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%2Fdistance-field-effect.h;h=2a233f3f3b6f69b32f1ed13bbe96a269f2d37284;hp=aaeb537f55d971194aa3ce8bb8cb00bd1d2947c2;hb=20e1c73dd9097276d12197f427ec8e00ab9e5650;hpb=74b18de3537aff4b9461a06d16156f6c999483ba diff --git a/dali-toolkit/devel-api/shader-effects/distance-field-effect.h b/dali-toolkit/devel-api/shader-effects/distance-field-effect.h index aaeb537f..2a233f3 100644 --- a/dali-toolkit/devel-api/shader-effects/distance-field-effect.h +++ b/dali-toolkit/devel-api/shader-effects/distance-field-effect.h @@ -1,8 +1,8 @@ -#ifndef __DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H__ -#define __DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H__ +#ifndef DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H +#define DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H /* - * Copyright (c) 2015 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. @@ -18,16 +18,16 @@ * */ +// INTERNAL INCLUDES +#include + // EXTERNAL INCLUDES -#include -#include +#include namespace Dali { - namespace Toolkit { - /** * Creates a new DistanceFieldEffect * @@ -51,130 +51,10 @@ namespace Toolkit * * @return The newly created Property::Map with the distance field effect */ -inline Dali::Property::Map CreateDistanceFieldEffect() -{ - const char* fragmentShaderPrefix( "#extension GL_OES_standard_derivatives : enable\n" ); - - const char* fragmentShader( DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - \n - uniform mediump float uGlowBoundary;\n - uniform mediump vec2 uOutlineParams;\n - uniform lowp vec4 uOutlineColor;\n - uniform lowp vec4 uShadowColor;\n - uniform mediump vec2 uShadowOffset;\n - uniform lowp vec4 uGlowColor;\n - uniform lowp float uDoOutline;\n - uniform lowp float uDoShadow;\n - uniform lowp float uDoGlow;\n - \n - uniform sampler2D sTexture;\n - uniform lowp vec4 uColor;\n - \n - void main()\n - {\n - // sample distance field\n - mediump float smoothing = 0.5;\n - - mediump float distance = texture2D(sTexture, vTexCoord).a;\n - mediump float smoothWidth = fwidth(distance);\n - mediump float alphaFactor = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, distance);\n - lowp vec4 color;\n - if (uDoShadow == 0.0)\n - {\n - mediump float alpha = uColor.a * alphaFactor;\n - lowp vec4 rgb = uColor;\n - \n - if (uDoOutline > 0.0)\n - {\n - mediump float outlineWidth = uOutlineParams[1] + smoothWidth;\n - mediump float outlineBlend = smoothstep(uOutlineParams[0] - outlineWidth, uOutlineParams[0] + outlineWidth, distance);\n - alpha = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, distance);\n - rgb = mix(uOutlineColor, uColor, outlineBlend);\n - }\n - \n - if (uDoGlow > 0.0)\n - {\n - rgb = mix(uGlowColor, rgb, alphaFactor);\n - alpha = smoothstep(uGlowBoundary, smoothing, distance);\n - }\n - \n - // set fragment color\n - color = vec4(rgb.rgb, alpha);\n - }\n - \n - else // (uDoShadow > 0.0)\n - {\n - mediump float shadowDistance = texture2D(sTexture, vTexCoord - uShadowOffset).a;\n - mediump float inText = alphaFactor;\n - mediump float inShadow = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, shadowDistance);\n - \n - // inside object, outside shadow\n - if (inText == 1.0)\n - {\n - color = uColor;\n - }\n - // inside object, outside shadow\n - else if ((inText != 0.0) && (inShadow == 0.0))\n - {\n - color = uColor;\n - color.a *= inText;\n - }\n - // outside object, completely inside shadow\n - else if ((inText == 0.0) && (inShadow == 1.0))\n - {\n - color = uShadowColor;\n - }\n - // inside object, completely inside shadow\n - else if ((inText != 0.0) && (inShadow == 1.0))\n - {\n - color = mix(uShadowColor, uColor, inText);\n - color.a = uShadowColor.a;\n - }\n - // inside object, inside shadow's border\n - else if ((inText != 0.0) && (inShadow != 0.0))\n - {\n - color = mix(uShadowColor, uColor, inText);\n - color.a *= max(inText, inShadow);\n - }\n - // inside shadow's border\n - else if (inShadow != 0.0)\n - {\n - color = uShadowColor;\n - color.a *= inShadow;\n - }\n - // outside shadow and object\n - else \n - {\n - color.a = 0.0;\n - }\n - \n - }\n - \n - gl_FragColor = color;\n - \n - } ) - ); - - Property::Map map; - - Property::Map customShader; - - std::string fragmentShaderString; - fragmentShaderString.reserve( strlen( fragmentShaderPrefix ) + strlen( fragmentShader ) ); - fragmentShaderString.append( fragmentShaderPrefix ); - fragmentShaderString.append( fragmentShader ); - - customShader[ "fragment-shader" ] = fragmentShaderString; - customShader[ "hints" ] = "output-is-transparent"; - - map[ "shader" ] = customShader; - return map; -} - +DALI_TOOLKIT_API Dali::Property::Map CreateDistanceFieldEffect(); } // namespace Toolkit } // namespace Dali -#endif // __DALI_TOOLKIT_SHADER_EFFECT_SPOT_H__ +#endif // DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H