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%2Foverlay-effect.h;h=ffc59281192b8425e28acd33a6e0921b59d7c0f0;hp=ece950b6c27430534a4b8b7a1c778686219c1d1b;hb=1c5674a11a51310ee689d6daf4e6b7d94dec607e;hpb=5f6e04b26996da4c06716ce044bdfdb0e7e2e61b diff --git a/dali-toolkit/devel-api/shader-effects/overlay-effect.h b/dali-toolkit/devel-api/shader-effects/overlay-effect.h index ece950b..ffc5928 100644 --- a/dali-toolkit/devel-api/shader-effects/overlay-effect.h +++ b/dali-toolkit/devel-api/shader-effects/overlay-effect.h @@ -29,41 +29,48 @@ namespace Toolkit { /** + * @brief Creates a new OverlayEffect + * * OverlayEffect is used to apply an overlay image to the actor. * Typically overlay images should be the same size as the main image being viewed, but this isn't essential. * * Usage example: * * ImageActor actor = ImageActor::New( Image( EXAMPLE_IMAGE_PATH ) ); - * OverlayEffect overlayEffect = OverlayEffect::New( Image::New( OVERLAY_IMAGE_PATH ) ); + * ShaderEffect overlayEffect = CreateOverlayEffect( Image::New( OVERLAY_IMAGE_PATH ) ); * actor.SetShaderEffect( overlayEffect ); + * + * @param[in] overlayImage The image to overlay on top of the actor + * @return A handle to a newly allocated ShaderEffect */ -class DALI_IMPORT_API OverlayEffect : public ShaderEffect +inline ShaderEffect CreateOverlayEffect(Image overlayImage) { -public: - - /** - * Create an empty OverlayEffect handle. - */ - OverlayEffect(); - - /** - * @brief Destructor - * - * This is non-virtual since derived Handle types must not contain data or virtual methods. - */ - ~OverlayEffect(); + // (Target > 0.5) * (1 - (1-2*(Target-0.5)) * (1-Blend)) + (Target <= 0.5) * ((2*Target) * Blend) + const char* OVERLAY_FRAGMENT_SHADER_SOURCE = + "void main()\n" + "{\n" + " lowp vec4 target = texture2D(sTexture, vTexCoord);\n" + " lowp vec4 overlay = texture2D(sEffect, vTexCoord);\n" + " if ( length( target.rgb ) > 0.5 )\n" + " {\n" + " gl_FragColor = vec4( mix( target.rgb, 1.0 - ( 1.0 - 2.0 * ( target.rgb - 0.5 ) ) * ( 1.0 - overlay.rgb ), overlay.a ), min( 1.0, target.a + overlay.a ) );\n" + " }\n" + " else\n" + " {\n" + " gl_FragColor = vec4( mix( target.rgb, 2.0 * target.rgb * overlay.rgb, overlay.a ), target.a + overlay.a );\n" + " }\n" + "}\n"; - /** - * Create a OverlayEffect. - * @return A handle to a newly allocated OverlayEffect. - */ - static OverlayEffect New( Image overlayImage ); + ShaderEffect shaderEffect = ShaderEffect::New( + "", // Use default + OVERLAY_FRAGMENT_SHADER_SOURCE, + GeometryType( GEOMETRY_TYPE_IMAGE ), + ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) ); -private: // Not intended for application developers + shaderEffect.SetEffectImage( overlayImage ); - DALI_INTERNAL OverlayEffect( ShaderEffect handle ); -}; + return shaderEffect; +} } // namespace Toolkit