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%2Fmotion-blur-effect.cpp;h=a9872430edfa4420bbe0a895593aad4bdcb93a51;hp=ed92e826856d1626ff46e788881b0b4ba9ebff5e;hb=HEAD;hpb=f58b8383147de70affa1e3949cf1c6757d705d3c diff --git a/dali-toolkit/devel-api/shader-effects/motion-blur-effect.cpp b/dali-toolkit/devel-api/shader-effects/motion-blur-effect.cpp index ed92e82..a987243 100644 --- a/dali-toolkit/devel-api/shader-effects/motion-blur-effect.cpp +++ b/dali-toolkit/devel-api/shader-effects/motion-blur-effect.cpp @@ -1,5 +1,5 @@ /* - * 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. @@ -12,321 +12,57 @@ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. - * */ // CLASS HEADER #include // EXTERNAL INCLUDES -#include #include +#include + +// INTERNAL INCLUDES +#include +#include namespace Dali { - namespace Toolkit { - -namespace -{ - -const std::string MOTION_BLUR_TEXCOORD_SCALE_PROPERTY_NAME( "uBlurTexCoordScale" ); -const std::string MOTION_BLUR_GEOM_STRETCH_SCALING_FACTOR_PROPERTY_NAME( "uGeometryStretchFactor" ); -const std::string MOTION_BLUR_SPEED_SCALING_FACTOR_PROPERTY_NAME( "uSpeedScalingFactor" ); -const std::string MOTION_BLUR_OBJECT_FADE_START_PROPERTY_NAME( "uObjectFadeStart" ); -const std::string MOTION_BLUR_OBJECT_FADE_END_PROPERTY_NAME( "uObjectFadeEnd" ); -const std::string MOTION_BLUR_ALPHA_SCALE_PROPERTY_NAME( "uAlphaScale" ); -const std::string MOTION_BLUR_NUM_SAMPLES_NAME( "uNumSamples" ); -const std::string MOTION_BLUR_RECIP_NUM_SAMPLES_NAME( "uRecipNumSamples" ); -const std::string MOTION_BLUR_RECIP_NUM_SAMPLES_MINUS_ONE_NAME( "uRecipNumSamplesMinusOne" ); -const std::string MOTION_BLUR_MODEL_LASTFRAME( "uModelLastFrame" ); ///< Matrix - -//////////////////////////////////////////////////// -// -// Motion blur shader / actor tweaking parameters -// - -const unsigned int MOTION_BLUR_NUM_SAMPLES = 8; - -// half width and half height respectively of actor, corresponding to values in vertex attribute stream -// TODO: Note that these values work for normal image actor (verts +/- 0.5) but a grid or a nine square seems to have verts in pixel space (e.g. 256,256). Need to fix this somehow, -// either in Dali or by passing uniforms which we can use to 'normalise' the verts in the vertex shader -const Vector2 MOTION_BLUR_ACTOR_VERTEX( 0.5f, 0.5f ); - -const float MOTION_BLUR_TEXCOORD_SCALE = 0.125f; // stretch texture reads along velocity vector, larger number means reads spaced further apart -const float MOTION_BLUR_GEOM_STRETCH_SCALING_FACTOR = 0.05f; // scaling factor for how much to stretch actor geom as it moves -const float MOTION_BLUR_SPEED_SCALING_FACTOR = 0.5f; // scales the speed, producing a number affecting how much the actor blurs & fades at the edges - -const Vector2 MOTION_BLUR_OBJECT_FADE_END( MOTION_BLUR_ACTOR_VERTEX ); // distance from center at which actor fully fades to zero alpha -const Vector2 MOTION_BLUR_OBJECT_FADE_START( MOTION_BLUR_OBJECT_FADE_END * 0.5f ); // distance from center at which actor start to fade from full alpha - -const float MOTION_BLUR_ALPHA_SCALE = 0.75f; // global scaler applied to actor alpha as it is blurred + moving - -} // namespace - - -MotionBlurEffect::MotionBlurEffect() -{ -} - -//Call the Parent copy constructor to add reference to the implementation for this object -MotionBlurEffect::MotionBlurEffect( ShaderEffect handle ) -:ShaderEffect( handle ) -{ -} - -MotionBlurEffect::~MotionBlurEffect() -{ -} - -MotionBlurEffect MotionBlurEffect::Apply( RenderableActor renderable ) -{ - MotionBlurEffect newEffect = New( MOTION_BLUR_NUM_SAMPLES ); - renderable.SetShaderEffect( newEffect ); - - Dali::Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_BLUR_MODEL_LASTFRAME ); - - Constraint constraint = Constraint::New( newEffect, uModelProperty, EqualToConstraint() ); - constraint.AddSource( Source( renderable, Actor::Property::WORLD_MATRIX ) ); - - // and set up constraint. +void SetMotionBlurProperties(Actor& actor, unsigned int numBlurSamples) +{ + actor.RegisterProperty("uBlurTexCoordScale", 0.125f); + actor.RegisterProperty("uGeometryStretchFactor", 0.05f); + actor.RegisterProperty("uSpeedScalingFactor", 0.5f); + actor.RegisterProperty("uObjectFadeStart", Vector2(0.25f, 0.25f)); + actor.RegisterProperty("uObjectFadeEnd", Vector2(0.5f, 0.5f)); + actor.RegisterProperty("uAlphaScale", 0.75f); + actor.RegisterProperty("uNumSamples", static_cast(numBlurSamples)); + actor.RegisterProperty("uRecipNumSamples", 1.0f / static_cast(numBlurSamples)); + actor.RegisterProperty("uRecipNumSamplesMinusOne", 1.0f / static_cast(numBlurSamples - 1.0f)); + Property::Index uModelProperty = actor.RegisterProperty("uModelLastFrame", Matrix::IDENTITY); + + Constraint constraint = Constraint::New(actor, uModelProperty, EqualToConstraint()); + constraint.AddSource(Source(actor, Actor::Property::WORLD_MATRIX)); constraint.Apply(); - return newEffect; -} - -MotionBlurEffect MotionBlurEffect::New() -{ - return New( MOTION_BLUR_NUM_SAMPLES ); } -MotionBlurEffect MotionBlurEffect::New( unsigned int numBlurSamples ) +Property::Map CreateMotionBlurEffect() { - // Dali vertexSource prefix for reference: - // precision highp float; - // attribute vec3 aPosition; - // attribute vec2 aTexCoord; - // uniform mat4 uMvpMatrix; - // uniform mat4 uModelView; - // uniform mat3 uNormalMatrix; - // uniform mat4 uProjection; - // uniform vec4 uColor; - // varying vec2 vTexCoord; - std::string vertexSource; - vertexSource = - "precision mediump float;\n" - "uniform mat4 uModelLastFrame;\n" - "uniform float uTimeDelta;\n" - - "uniform float uGeometryStretchFactor;\n" - "uniform float uSpeedScalingFactor;\n" - - // outputs - "varying vec2 vModelSpaceCenterToPos;\n" - "varying vec2 vScreenSpaceVelocityVector;\n" - "varying float vSpeed;\n" - - "void main()\n" - "{\n" - // get view space position of vertex this frame and last frame - " vec4 vertex = vec4(aPosition, 1.0);\n" - " vec4 viewSpaceVertex = uModelView * vertex;\n" - " vec4 viewSpaceVertexLastFrame = (uViewMatrix * uModelLastFrame) * vertex;\n" - " float reciprocalTimeDelta = 1.0 / ((uTimeDelta > 0.0) ? uTimeDelta : 0.01);\n" - - // work out vertex's last movement in view space - " vec3 viewSpacePosDelta = viewSpaceVertex.xyz - viewSpaceVertexLastFrame.xyz;\n" - - // get clip space position of vertex this frame and last frame - " vec4 clipSpaceVertex = uMvpMatrix * vertex;\n" - " vec4 clipSpaceVertexLastFrame = uProjection * viewSpaceVertexLastFrame;\n" - - // decide how much this vertex is 'trailing', i.e. at the back of the object relative to its direction of motion. We do this - // by assuming the objects model space origin is at its center and taking the dot product of the vector from center to vertex with the motion direction - " float t = 0.0;\n" - " float posDeltaLength = length(viewSpacePosDelta);\n" - " if(posDeltaLength > 0.001)\n" // avoid div by 0 if object has barely moved - " {\n" - " vec4 viewSpaceCenterToPos = uModelView * vec4(aPosition, 0.0);\n" - " float centerToVertexDist = length(viewSpaceCenterToPos);\n" - " if(centerToVertexDist > 0.001)\n" // avoid div by 0 if object has vertex at model space origin - " {\n" - " vec3 viewSpacePosDeltaNormalised = viewSpacePosDelta / posDeltaLength;\n" - " vec3 viewSpaceCenterToPosNormalised = viewSpaceCenterToPos.xyz / centerToVertexDist;\n" - " t = (dot(viewSpacePosDeltaNormalised, viewSpaceCenterToPosNormalised) * 0.5 ) + 0.5;\n" // scale and bias from [-1..1] to [0..1] - " }\n" - " }\n" - // output vertex position lerped with its last position, based on how much it is trailing, - // this stretches the geom back along where it has just been, giving a warping effect - // Note: we must take account of time delta to convert position delta into a velocity, so changes are smooth (take into account frame time correctly) - " gl_Position = mix(clipSpaceVertexLastFrame, clipSpaceVertex, t * uGeometryStretchFactor * reciprocalTimeDelta);\n" - - // work out vertex's last movement in normalised device coordinates [-1..1] space, i.e. perspective divide - " vec2 ndcVertex = clipSpaceVertex.xy / clipSpaceVertex.w;\n" - " vec2 ndcVertexLastFrame = clipSpaceVertexLastFrame.xy / clipSpaceVertexLastFrame.w;\n" - // scale and bias so that a value of 1.0 corresponds to screen size (NDC is [-1..1] = 2) - " vScreenSpaceVelocityVector = ((ndcVertex - ndcVertexLastFrame) * 0.5 * reciprocalTimeDelta);\n" - " vScreenSpaceVelocityVector.y = -vScreenSpaceVelocityVector.y;\n" // TODO negated due to y being inverted in our coordinate system? - // calculate a scaling factor proportional to velocity, which we can use to tweak how things look - " vSpeed = length(vScreenSpaceVelocityVector) * uSpeedScalingFactor;\n" - " vSpeed = clamp(vSpeed, 0.0, 1.0);\n" - - // provide fragment shader with vector from center of object to pixel (assumes the objects model space origin is at its center and verts have same z) - " vModelSpaceCenterToPos = aPosition.xy;\n" - - " vTexCoord = aTexCoord;\n" - "}\n"; - - - // Dali fragmentSource prefix for reference: - // precision highp float; - // uniform sampler2D sTexture; - // uniform sampler2D sEffect; - // uniform vec4 uColor; - // varying vec2 vTexCoord; - std::string fragmentSource; - fragmentSource = - "precision mediump float;\n" - "uniform vec2 uObjectFadeStart;\n" - "uniform vec2 uObjectFadeEnd;\n" - "uniform float uAlphaScale;\n" - "uniform float uBlurTexCoordScale;\n" - "uniform float uNumSamples;\n" - "uniform float uRecipNumSamples;\n" - "uniform float uRecipNumSamplesMinusOne;\n" - // inputs - "varying vec2 vModelSpaceCenterToPos;\n" - "varying vec2 vScreenSpaceVelocityVector;\n" - "varying float vSpeed;\n" - - "void main()\n" - "{\n" - // calculate an alpha value that will fade the object towards its extremities, we need this to avoid an unsightly hard edge between color values of - // the blurred object and the unblurred background. Use smoothstep also to hide any hard edges (discontinuities) in rate of change of this alpha gradient - " vec2 centerToPixel = abs(vModelSpaceCenterToPos);\n" - " vec2 fadeToEdges = smoothstep(0.0, 1.0, 1.0 - ((centerToPixel - uObjectFadeStart) / (uObjectFadeEnd - uObjectFadeStart)));\n" - " float fadeToEdgesScale = fadeToEdges.x * fadeToEdges.y * uAlphaScale;\n" // apply global scaler - " fadeToEdgesScale = mix(1.0, fadeToEdgesScale, vSpeed);\n" // fade proportional to speed, so opaque when at rest - - // scale velocity vector by user requirements - " vec2 velocity = vScreenSpaceVelocityVector * uBlurTexCoordScale;\n" - - // standard actor texel - " vec4 colActor = texture2D(sTexture, vTexCoord);\n" - - // blurred actor - gather texture samples from the actor texture in the direction of motion - " vec4 col = colActor * uRecipNumSamples;\n" - " for(float i = 1.0; i < uNumSamples; i += 1.0)\n" - " {\n" - " float t = i * uRecipNumSamplesMinusOne;\n" - " col += texture2D(sTexture, vTexCoord + (velocity * t)) * uRecipNumSamples;\n" - " }\n" - " gl_FragColor = mix(colActor, col, vSpeed);\n" // lerp blurred and non-blurred actor based on speed of motion - " gl_FragColor.a = colActor.a * fadeToEdgesScale;\n" // fade blurred actor to its edges based on speed of motion - " gl_FragColor *= uColor;\n" - "}\n"; - - // NOTE: we must turn on alpha blending for the actor (HINT_BLENDING) - ShaderEffect shader = ShaderEffect::New( vertexSource, fragmentSource, - GEOMETRY_TYPE_IMAGE, - ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID) ); + Property::Map map; - MotionBlurEffect handle( shader ); + Property::Map customShader; + customShader[Visual::Shader::Property::VERTEX_SHADER] = SHADER_MOTION_BLUR_EFFECT_VERT.data(); + customShader[Visual::Shader::Property::FRAGMENT_SHADER] = SHADER_MOTION_BLUR_EFFECT_FRAG.data(); + customShader[Visual::Shader::Property::SUBDIVIDE_GRID_X] = 10; + customShader[Visual::Shader::Property::SUBDIVIDE_GRID_Y] = 10; - ////////////////////////////////////// - // Register uniform properties - // - // + customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT; - // factors that scale the look, defaults - handle.SetUniform( MOTION_BLUR_TEXCOORD_SCALE_PROPERTY_NAME, MOTION_BLUR_TEXCOORD_SCALE ); - handle.SetUniform( MOTION_BLUR_GEOM_STRETCH_SCALING_FACTOR_PROPERTY_NAME, MOTION_BLUR_GEOM_STRETCH_SCALING_FACTOR ); - handle.SetUniform( MOTION_BLUR_SPEED_SCALING_FACTOR_PROPERTY_NAME, MOTION_BLUR_SPEED_SCALING_FACTOR ); - handle.SetUniform( MOTION_BLUR_OBJECT_FADE_START_PROPERTY_NAME, MOTION_BLUR_OBJECT_FADE_START ); - handle.SetUniform( MOTION_BLUR_OBJECT_FADE_END_PROPERTY_NAME, MOTION_BLUR_OBJECT_FADE_END ); - handle.SetUniform( MOTION_BLUR_ALPHA_SCALE_PROPERTY_NAME, MOTION_BLUR_ALPHA_SCALE ); - handle.SetUniform( MOTION_BLUR_NUM_SAMPLES_NAME, static_cast( MOTION_BLUR_NUM_SAMPLES ) ); - handle.SetUniform( MOTION_BLUR_RECIP_NUM_SAMPLES_NAME, 1.0f / static_cast( MOTION_BLUR_NUM_SAMPLES ) ); - handle.SetUniform( MOTION_BLUR_RECIP_NUM_SAMPLES_MINUS_ONE_NAME, 1.0f / static_cast( MOTION_BLUR_NUM_SAMPLES - 1.0f ) ); - handle.SetUniform( MOTION_BLUR_MODEL_LASTFRAME, Matrix::IDENTITY ); - - return handle; -} - -MotionBlurEffect MotionBlurEffect::DownCast( ShaderEffect shaderEffect ) -{ - MotionBlurEffect handle = shaderEffect; - return handle; -} - -void MotionBlurEffect::SetNumSamples( int numSamples ) -{ - SetUniform( MOTION_BLUR_NUM_SAMPLES_NAME, static_cast( numSamples ) ); - SetUniform( MOTION_BLUR_RECIP_NUM_SAMPLES_NAME, 1.0f / static_cast( numSamples ) ); - SetUniform( MOTION_BLUR_RECIP_NUM_SAMPLES_MINUS_ONE_NAME, 1.0f / static_cast( numSamples - 1.0f ) ); -} - -void MotionBlurEffect::SetTexcoordScale( float texcoordScale ) -{ - SetUniform( MOTION_BLUR_TEXCOORD_SCALE_PROPERTY_NAME, texcoordScale ); -} - -void MotionBlurEffect::SetGeometryStretchFactor( float scalingFactor ) -{ - SetUniform( MOTION_BLUR_GEOM_STRETCH_SCALING_FACTOR_PROPERTY_NAME, scalingFactor ); -} - -void MotionBlurEffect::SetSpeedScalingFactor( float scalingFactor ) -{ - SetUniform( MOTION_BLUR_SPEED_SCALING_FACTOR_PROPERTY_NAME, scalingFactor ); -} - -void MotionBlurEffect::SetObjectFadeStart( Vector2 displacement ) -{ - SetUniform( MOTION_BLUR_OBJECT_FADE_START_PROPERTY_NAME, displacement ); -} - -void MotionBlurEffect::SetObjectFadeEnd( Vector2 displacement ) -{ - SetUniform( MOTION_BLUR_OBJECT_FADE_END_PROPERTY_NAME, displacement ); -} - -void MotionBlurEffect::SetAlphaScale( float alphaScale ) -{ - SetUniform( MOTION_BLUR_ALPHA_SCALE_PROPERTY_NAME, alphaScale ); -} - -const std::string& MotionBlurEffect::GetTexcoordScalePropertyName() const -{ - return MOTION_BLUR_TEXCOORD_SCALE_PROPERTY_NAME; -} - -const std::string& MotionBlurEffect::GetGeometryStretchFactorPropertyName() const -{ - return MOTION_BLUR_GEOM_STRETCH_SCALING_FACTOR_PROPERTY_NAME; -} - -const std::string& MotionBlurEffect::GetSpeedScalingFactorPropertyName() const -{ - return MOTION_BLUR_SPEED_SCALING_FACTOR_PROPERTY_NAME; + map[Toolkit::Visual::Property::SHADER] = customShader; + return map; } -const std::string& MotionBlurEffect::GetObjectFadeStartPropertyName() const -{ - return MOTION_BLUR_OBJECT_FADE_START_PROPERTY_NAME; -} - -const std::string& MotionBlurEffect::GetObjectFadeEndPropertyName() const -{ - return MOTION_BLUR_OBJECT_FADE_END_PROPERTY_NAME; -} - -const std::string& MotionBlurEffect::GetAlphaScalePropertyName() const -{ - return MOTION_BLUR_ALPHA_SCALE_PROPERTY_NAME; -} - -} - -} +} // namespace Toolkit +} // namespace Dali