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.h;h=8201976fe2288be8aa0bb5a4c3f92d907aa3b352;hp=b8009433aba05434c524cfa199798261fe05f54b;hb=20e1c73dd9097276d12197f427ec8e00ab9e5650;hpb=e4d638dd0b325673bbd504aef409676fc5593a9d diff --git a/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h b/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h index b800943..8201976 100644 --- a/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h +++ b/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h @@ -2,7 +2,7 @@ #define DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H /* - * Copyright (c) 2020 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. @@ -20,12 +20,10 @@ // EXTERNAL INCLUDES #include -#include #include -#include // INTERNAL INCLUDES -#include +#include namespace Dali { @@ -37,23 +35,7 @@ namespace Toolkit * @param[in] actor The actor that registers the uniform properties * @param[in] numBlurSamples Number of samples used by the shader */ -inline void SetMotionBlurProperties(Actor& actor, unsigned int numBlurSamples = 8) -{ - 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(); -} +DALI_TOOLKIT_API void SetMotionBlurProperties( Actor& actor, unsigned int numBlurSamples = 8 ); /** * @brief Create a new MotionBlurEffect @@ -95,147 +77,7 @@ inline void SetMotionBlurProperties(Actor& actor, unsigned int numBlurSamples = * * @return The newly created Property::Map with the motion blur effect */ -inline Property::Map CreateMotionBlurEffect() -{ - std::string vertexSource; - vertexSource = - "precision mediump float;\n" - - "attribute vec2 aPosition;\n" - - "uniform mat4 uMvpMatrix;\n" - "uniform mat4 uModelView;\n" - "uniform mat4 uViewMatrix;\n" - "uniform mat4 uProjection;\n" - "uniform vec3 uSize;\n" - - "uniform mat4 uModelLastFrame;\n" - "float timeDelta = 0.0167;\n" - - "uniform float uGeometryStretchFactor;\n" - "uniform float uSpeedScalingFactor;\n" - - // outputs - "varying vec2 vModelSpaceCenterToPos;\n" - "varying vec2 vScreenSpaceVelocityVector;\n" - "varying float vSpeed;\n" - "varying vec2 vTexCoord;\n" - - "void main()\n" - "{\n" - // get view space position of vertex this frame and last frame - " vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n" - " vertexPosition.xyz *= uSize;\n" - - " vec4 viewSpaceVertex = uModelView * vertexPosition;\n" - " vec4 viewSpaceVertexLastFrame = (uViewMatrix * uModelLastFrame) * vertexPosition;\n" - " float reciprocalTimeDelta = 1.0 / timeDelta;\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 * vertexPosition;\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(vertexPosition.xy, 0.0, 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 = viewSpaceVertex.xy;\n" - - " vec2 texCoord = aPosition + vec2(0.5);" - " vTexCoord = texCoord;\n" - "}\n"; - - std::string fragmentSource; - fragmentSource = - "precision mediump float;\n" - - "uniform sampler2D sTexture;\n" - "uniform vec4 uColor;\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" - "varying vec2 vTexCoord;\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 = fadeToEdgesScale;//colActor.a * fadeToEdgesScale;\n" // fade blurred actor to its edges based on speed of motion - " gl_FragColor *= uColor;\n" - "}\n"; - - Property::Map map; - - Property::Map customShader; - customShader[Visual::Shader::Property::VERTEX_SHADER] = vertexSource; - customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentSource; - - customShader[Visual::Shader::Property::SUBDIVIDE_GRID_X] = 10; - customShader[Visual::Shader::Property::SUBDIVIDE_GRID_Y] = 10; - - customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT; - - map[Toolkit::Visual::Property::SHADER] = customShader; - return map; -} +DALI_TOOLKIT_API Property::Map CreateMotionBlurEffect(); } // namespace Toolkit