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=7ead044e560114e1ed7d86fd97b9bb6c6f41b728;hb=debd4ef5b35507bac4579dfbb8983b743872c70b;hpb=820c66e71516e7a25600b8b5de2e84b5d44d8ff3 diff --git a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h index 7ead044..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. @@ -19,76 +19,212 @@ */ // EXTERNAL INCLUDES -#include +#include +#include + +// INTERNAL INCLUDES +#include namespace Dali { - namespace Toolkit { +/** + * @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] 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(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(); + + actor.RegisterProperty("uSaddleParam", saddleParam); + actor.RegisterProperty("uTranslation", translation); + actor.RegisterProperty("uRotation", rotation); + actor.RegisterProperty("uToNext", toNext); + actor.RegisterProperty("uPercentage", initialProgress, Dali::Property::ANIMATABLE); +} /** - * @brief DissolveEffect is a custom shader effect to achieve Dissolve effects in Image actors. + * @brief Create a new Dissolve effect + * + * 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 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( + "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