coefC) * inversedAABB; + //foot of a perpendicular: (0,1) to the line + float footX2 = (-coefA*coefB - coefA*coefC) * inversedAABB; + float footY2 = ( coefA*coefA - coefB*coefC) * inversedAABB; + saddleParam[1] = (footX1-footX2)*(footX1-footX2) + (footY1-footY2)*(footY1-footY2); + translation = Vector2(-footX2,-footY2); + } + else + { + //distance from(1,0) to the line + float distanceTopRight = fabsf(coefA+coefC) * inversedSqrtAABB; + //distance from(0,1) to the line + float distanceBottomLeft = fabsf(coefB+coefC) * inversedSqrtAABB; + saddleA = std::max( distanceTopRight, distanceBottomLeft ); + //foot of a perpendicular: (0,0) to the line + float footX3 = (-coefA*coefC) * inversedAABB; + float footY3 = (-coefB*coefC) * inversedAABB; + //foot of a perpendicular: (1.0,1.0) to the line + float footX4 = ( coefB*coefB - coefA*coefB - coefA*coefC) * inversedAABB; + float footY4 = (-coefA*coefB + coefA*coefA- coefB*coefC) * inversedAABB; + saddleParam[1] = (footX3-footX4)*(footX3-footX4) + (footY3-footY4)*(footY3-footY4); + translation = Vector2(-footX3, -footY3); + } - saddleParam[2] = sqrtf(saddleParam[1]); - saddleParam[0] = saddleA*saddleA; - rotation = Vector2(-displacement.x, displacement.y); - rotation.Normalize(); + saddleParam[2] = sqrtf(saddleParam[1]); + saddleParam[0] = saddleA*saddleA; + rotation = Vector2(-displacement.x, displacement.y); + rotation.Normalize(); - SafeSetCustomProperty( actor, "uSaddleParam", saddleParam ); - SafeSetCustomProperty( actor, "uTranslation", translation ); - SafeSetCustomProperty( actor, "uRotation", rotation ); - SafeSetCustomProperty( actor, "uToNext", toNext ); - SafeSetCustomProperty( actor, "uPercentage", initialProgress, Dali::Property::ANIMATABLE ); + actor.RegisterProperty( "uSaddleParam", saddleParam ); + actor.RegisterProperty( "uTranslation", translation ); + actor.RegisterProperty( "uRotation", rotation ); + actor.RegisterProperty( "uToNext", toNext ); + actor.RegisterProperty( "uPercentage", initialProgress, Dali::Property::ANIMATABLE ); } /** * @brief Create a new Dissolve effect