Revert "[Tizen] Remove dead distance-field-effect.cpp file" 15/119715/1
authorHeeyong Song <heeyong.song@samsung.com>
Mon, 20 Mar 2017 02:16:53 +0000 (11:16 +0900)
committerHeeyong Song <heeyong.song@samsung.com>
Mon, 20 Mar 2017 02:16:57 +0000 (11:16 +0900)
This reverts commit 53292678ae7d07120f3cee66e7ff8324dee1ab6f.

Change-Id: I2a8d0bda455bed4bb5471899ae90bebd8d2568cf

dali-toolkit/devel-api/shader-effects/distance-field-effect.cpp [new file with mode: 0644]

diff --git a/dali-toolkit/devel-api/shader-effects/distance-field-effect.cpp b/dali-toolkit/devel-api/shader-effects/distance-field-effect.cpp
new file mode 100644 (file)
index 0000000..988eabb
--- /dev/null
@@ -0,0 +1,311 @@
+/*
+ * Copyright (c) 2015 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.
+ *
+ */
+
+#include <dali-toolkit/devel-api/shader-effects/distance-field-effect.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace
+{
+// generic uniforms
+const std::string COLOR_PROPERTY_NAME( "uColor" );
+const std::string SMOOTHING_PROPERTY_NAME( "uSmoothing" );
+
+// outline uniforms
+const std::string OUTLINE_ENABLE_PROPERTY_NAME( "uDoOutline" );
+const std::string OUTLINECOLOR_PROPERTY_NAME( "uOutlineColor" );
+const std::string OUTLINE_SIZE_PROPERTY_NAME( "uOutlineParams" );
+
+// glow related
+const std::string GLOW_ENABLE_PROPERTY_NAME( "uDoGlow" );
+const std::string GLOW_COLOR_PROPERTY_NAME( "uGlowColor" );
+const std::string GLOW_BOUNDARY_PROPERTY_NAME( "uGlowBoundary" );
+
+// shadow related
+const std::string SHADOW_ENABLE_PROPERTY_NAME( "uDoShadow" );
+const std::string SHADOW_COLOR_PROPERTY_NAME( "uShadowColor" );
+const std::string SHADOW_OFFSET_PROPERTY_NAME( "uShadowOffset" );
+} // namespace
+
+DistanceFieldEffect::DistanceFieldEffect()
+{
+}
+
+//Call the Parent copy constructor to add reference to the implementation for this object
+DistanceFieldEffect::DistanceFieldEffect(ShaderEffect handle)
+:ShaderEffect(handle)
+{
+}
+
+DistanceFieldEffect::~DistanceFieldEffect()
+{
+}
+
+DistanceFieldEffect DistanceFieldEffect::New()
+{
+  std::string fragmentShaderPrefix(
+      "#extension GL_OES_standard_derivatives : enable\n"
+      "\n"
+      );
+
+  std::string fragmentShader(
+      "uniform mediump float uSmoothing;\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"
+      "void main()\n"
+      "{\n"
+      "  // sample distance field\n"
+      "  mediump float distance = texture2D(sTexture, vTexCoord).a;\n"
+      "  mediump float smoothWidth = fwidth(distance);\n"
+      "  mediump float alphaFactor = smoothstep(uSmoothing - smoothWidth, uSmoothing + 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(uSmoothing - smoothWidth, uSmoothing + 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, uSmoothing, 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(uSmoothing - smoothWidth, uSmoothing + 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"
+      );
+
+  // Create the implementation, temporarily owned on stack
+  Dali::ShaderEffect shaderEffect =  Dali::ShaderEffect::NewWithPrefix("", "",
+                                                                       fragmentShaderPrefix, fragmentShader,
+                                                                       Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
+                                                                       ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING));
+
+  /* Pass ownership to DistanceFieldEffect through overloaded constructor, So that it now has access to the
+     Dali::ShaderEffect implementation */
+
+  // TODO: move default values to... Constants?
+  Dali::Toolkit::DistanceFieldEffect handle( shaderEffect );
+
+  handle.SetSmoothingEdge(0.5f);
+  handle.SetOutlineColor(Color::BLACK);
+  handle.SetOutlineParams(Vector2(0.51f, 0.0f));
+  handle.SetGlowBoundary(0.4f);
+  handle.SetGlowColor(Color::GREEN);
+  handle.SetShadowColor(Vector4(0.0f, 0.0f, 0.0f, 0.4f));
+
+  // TODO: find a way to set the shadow offset in texel coordinates instead of UVs.
+  handle.SetShadowOffset(Vector2(0.05f, 0.05f));
+
+  // Default:
+  handle.SetOutline(false);
+  handle.SetGlow(false);
+  handle.SetShadow(false);
+
+  return handle;
+
+}
+
+void DistanceFieldEffect::SetGlowColor(const Vector4& color)
+{
+  SetUniform(GLOW_COLOR_PROPERTY_NAME, color);
+}
+
+void DistanceFieldEffect::SetGlow(bool glowEnable)
+{
+  const float a = glowEnable ? 1.0f : 0.0f;
+  SetUniform(GLOW_ENABLE_PROPERTY_NAME, a);
+}
+
+void DistanceFieldEffect::SetGlowBoundary(float glowBoundary)
+{
+  SetUniform(GLOW_BOUNDARY_PROPERTY_NAME, glowBoundary);
+}
+
+void DistanceFieldEffect::SetOutline(bool outlineEnable)
+{
+  const float a = outlineEnable ? 1.0f : 0.0f;
+  SetUniform(OUTLINE_ENABLE_PROPERTY_NAME, a);
+}
+
+void DistanceFieldEffect::SetOutlineColor(const Vector4& color)
+{
+  SetUniform(OUTLINECOLOR_PROPERTY_NAME, color);
+}
+
+void DistanceFieldEffect::SetOutlineParams(const Vector2& outlineParams)
+{
+  SetUniform(OUTLINE_SIZE_PROPERTY_NAME, outlineParams);
+}
+
+void DistanceFieldEffect::SetShadow(bool shadowEnable)
+{
+  if (shadowEnable)
+  {
+    SetGlow(false);
+    SetOutline(false);
+  }
+
+  const float a = shadowEnable ? 1.0f : 0.0f;
+  SetUniform(SHADOW_ENABLE_PROPERTY_NAME, a);
+}
+
+void DistanceFieldEffect::SetShadowColor(const Vector4& color)
+{
+  SetUniform(SHADOW_COLOR_PROPERTY_NAME, color);
+}
+
+void DistanceFieldEffect::SetShadowOffset(const Vector2& offset)
+{
+  SetUniform(SHADOW_OFFSET_PROPERTY_NAME, offset);
+}
+
+void DistanceFieldEffect::SetSmoothingEdge(const float smoothing)
+{
+  SetUniform(SMOOTHING_PROPERTY_NAME, smoothing);
+}
+
+const std::string& DistanceFieldEffect::GetColorPropertyName() const
+{
+  return COLOR_PROPERTY_NAME;
+}
+
+const std::string& DistanceFieldEffect::GetOutlineColorPropertyName() const
+{
+  return OUTLINECOLOR_PROPERTY_NAME;
+}
+
+const std::string& DistanceFieldEffect::GetShadowColorPropertyName() const
+{
+  return SHADOW_COLOR_PROPERTY_NAME;
+}
+
+const std::string& DistanceFieldEffect::GetShadowOffsetPropertyName() const
+{
+  return SHADOW_OFFSET_PROPERTY_NAME;
+}
+
+const std::string& DistanceFieldEffect::GetGlowColorPropertyName() const
+{
+  return GLOW_COLOR_PROPERTY_NAME;
+}
+
+const std::string& DistanceFieldEffect::GetGlowBoundaryPropertyName() const
+{
+  return GLOW_BOUNDARY_PROPERTY_NAME;
+}
+
+const std::string& DistanceFieldEffect::GetOutlineSizePropertyName() const
+{
+  return OUTLINE_SIZE_PROPERTY_NAME;
+}
+
+const std::string& DistanceFieldEffect::GetOutlineEnablePropertyName() const
+{
+  return OUTLINE_ENABLE_PROPERTY_NAME;
+}
+
+const std::string& DistanceFieldEffect::GetGlowEnablePropertyName() const
+{
+  return GLOW_ENABLE_PROPERTY_NAME;
+}
+
+const std::string& DistanceFieldEffect::GetShadowEnablePropertyName() const
+{
+  return SHADOW_ENABLE_PROPERTY_NAME;
+}
+
+const std::string& DistanceFieldEffect::GetSmoothingPropertyName() const
+{
+  return SMOOTHING_PROPERTY_NAME;
+}
+
+} // namespace Toolkit
+
+} // namespace Dali