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=aed163454e5bd2309c55e8d18d31cdced3f7eadc;hp=b0681e5d665223d60b5263527a55b44bdecd837f;hb=HEAD;hpb=c3f7ea6cb0c0b75c2276193aff88b5c7a679a2d5 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 b0681e5..aed1634 100644 --- a/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h +++ b/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h @@ -1,8 +1,8 @@ -#ifndef __DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H__ -#define __DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H__ +#ifndef DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H +#define DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_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. @@ -19,37 +19,29 @@ */ // EXTERNAL INCLUDES -#include -#include +#include +#include + +// INTERNAL INCLUDES +#include namespace Dali { - namespace Toolkit { +/** + * @brief Set the properties for the motion blur + * + * @param[in] actor The actor that registers the uniform properties + * @param[in] numBlurSamples Number of samples used by the shader + */ +DALI_TOOLKIT_API void SetMotionBlurProperties(Actor& actor, unsigned int numBlurSamples = 8); /** * @brief Create a new MotionBlurEffect * * Motion blur shader works on a per object basis. Objects will - * blur when they move, or if the camera moves. Can be applied to ImageActor or - * TextActor only. - * - * Usage example:- - * - * // Create shader used for doing motion blur\n - * ShaderEffect MotionBlurEffect = CreateMotionBlurEffect(); - * - * // set actor shader to the blur one\n - * Actor actor = Actor::New( ... );\n - * actor.SetShaderEffect( MotionBlurEffect ); - * - * // Constrain "uModelLastFrame" to be the same as the actor's world matrix\n - * Dali::Property::Index uModelProperty = MotionBlurEffect.GetPropertyIndex( "uModelLastFrame" ); - * Constraint constraint = Constraint::New( MotionBlurEffect, uModelProperty, EqualToConstraint() );\n - * constraint.AddSource( Source( actor , Actor::Property::WORLD_MATRIX ) );\n - * constraint.Apply();\n - * + * blur when they move, or if the camera moves. * * Animatable/Constrainable uniforms: * "uBlurTexCoordScale" - This scales the offset for texture samples along the motion velocity vector. @@ -71,11 +63,11 @@ namespace Toolkit * "uObjectFadeStart" - The displacement from the centre of the actor that the actor will start to fade towards its * edges. This is used to prevent an unsightly hard edge between the blurred actor and the scene. * Depends on the values of the vertices in the vertex stream. When the actor is at rest this is - * not applied. Default 0.25, which is half way towards the edge for an ImageRenderer::QUAD. + * not applied. Default 0.25, which is half way towards the edge for an ImageVisual::QUAD. * "uObjectFadeEnd" - The displacement from the centre of the actor that the actor will finish fading towards its * edges. This is used to prevent an unsightly hard edge between the blurred actor and the scene. * Depends on the values of the vertices in the vertex stream. When the actor is at rest this is - * not applied.Default 0.5, which is all the way towards the edge for an ImageRenderer::QUAD. + * not applied.Default 0.5, which is all the way towards the edge for an ImageVisual::QUAD. * "uAlphaScale" - Global scaler applied to the alpha of the actor. Used to make the blurred actor a bit more subtle * (helps to hide discontinuities due to limited number of texture samples) and reveal a bit of the * background behind it as it moves. When the actor is at rest this is not applied. Default 0.75. @@ -83,160 +75,12 @@ namespace Toolkit * at the cost of performance. * "uModelLastFrame" - The model to world space transformation matrix of the actor in the previous frame. * - * @param numBlurSamples Number of samples used by the shader - * @return A handle to a newly allocated ShaderEffect + * @return The newly created Property::Map with the motion blur effect */ -inline ShaderEffect CreateMotionBlurEffect( unsigned int numBlurSamples = 8 ) -{ - // 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, - GeometryType(GEOMETRY_TYPE_IMAGE), - ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID) ); - - ////////////////////////////////////// - // Register uniform properties - // - // - shader.SetUniform( "uBlurTexCoordScale", 0.125f ); - shader.SetUniform( "uGeometryStretchFactor", 0.05f ); - shader.SetUniform( "uSpeedScalingFactor", 0.5f ); - shader.SetUniform( "uObjectFadeStart", Vector2( 0.25f, 0.25f ) ); - shader.SetUniform( "uObjectFadeEnd", Vector2( 0.5f, 0.5f ) ); - shader.SetUniform( "uAlphaScale", 0.75f ); - shader.SetUniform( "uNumSamples", static_cast( numBlurSamples ) ); - shader.SetUniform( "uRecipNumSamples", 1.0f / static_cast( numBlurSamples ) ); - shader.SetUniform( "uRecipNumSamplesMinusOne", 1.0f / static_cast( numBlurSamples - 1.0f ) ); - shader.SetUniform( "uModelLastFrame", Matrix::IDENTITY ); - - return shader; -} +DALI_TOOLKIT_API Property::Map CreateMotionBlurEffect(); -} +} // namespace Toolkit -} +} // namespace Dali -#endif //#ifndef __DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H__ +#endif // DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H