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=8572a1245f8f956b93440688acea0b5dd9aa3916;hp=a4ae5646758f8325feda7e6997764eb3b714a62a;hb=HEAD;hpb=072e6002280ed51a637ed54e0451bdbbe3c4ec79 diff --git a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h index a4ae564..8572a12 100644 --- a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h +++ b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h @@ -2,7 +2,7 @@ #define DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H /* - * Copyright (c) 2019 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 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. @@ -19,18 +19,19 @@ */ // EXTERNAL INCLUDES +#include +#include +#include #include -#include // INTERNAL INCLUDES +#include #include namespace Dali { - namespace Toolkit { - /** * @brief Set the dissolve central line. * @@ -43,76 +44,8 @@ namespace Toolkit * @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 ); +DALI_TOOLKIT_API void DissolveEffectSetCentralLine(Actor& actor, const Vector2& position, const Vector2& displacement, float initialProgress); - //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(); - - 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 * @@ -125,109 +58,7 @@ inline void DissolveEffectSetCentralLine( Actor& actor, const Vector2& position, * @return The newly created Property::Map with the dissolve effect */ -inline Property::Map CreateDissolveEffect( bool useHighPrecision = true ) -{ - 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[ Visual::Shader::Property::VERTEX_SHADER ] = vertexShaderString; - customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentShaderString; - - customShader[ Visual::Shader::Property::SUBDIVIDE_GRID_X ] = 20; - customShader[ Visual::Shader::Property::SUBDIVIDE_GRID_Y ] = 20; - - customShader[ Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT; - - map[ Toolkit::Visual::Property::SHADER ] = customShader; - return map; -} +DALI_TOOLKIT_API Property::Map CreateDissolveEffect(bool useHighPrecision = true); } // namespace Toolkit