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=ba7cb1cc5b2e35a88cf1caae7664dd870ed60239;hp=4aee8cc0f8fef98fe0e685dae3ed9255a4250fef;hb=debd4ef5b35507bac4579dfbb8983b743872c70b;hpb=d9c164e4530e354cd14dc4a1a658070ba55e99b8 diff --git a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h index 4aee8cc..ba7cb1c 100644 --- a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h +++ b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h @@ -1,8 +1,8 @@ -#ifndef __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__ -#define __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__ +#ifndef DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H +#define DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -19,14 +19,16 @@ */ // EXTERNAL INCLUDES -#include +#include +#include + +// INTERNAL INCLUDES +#include namespace Dali { - namespace Toolkit { - /** * @brief Set the dissolve central line. * @@ -34,158 +36,195 @@ namespace Toolkit * 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] dissolveEffect The shader effect + * @param[in] actor The actor that registers the uniform properties * @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( ShaderEffect& dissolveEffect, const Vector2& position, const Vector2& displacement ) +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(); - - dissolveEffect.SetUniform( "uSaddleParam", saddleParam ); - dissolveEffect.SetUniform( "uTranslation", translation ); - dissolveEffect.SetUniform( "uRotation", rotation ); - dissolveEffect.SetUniform( "uToNext", toNext ); + 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(); + + 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 * - * DissolveEffect is a custom shader effect to achieve Dissolve effects in Image actors. + * DissolveEffect is a custom shader effect to achieve Dissolve effects in image views. * * 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 A handle to a newly allocated ShaderEffect + * @return The newly created Property::Map with the dissolve effect */ -inline ShaderEffect CreateDissolveEffect(bool useHighPrecision = true) +inline Property::Map CreateDissolveEffect(bool useHighPrecision = true) { - std::string prefixHighPrecision( "precision highp float;\n"); - std::string prefixMediumPrecision( "precision mediump float;\n" ); - std::string vertexShader( - "uniform float uPercentage;\n" - "uniform vec3 uSaddleParam;\n" - "uniform vec2 uTranslation;\n" - "uniform vec2 uRotation; \n" - "uniform float uToNext;\n" - "varying float vPercentage;\n" - "void main()\n" - "{\n" - "gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\n" - "vTexCoord = aTexCoord;\n" - //Calculate the distortion value given the dissolve central line - "vec2 texCoor = vec2( (aTexCoord.s - sTextureRect.s ) / (sTextureRect.p - sTextureRect.s), (aTexCoord.t- sTextureRect.t)/(sTextureRect.q - sTextureRect.t) ); \n" - "vec2 value = texCoor + 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" - "}\n"); - std::string fragmentShader( - "varying float vPercentage;\n" - "float rand(vec2 co) \n" - "{\n" - " return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n" - "}\n" - "void main()\n" - "{\n" - //Calculate the randomness - "float offsetS = rand( vTexCoord * vPercentage ) * (sTextureRect.p - sTextureRect.s) - vTexCoord.s + sTextureRect.s; \n" - "float offsetT = rand( vec2(vTexCoord.t*vPercentage, vTexCoord.s * vPercentage) ) * (sTextureRect.q - sTextureRect.t) - vTexCoord.t + sTextureRect.t; \n" - "vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage; \n" - "gl_FragColor = texture2D( sTexture, lookupCoord ) * uColor; \n" - "gl_FragColor.a *= 1.0 - vPercentage; \n" - "}" ); - - // Create the implementation, temporarily owned on stack, - Dali::ShaderEffect shaderEffect; - if( useHighPrecision ) - { - shaderEffect = Dali::ShaderEffect::New( - prefixHighPrecision+vertexShader, prefixHighPrecision + fragmentShader, - ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) ); - } - else - { - shaderEffect = Dali::ShaderEffect::New( - prefixMediumPrecision+vertexShader, prefixMediumPrecision + fragmentShader, - ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) ); - } - - shaderEffect.SetUniform( "uPercentage", 0.0f ); - shaderEffect.SetProperty( ShaderEffect::Property::GRID_DENSITY, Dali::Property::Value(50.0f) ); - - DissolveEffectSetCentralLine( shaderEffect, Vector2(1.0f,0.5f), Vector2(-1.0f, 0.0f) ); - - return shaderEffect; - + const char* prefixHighPrecision("precision highp float;\n"); + const char* prefixMediumPrecision("precision mediump float;\n"); + + const char* vertexShader( + "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" + "\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" + "\n" + " vec2 texCoord = aPosition + vec2(0.5);\n" + " vTexCoord = texCoord;\n" + "\n" + " //Calculate the distortion value given the dissolve central line\n" + " 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" + "}\n"); + + const char* fragmentShader( + "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" + "void main()\n" + "{\n" + " //Calculate the randomness\n" + " 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" + "}\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; } } // namespace Toolkit } // namespace Dali -#endif // __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__ +#endif // DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H