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=4953e4db027618c87cf9af66496753e8f7491a7f;hp=7ead044e560114e1ed7d86fd97b9bb6c6f41b728;hb=6b5f0c3c0b6ca0269081fe79280586357ec36ae2;hpb=f58b8383147de70affa1e3949cf1c6757d705d3c diff --git a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h index 7ead044..4953e4d 100644 --- a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h +++ b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h @@ -19,7 +19,8 @@ */ // EXTERNAL INCLUDES -#include +#include +#include namespace Dali { @@ -28,64 +29,248 @@ namespace Toolkit { /** - * @brief DissolveEffect is a custom shader effect to achieve Dissolve effects in Image actors. + * @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 + * As we use the texture coordinate as pixel position to calculate random offset, + * the line should passing through rectangle {(0,0),(0,1),(1,0),(1,1)}, + * so make the position parameter with two component values between 0.0 to 1.0 + * @param[in] position The point ( locates within rectangle {(0,0),(0,1),(1,0),(1,1)} ) passed through by the central line + * @param[in] displacement The direction of the central line + * @param[in] initialProgress, the normalised initial progress of the shader + */ +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 ); + + //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(); + + SafeSetCustomProperty( actor, "uSaddleParam", saddleParam ); + SafeSetCustomProperty( actor, "uTranslation", translation ); + SafeSetCustomProperty( actor, "uRotation", rotation ); + SafeSetCustomProperty( actor, "uToNext", toNext ); + SafeSetCustomProperty( actor, "uPercentage", initialProgress, Dali::Property::ANIMATABLE ); +} +/** + * @brief Create a new Dissolve effect + * + * DissolveEffect is a custom shader effect to achieve Dissolve effects in Image actors. + * + * Animatable/Constrainable uniforms: + * "uPercentage" - This value is proportional to the distortion applied; a value of zero means no distortion. + * + * @param[in] useHighPrecision True if using high precision in fragment shader for fully random noise, false otherwise + * @return The newly created Property::Map with the dissolve effect */ -class DALI_IMPORT_API DissolveEffect : public ShaderEffect + +inline Property::Map CreateDissolveEffect( bool useHighPrecision = true ) { -public: - - /** - * @brief Create an uninitialized DissolveEffect; this can be initialized with DissolveEffect::New(). - * - * Calling member functions with an uninitialized Dali::Object is not allowed. - */ - DissolveEffect(); - - /** - * @brief Destructor - * - * This is non-virtual since derived Handle types must not contain data or virtual methods. - */ - ~DissolveEffect(); - - /** - * @brief Create an initialized DissolveEffect. - * - * @param[in] useHighPrecision True if using high precision in fragment shader for fully random noise, false otherwise - * @return A handle to a newly allocated Dali resource. - */ - static DissolveEffect New( bool useHighPrecision = true); - - /** - * @brief Set the dissolve central line. - * - * Use one point (position) and one direction ( displacement ) vector to define this line - * As we use the texture coordinate as pixel position to calculate random offset, - * the line should passing through rectangle {(0,0),(0,1),(1,0),(1,1)}, - * so make the position parameter with two component values between 0.0 to 1.0 - * @param[in] position The point ( locates within rectangle {(0,0),(0,1),(1,0),(1,1)} ) passed through by the central line - * @param[in] displacement The direction of the central line - */ - void SetCentralLine( const Vector2& position, const Vector2& displacement ); - - /** - * @brief Sets the distortion applied to the effect texture. - * - * This value is proportional to the distortion applied; a value of zero means no distortion. - * @param [in] distortion The distortion value. - */ - void SetDistortion( float distortion ); - - /** - * @brief Get the name for the distortion property. - * - * @return A std::string containing the property name - */ - const std::string& GetDistortionPropertyName() const; - -private: // Not intended for application developers - DALI_INTERNAL DissolveEffect(ShaderEffect handle); -}; + const char* prefixHighPrecision( "precision highp float;\n"); + const char* prefixMediumPrecision( "precision mediump float;\n" ); + + const char* vertexShader( DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + \n + uniform mediump mat4 uMvpMatrix;\n + uniform vec3 uSize;\n + uniform vec4 uTextureRect; + \n + uniform float uPercentage;\n + uniform vec3 uSaddleParam;\n + uniform vec2 uTranslation;\n + uniform vec2 uRotation; \n + uniform float uToNext;\n + \n + varying float vPercentage;\n + varying vec2 vTexCoord;\n + + void main()\n + {\n + mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n + vertexPosition.xyz *= uSize;\n + vertexPosition = uMvpMatrix * vertexPosition;\n + gl_Position = vertexPosition;\n + + vec2 texCoord = aPosition + vec2(0.5); + vTexCoord = texCoord;\n + //Calculate the distortion value given the dissolve central line + vec2 value = texCoord + uTranslation; \n + mat2 rotateMatrix = mat2( uRotation.s, uRotation.t, -uRotation.t, uRotation.s ); \n + value = rotateMatrix * value; \n + if(uToNext == 1.0) \n + value.s = uSaddleParam[2] + value.s; \n + float delay = value.t*value.t / uSaddleParam[0] - value.s*value.s/uSaddleParam[1];\n + vPercentage = clamp( uPercentage*2.0 - 0.5*sin(delay*1.571) - 0.5, 0.0, 1.0 ); \n + }) + ); + + const char* fragmentShader( DALI_COMPOSE_SHADER( + varying float vPercentage;\n + varying mediump vec2 vTexCoord;\n + \n + uniform sampler2D sTexture;\n + uniform lowp vec4 uColor;\n + uniform vec4 uTextureRect; + \n + float rand(vec2 co) \n + {\n + return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n + }\n + \n + void main()\n + {\n + + //Calculate the randomness + float offsetS = rand( vTexCoord * vPercentage ) - vTexCoord.s; \n + float offsetT = rand( vec2(vTexCoord.t*vPercentage, vTexCoord.s * vPercentage) ) - vTexCoord.t; \n + vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage; \n + gl_FragColor = texture2D( sTexture, lookupCoord ) * uColor; \n + gl_FragColor.a *= 1.0 - vPercentage; \n + } ) + ); + + Property::Map map; + + Property::Map customShader; + + std::string vertexShaderString; + std::string fragmentShaderString; + if( useHighPrecision ) + { + vertexShaderString.reserve(strlen( prefixHighPrecision ) + strlen( vertexShader )); + vertexShaderString.append( prefixHighPrecision ); + + fragmentShaderString.reserve(strlen( prefixHighPrecision ) + strlen( fragmentShader )); + fragmentShaderString.append( prefixHighPrecision ); + } + else + { + vertexShaderString.reserve(strlen( prefixMediumPrecision ) + strlen( vertexShader )); + vertexShaderString.append( prefixMediumPrecision ); + + fragmentShaderString.reserve(strlen( prefixMediumPrecision ) + strlen( fragmentShader )); + fragmentShaderString.append( prefixMediumPrecision ); + } + + vertexShaderString.append( vertexShader ); + fragmentShaderString.append( fragmentShader ); + + customShader[ "vertexShader" ] = vertexShaderString; + customShader[ "fragmentShader" ] = fragmentShaderString; + + customShader[ "subdivideGridX" ] = 20; + customShader[ "subdivideGridY" ] = 20; + + customShader[ "hints" ] = "outputIsTransparent"; + + map[ "shader" ] = customShader; + return map; +} } // namespace Toolkit