${devel_api_src_dir}/image-loader/image-atlas.cpp
${devel_api_src_dir}/image-loader/texture-manager.cpp
${devel_api_src_dir}/layouting/flex-node.cpp
+ ${devel_api_src_dir}/shader-effects/alpha-discard-effect.cpp
+ ${devel_api_src_dir}/shader-effects/dissolve-effect.cpp
+ ${devel_api_src_dir}/shader-effects/distance-field-effect.cpp
+ ${devel_api_src_dir}/shader-effects/image-region-effect.cpp
+ ${devel_api_src_dir}/shader-effects/motion-blur-effect.cpp
+ ${devel_api_src_dir}/shader-effects/motion-stretch-effect.cpp
${devel_api_src_dir}/styling/style-manager-devel.cpp
${devel_api_src_dir}/text/bitmap-font.cpp
${devel_api_src_dir}/text/text-utils-devel.cpp
--- /dev/null
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * 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 <dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+
+Property::Map CreateAlphaDiscardEffect()
+{
+ Property::Map map;
+
+ Property::Map customShader;
+ customShader[Visual::Shader::Property::FRAGMENT_SHADER] = SHADER_ALPHA_DISCARD_EFFECT_FRAG.data();
+
+ map[Toolkit::Visual::Property::SHADER] = customShader;
+ return map;
+}
+
+} // namespace Toolkit
+} // namespace Dali
#define DALI_TOOLKIT_ALPHA_DISCARD_EFFECT_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.
#include <dali/public-api/object/property-map.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
namespace Dali
{
*
* @return A property map of the required shaders.
*/
-inline Property::Map CreateAlphaDiscardEffect()
-{
- const char* ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE =
- "varying mediump vec2 vTexCoord; \n"
- " \n"
- "uniform sampler2D sTexture; \n"
- "uniform lowp vec4 uColor; \n"
- "void main() \n"
- "{ \n"
- " mediump vec4 color = texture2D( sTexture, vTexCoord ); \n"
- " if(color.a <= 0.0001) \n"
- " { \n"
- " discard; \n"
- " } \n"
- " gl_FragColor = color * uColor; \n"
- "} \n";
-
- Property::Map map;
-
- Property::Map customShader;
- customShader[Visual::Shader::Property::FRAGMENT_SHADER] = ALPHA_DISCARD_FRAGMENT_SHADER_SOURCE;
-
- map[Toolkit::Visual::Property::SHADER] = customShader;
- return map;
-}
+DALI_TOOLKIT_API Property::Map CreateAlphaDiscardEffect();
} // namespace Toolkit
--- /dev/null
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * 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 <dali-toolkit/devel-api/shader-effects/dissolve-effect.h>
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/rendering/shader.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+void DissolveEffectSetCentralLine( Actor& actor, const Vector2& position, const Vector2& displacement, float initialProgress )
+{
+ // the line passes through 'position' and has the direction of 'displacement'
+ float coefA, coefB, coefC; //line equation: Ax+By+C=0;
+ coefA = displacement.y;
+ coefB = -displacement.x;
+ coefC = -displacement.y * position.x + displacement.x * position.y;
+
+ float inversedAABB = 1.f / (coefA * coefA + coefB * coefB);
+ float inversedSqrtAABB = sqrtf(inversedAABB);
+ float saddleA;
+
+ //saddle surface(Hyperbolic paraboloid)function, used to calculate the dissolve starting time
+ //z = y*y/a/a - x*x/b/b
+ //with our selection of parameters(a and b), this value for any texture coordinate is between -1.0 and 1.0
+
+ Vector3 saddleParam; // [0]: a*a, [1]: b*b, [2] b
+ Vector2 translation;
+ Vector2 rotation;
+ float toNext = -1.f;
+ if(displacement.x > 0.f || (EqualsZero(displacement.x) && displacement.y > 0.f))
+ {
+ toNext = 1.f;
+ }
+
+ if((displacement.y * displacement.x < 0.0f))
+ {
+ //distance from (0,0) to the line
+ float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB;
+ //distance from (1, 1 ) to the line
+ float distanceBottomRight = fabsf(coefA + coefB + coefC) * inversedSqrtAABB;
+ saddleA = std::max(distanceTopLeft, distanceBottomRight);
+
+ //foot of a perpendicular: (1,0) to the line
+ float footX1 = (coefB * coefB - coefA * coefC) * inversedAABB;
+ float footY1 = (-coefA * coefB - coefB * coefC) * inversedAABB;
+ //foot of a perpendicular: (0,1) to the line
+ float footX2 = (-coefA * coefB - coefA * coefC) * inversedAABB;
+ float footY2 = (coefA * coefA - coefB * coefC) * inversedAABB;
+ saddleParam[1] = (footX1 - footX2) * (footX1 - footX2) + (footY1 - footY2) * (footY1 - footY2);
+ translation = Vector2(-footX2, -footY2);
+ }
+ else
+ {
+ //distance from(1,0) to the line
+ float distanceTopRight = fabsf(coefA + coefC) * inversedSqrtAABB;
+ //distance from(0,1) to the line
+ float distanceBottomLeft = fabsf(coefB + coefC) * inversedSqrtAABB;
+ saddleA = std::max(distanceTopRight, distanceBottomLeft);
+ //foot of a perpendicular: (0,0) to the line
+ float footX3 = (-coefA * coefC) * inversedAABB;
+ float footY3 = (-coefB * coefC) * inversedAABB;
+ //foot of a perpendicular: (1.0,1.0) to the line
+ float footX4 = (coefB * coefB - coefA * coefB - coefA * coefC) * inversedAABB;
+ float footY4 = (-coefA * coefB + coefA * coefA - coefB * coefC) * inversedAABB;
+ saddleParam[1] = (footX3 - footX4) * (footX3 - footX4) + (footY3 - footY4) * (footY3 - footY4);
+ translation = Vector2(-footX3, -footY3);
+ }
+
+ saddleParam[2] = sqrtf(saddleParam[1]);
+ saddleParam[0] = saddleA * saddleA;
+ rotation = Vector2(-displacement.x, displacement.y);
+ rotation.Normalize();
+
+ actor.RegisterProperty("uSaddleParam", saddleParam);
+ actor.RegisterProperty("uTranslation", translation);
+ actor.RegisterProperty("uRotation", rotation);
+ actor.RegisterProperty("uToNext", toNext);
+ actor.RegisterProperty("uPercentage", initialProgress, Dali::Property::ANIMATABLE);
+}
+
+Property::Map CreateDissolveEffect( bool useHighPrecision )
+{
+ const char* prefixHighPrecision("precision highp float;\n");
+ const char* prefixMediumPrecision("precision mediump float;\n");
+
+ const char* vertexShader = SHADER_DISSOLVE_EFFECT_VERT.data();
+ const char* fragmentShader = SHADER_DISSOLVE_EFFECT_FRAG.data();
+
+ Property::Map map;
+
+ Property::Map customShader;
+
+ std::string vertexShaderString;
+ std::string fragmentShaderString;
+ if(useHighPrecision)
+ {
+ vertexShaderString.reserve(strlen(prefixHighPrecision) + strlen(vertexShader));
+ vertexShaderString.append(prefixHighPrecision);
+
+ fragmentShaderString.reserve(strlen(prefixHighPrecision) + strlen(fragmentShader));
+ fragmentShaderString.append(prefixHighPrecision);
+ }
+ else
+ {
+ vertexShaderString.reserve(strlen(prefixMediumPrecision) + strlen(vertexShader));
+ vertexShaderString.append(prefixMediumPrecision);
+
+ fragmentShaderString.reserve(strlen(prefixMediumPrecision) + strlen(fragmentShader));
+ fragmentShaderString.append(prefixMediumPrecision);
+ }
+
+ vertexShaderString.append(vertexShader);
+ fragmentShaderString.append(fragmentShader);
+
+ customShader[Visual::Shader::Property::VERTEX_SHADER] = vertexShaderString;
+ customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString;
+
+ customShader[Visual::Shader::Property::SUBDIVIDE_GRID_X] = 20;
+ customShader[Visual::Shader::Property::SUBDIVIDE_GRID_Y] = 20;
+
+ customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
+
+ map[Toolkit::Visual::Property::SHADER] = customShader;
+ return map;
+}
+
+} // namespace Toolkit
+
+} // namespace Dali
#define DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_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.
*/
// EXTERNAL INCLUDES
-#include <dali/public-api/rendering/shader.h>
#include <string.h>
+#include <dali/public-api/actors/actor.h>
+#include <dali/public-api/math/vector2.h>
+#include <dali/public-api/object/property-map.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
* @param[in] displacement The direction of the central line
* @param[in] initialProgress The normalised initial progress of the shader
*/
-inline void DissolveEffectSetCentralLine(Actor& actor, const Vector2& position, const Vector2& displacement, float initialProgress)
-{
- // the line passes through 'position' and has the direction of 'displacement'
- float coefA, coefB, coefC; //line equation: Ax+By+C=0;
- coefA = displacement.y;
- coefB = -displacement.x;
- coefC = -displacement.y * position.x + displacement.x * position.y;
-
- float inversedAABB = 1.f / (coefA * coefA + coefB * coefB);
- float inversedSqrtAABB = sqrtf(inversedAABB);
- float saddleA;
-
- //saddle surface(Hyperbolic paraboloid)function, used to calculate the dissolve starting time
- //z = y*y/a/a - x*x/b/b
- //with our selection of parameters(a and b), this value for any texture coordinate is between -1.0 and 1.0
-
- Vector3 saddleParam; // [0]: a*a, [1]: b*b, [2] b
- Vector2 translation;
- Vector2 rotation;
- float toNext = -1.f;
- if(displacement.x > 0.f || (EqualsZero(displacement.x) && displacement.y > 0.f))
- {
- toNext = 1.f;
- }
-
- if((displacement.y * displacement.x < 0.0f))
- {
- //distance from (0,0) to the line
- float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB;
- //distance from (1, 1 ) to the line
- float distanceBottomRight = fabsf(coefA + coefB + coefC) * inversedSqrtAABB;
- saddleA = std::max(distanceTopLeft, distanceBottomRight);
+DALI_TOOLKIT_API void DissolveEffectSetCentralLine( Actor& actor, const Vector2& position, const Vector2& displacement, float initialProgress );
- //foot of a perpendicular: (1,0) to the line
- float footX1 = (coefB * coefB - coefA * coefC) * inversedAABB;
- float footY1 = (-coefA * coefB - coefB * coefC) * inversedAABB;
- //foot of a perpendicular: (0,1) to the line
- float footX2 = (-coefA * coefB - coefA * coefC) * inversedAABB;
- float footY2 = (coefA * coefA - coefB * coefC) * inversedAABB;
- saddleParam[1] = (footX1 - footX2) * (footX1 - footX2) + (footY1 - footY2) * (footY1 - footY2);
- translation = Vector2(-footX2, -footY2);
- }
- else
- {
- //distance from(1,0) to the line
- float distanceTopRight = fabsf(coefA + coefC) * inversedSqrtAABB;
- //distance from(0,1) to the line
- float distanceBottomLeft = fabsf(coefB + coefC) * inversedSqrtAABB;
- saddleA = std::max(distanceTopRight, distanceBottomLeft);
- //foot of a perpendicular: (0,0) to the line
- float footX3 = (-coefA * coefC) * inversedAABB;
- float footY3 = (-coefB * coefC) * inversedAABB;
- //foot of a perpendicular: (1.0,1.0) to the line
- float footX4 = (coefB * coefB - coefA * coefB - coefA * coefC) * inversedAABB;
- float footY4 = (-coefA * coefB + coefA * coefA - coefB * coefC) * inversedAABB;
- saddleParam[1] = (footX3 - footX4) * (footX3 - footX4) + (footY3 - footY4) * (footY3 - footY4);
- translation = Vector2(-footX3, -footY3);
- }
-
- saddleParam[2] = sqrtf(saddleParam[1]);
- saddleParam[0] = saddleA * saddleA;
- rotation = Vector2(-displacement.x, displacement.y);
- rotation.Normalize();
-
- actor.RegisterProperty("uSaddleParam", saddleParam);
- actor.RegisterProperty("uTranslation", translation);
- actor.RegisterProperty("uRotation", rotation);
- actor.RegisterProperty("uToNext", toNext);
- actor.RegisterProperty("uPercentage", initialProgress, Dali::Property::ANIMATABLE);
-}
/**
* @brief Create a new Dissolve effect
*
* @return The newly created Property::Map with the dissolve effect
*/
-inline Property::Map CreateDissolveEffect(bool useHighPrecision = true)
-{
- const char* prefixHighPrecision("precision highp float;\n");
- const char* prefixMediumPrecision("precision mediump float;\n");
-
- const char* vertexShader(
- "attribute mediump vec2 aPosition;\n"
- "\n"
- "uniform mediump mat4 uMvpMatrix;\n"
- "uniform vec3 uSize;\n"
- "uniform vec4 uTextureRect;"
- "\n"
- "uniform float uPercentage;\n"
- "uniform vec3 uSaddleParam;\n"
- "uniform vec2 uTranslation;\n"
- "uniform vec2 uRotation; \n"
- "uniform float uToNext;\n"
- "\n"
- "varying float vPercentage;\n"
- "varying vec2 vTexCoord;\n"
- "\n"
- "void main()\n"
- "{\n"
- " mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n"
- " vertexPosition.xyz *= uSize;\n"
- " vertexPosition = uMvpMatrix * vertexPosition;\n"
- " gl_Position = vertexPosition;\n"
- "\n"
- " vec2 texCoord = aPosition + vec2(0.5);\n"
- " vTexCoord = texCoord;\n"
- "\n"
- " //Calculate the distortion value given the dissolve central line\n"
- " vec2 value = texCoord + uTranslation;\n"
- " mat2 rotateMatrix = mat2(uRotation.s, uRotation.t, -uRotation.t, uRotation.s);\n"
- " value = rotateMatrix * value;\n"
- " if(uToNext == 1.0)\n"
- " value.s = uSaddleParam[2] + value.s;\n"
- " float delay = value.t * value.t / uSaddleParam[0] - value.s * value.s / uSaddleParam[1];\n"
- " vPercentage = clamp(uPercentage * 2.0 - 0.5 * sin(delay * 1.571) - 0.5, 0.0, 1.0);\n"
- "}\n");
-
- const char* fragmentShader(
- "varying float vPercentage;\n"
- "varying mediump vec2 vTexCoord;\n"
- "\n"
- "uniform sampler2D sTexture;\n"
- "uniform lowp vec4 uColor;\n"
- "uniform vec4 uTextureRect;\n"
- "float rand(vec2 co)\n"
- "{\n"
- " return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n"
- "}\n"
- "void main()\n"
- "{\n"
- " //Calculate the randomness\n"
- " float offsetS = rand(vTexCoord * vPercentage) - vTexCoord.s;\n"
- " float offsetT = rand(vec2(vTexCoord.t * vPercentage, vTexCoord.s * vPercentage)) - vTexCoord.t;\n"
- " vec2 lookupCoord = vTexCoord + vec2(offsetS, offsetT) * vPercentage;\n"
- " gl_FragColor = texture2D(sTexture, lookupCoord) * uColor;\n"
- " gl_FragColor.a *= 1.0 - vPercentage;\n"
- "}\n");
-
- Property::Map map;
-
- Property::Map customShader;
-
- std::string vertexShaderString;
- std::string fragmentShaderString;
- if(useHighPrecision)
- {
- vertexShaderString.reserve(strlen(prefixHighPrecision) + strlen(vertexShader));
- vertexShaderString.append(prefixHighPrecision);
-
- fragmentShaderString.reserve(strlen(prefixHighPrecision) + strlen(fragmentShader));
- fragmentShaderString.append(prefixHighPrecision);
- }
- else
- {
- vertexShaderString.reserve(strlen(prefixMediumPrecision) + strlen(vertexShader));
- vertexShaderString.append(prefixMediumPrecision);
-
- fragmentShaderString.reserve(strlen(prefixMediumPrecision) + strlen(fragmentShader));
- fragmentShaderString.append(prefixMediumPrecision);
- }
-
- vertexShaderString.append(vertexShader);
- fragmentShaderString.append(fragmentShader);
-
- customShader[Visual::Shader::Property::VERTEX_SHADER] = vertexShaderString;
- customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString;
-
- customShader[Visual::Shader::Property::SUBDIVIDE_GRID_X] = 20;
- customShader[Visual::Shader::Property::SUBDIVIDE_GRID_Y] = 20;
-
- customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
-
- map[Toolkit::Visual::Property::SHADER] = customShader;
- return map;
-}
+DALI_TOOLKIT_API Property::Map CreateDissolveEffect( bool useHighPrecision = true);
} // namespace Toolkit
--- /dev/null
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * 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 <dali-toolkit/devel-api/shader-effects/distance-field-effect.h>
+
+// EXTERNAL INCLUDES
+#include <string.h>
+#include <dali/public-api/rendering/shader.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+Dali::Property::Map CreateDistanceFieldEffect()
+{
+ const char* fragmentShaderPrefix("#extension GL_OES_standard_derivatives : enable\n");
+
+ const char* fragmentShader = SHADER_DISTANCE_FIELD_EFFECT_FRAG.data();
+
+ Property::Map map;
+
+ Property::Map customShader;
+
+ std::string fragmentShaderString;
+ fragmentShaderString.reserve(strlen(fragmentShaderPrefix) + strlen(fragmentShader));
+ fragmentShaderString.append(fragmentShaderPrefix);
+ fragmentShaderString.append(fragmentShader);
+
+ customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString;
+ customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
+
+ map[Toolkit::Visual::Property::SHADER] = customShader;
+ return map;
+}
+
+} // namespace Toolkit
+
+} // namespace Dali
#define DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_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.
*
*/
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
+
// EXTERNAL INCLUDES
#include <dali/public-api/object/property-map.h>
-#include <string.h>
-
-// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
*
* @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(
- "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"
- " \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"
- "}\n");
-
- Property::Map map;
-
- Property::Map customShader;
-
- std::string fragmentShaderString;
- fragmentShaderString.reserve(strlen(fragmentShaderPrefix) + strlen(fragmentShader));
- fragmentShaderString.append(fragmentShaderPrefix);
- fragmentShaderString.append(fragmentShader);
-
- customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString;
- customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
-
- map[Toolkit::Visual::Property::SHADER] = customShader;
- return map;
-}
+DALI_TOOLKIT_API Dali::Property::Map CreateDistanceFieldEffect();
} // namespace Toolkit
--- /dev/null
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * 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 <dali-toolkit/devel-api/shader-effects/image-region-effect.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+
+Property::Map CreateImageRegionEffect()
+{
+ Property::Map map;
+
+ Property::Map customShader;
+ customShader[Visual::Shader::Property::VERTEX_SHADER] = SHADER_IMAGE_REGION_EFFECT_VERT.data();
+
+ map[Toolkit::Visual::Property::SHADER] = customShader;
+ return map;
+}
+
+} // Toolkit
+
+} // Dali
#define DALI_TOOLKIT_IMAGE_REGION_EFFECT_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.
#include <dali/public-api/object/property-map.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
namespace Dali
{
*
* @return A property map of the required shader
*/
-inline Property::Map CreateImageRegionEffect()
-{
- std::string vertexShader(
- "attribute mediump vec2 aPosition;\n"
- "\n"
- "uniform mediump mat4 uMvpMatrix;\n"
- "uniform vec3 uSize;\n"
- "uniform vec4 uTextureRect;"
- "\n"
- "varying vec2 vTexCoord;\n"
-
- "uniform mediump vec2 uTopLeft;\n"
- "uniform mediump vec2 uBottomRight;\n"
- "void main()\n"
- "{\n"
- " mediump vec4 position = vec4(aPosition, 0.0, 1.0);\n"
- " position.xyz *= uSize;\n"
- " gl_Position = uMvpMatrix * position;\n"
- // The line below is doing the same as the following commented lines:
- //" vec2 imageSize = uTextureRect.zw - uTextureRect.xy;\n"
- //" vec2 topLeft = uTextureRect.xy + uTopLeft * imageSize;\n"
- //" vec2 bottomRight = uTextureRect.xy + uBottomRight * imageSize;\n"
- //" vec2 texCoord = (aTexCoord - uTextureRect.xy) / imageSize;\n"
- //" vTexCoord = topLeft + texCoord * ( bottomRight - topLeft );\n"
-
- " vec2 texCoord = aPosition + vec2(0.5);\n"
- " vTexCoord = uTextureRect.xy + uTopLeft * ( uTextureRect.zw - uTextureRect.xy ) + ( texCoord - uTextureRect.xy ) * ( uBottomRight - uTopLeft );\n"
- "}\n");
-
- Property::Map map;
-
- Property::Map customShader;
- customShader[Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
-
- map[Toolkit::Visual::Property::SHADER] = customShader;
- return map;
-}
+DALI_TOOLKIT_API Property::Map CreateImageRegionEffect();
} // namespace Toolkit
--- /dev/null
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * 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 <dali-toolkit/devel-api/shader-effects/motion-blur-effect.h>
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/rendering/shader.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+
+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<float>(numBlurSamples));
+ actor.RegisterProperty("uRecipNumSamples", 1.0f / static_cast<float>(numBlurSamples));
+ actor.RegisterProperty("uRecipNumSamplesMinusOne", 1.0f / static_cast<float>(numBlurSamples - 1.0f));
+ Property::Index uModelProperty = actor.RegisterProperty("uModelLastFrame", Matrix::IDENTITY);
+
+ Constraint constraint = Constraint::New<Matrix>(actor, uModelProperty, EqualToConstraint());
+ constraint.AddSource(Source(actor, Actor::Property::WORLD_MATRIX));
+ constraint.Apply();
+}
+
+
+Property::Map CreateMotionBlurEffect()
+{
+ Property::Map map;
+
+ 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;
+
+ customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
+
+ map[Toolkit::Visual::Property::SHADER] = customShader;
+ return map;
+}
+
+} // Toolkit
+} // Dali
#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.
// EXTERNAL INCLUDES
#include <dali/public-api/actors/actor.h>
-#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/object/property-map.h>
-#include <dali/public-api/rendering/shader.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
namespace Dali
{
* @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<float>(numBlurSamples));
- actor.RegisterProperty("uRecipNumSamples", 1.0f / static_cast<float>(numBlurSamples));
- actor.RegisterProperty("uRecipNumSamplesMinusOne", 1.0f / static_cast<float>(numBlurSamples - 1.0f));
- Property::Index uModelProperty = actor.RegisterProperty("uModelLastFrame", Matrix::IDENTITY);
-
- Constraint constraint = Constraint::New<Matrix>(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
*
* @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
--- /dev/null
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * 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 <dali-toolkit/devel-api/shader-effects/motion-stretch-effect.h>
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/actors/actor.h>
+#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/object/property-map.h>
+#include <dali/public-api/rendering/shader.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+
+namespace Dali
+{
+namespace Toolkit
+{
+
+void SetMotionStretchProperties( Actor& actor )
+{
+ actor.RegisterProperty("uGeometryStretchFactor", 0.5f);
+ 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);
+ Property::Index uModelProperty = actor.RegisterProperty("uModelLastFrame", Matrix::IDENTITY);
+
+ Constraint constraint = Constraint::New<Matrix>(actor, uModelProperty, EqualToConstraint());
+ constraint.AddSource(Source(actor, Actor::Property::WORLD_MATRIX));
+ constraint.Apply();
+}
+
+Property::Map CreateMotionStretchEffect()
+{
+ Property::Map map;
+
+ Property::Map customShader;
+ customShader[Visual::Shader::Property::VERTEX_SHADER] = SHADER_MOTION_STRETCH_EFFECT_VERT.data();
+ customShader[Visual::Shader::Property::FRAGMENT_SHADER] = SHADER_MOTION_STRETCH_EFFECT_FRAG.data();
+
+ 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;
+}
+
+
+} // Toolkit
+} // Dali
#define DALI_TOOLKIT_SHADER_EFFECT_MOTION_STRETCH_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.
// EXTERNAL INCLUDES
#include <dali/public-api/actors/actor.h>
-#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/object/property-map.h>
-#include <dali/public-api/rendering/shader.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
namespace Dali
{
/**
* @brief Set the properties for the motion stretch
*/
-inline void SetMotionStretchProperties(Actor& actor)
-{
- actor.RegisterProperty("uGeometryStretchFactor", 0.5f);
- 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);
- Property::Index uModelProperty = actor.RegisterProperty("uModelLastFrame", Matrix::IDENTITY);
-
- Constraint constraint = Constraint::New<Matrix>(actor, uModelProperty, EqualToConstraint());
- constraint.AddSource(Source(actor, Actor::Property::WORLD_MATRIX));
- constraint.Apply();
-}
+DALI_TOOLKIT_API void SetMotionStretchProperties( Actor& actor );
/**
* @brief Creates a new MotionStretchEffect
*
* @return The newly created Property::Map with the motion stretch effect
*/
-inline Property::Map CreateMotionStretchEffect()
-{
- 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"
-
- // work out vertex's last movement in view space
- " vec3 viewSpacePosDelta = viewSpaceVertex.xyz - viewSpaceVertexLastFrame.xyz;\n"
- " float reciprocalTimeDelta = 1.0 / timeDelta;\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(aPosition, 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
- // We raise t to a power in order that non-trailing vertices are effected much more than trailing ones
- // 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 * t * 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"
-
- // 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 stretched object and the 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
-
- // standard actor texel
- " vec4 colActor = texture2D(sTexture, vTexCoord);\n"
- " gl_FragColor = colActor;\n"
- " gl_FragColor.a *= fadeToEdgesScale;\n" // fade actor to its edges based on speed of motion
- " gl_FragColor *= uColor;\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 CreateMotionStretchEffect();
} // namespace Toolkit