From: Richard Huang Date: Fri, 15 Jan 2021 16:35:44 +0000 (+0000) Subject: Convert shaders in devel-api header files to use shader compilation tool X-Git-Tag: dali_2.0.10~6 X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=commitdiff_plain;h=20e1c73dd9097276d12197f427ec8e00ab9e5650;hp=e4d638dd0b325673bbd504aef409676fc5593a9d Convert shaders in devel-api header files to use shader compilation tool Change-Id: Id63f2e1835b9dbab93a2d2b885bb3bf6156032a5 --- diff --git a/dali-toolkit/devel-api/file.list b/dali-toolkit/devel-api/file.list index 7315172..c8445cf 100755 --- a/dali-toolkit/devel-api/file.list +++ b/dali-toolkit/devel-api/file.list @@ -44,6 +44,12 @@ SET( devel_api_src_files ${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 diff --git a/dali-toolkit/devel-api/shader-effects/alpha-discard-effect.cpp b/dali-toolkit/devel-api/shader-effects/alpha-discard-effect.cpp new file mode 100644 index 0000000..2e049f1 --- /dev/null +++ b/dali-toolkit/devel-api/shader-effects/alpha-discard-effect.cpp @@ -0,0 +1,41 @@ +/* + * 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 + +// INTERNAL INCLUDES +#include +#include + +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 diff --git a/dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h b/dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h index fafd889..e782f78 100644 --- a/dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h +++ b/dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h @@ -2,7 +2,7 @@ #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. @@ -22,7 +22,7 @@ #include // INTERNAL INCLUDES -#include +#include namespace Dali { @@ -42,31 +42,7 @@ namespace Toolkit * * @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 diff --git a/dali-toolkit/devel-api/shader-effects/dissolve-effect.cpp b/dali-toolkit/devel-api/shader-effects/dissolve-effect.cpp new file mode 100644 index 0000000..e8c1b7e --- /dev/null +++ b/dali-toolkit/devel-api/shader-effects/dissolve-effect.cpp @@ -0,0 +1,151 @@ +/* + * 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 + +// EXTERNAL INCLUDES +#include + +// INTERNAL INCLUDES +#include + +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 diff --git a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h index ba7cb1c..47c171f 100644 --- a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h +++ b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h @@ -2,7 +2,7 @@ #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. @@ -19,10 +19,13 @@ */ // EXTERNAL INCLUDES -#include #include +#include +#include +#include // INTERNAL INCLUDES +#include #include namespace Dali @@ -41,76 +44,8 @@ namespace Toolkit * @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 * @@ -123,105 +58,7 @@ inline void DissolveEffectSetCentralLine(Actor& actor, const Vector2& position, * @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 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 index 0000000..597dc7c --- /dev/null +++ b/dali-toolkit/devel-api/shader-effects/distance-field-effect.cpp @@ -0,0 +1,58 @@ +/* + * 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 + +// EXTERNAL INCLUDES +#include +#include + +// INTERNAL INCLUDES +#include +#include + +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 diff --git a/dali-toolkit/devel-api/shader-effects/distance-field-effect.h b/dali-toolkit/devel-api/shader-effects/distance-field-effect.h index b963693..2a233f3 100644 --- a/dali-toolkit/devel-api/shader-effects/distance-field-effect.h +++ b/dali-toolkit/devel-api/shader-effects/distance-field-effect.h @@ -2,7 +2,7 @@ #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. @@ -18,12 +18,11 @@ * */ +// INTERNAL INCLUDES +#include + // EXTERNAL INCLUDES #include -#include - -// INTERNAL INCLUDES -#include namespace Dali { @@ -52,125 +51,7 @@ namespace Toolkit * * @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 diff --git a/dali-toolkit/devel-api/shader-effects/image-region-effect.cpp b/dali-toolkit/devel-api/shader-effects/image-region-effect.cpp new file mode 100644 index 0000000..bab97f2 --- /dev/null +++ b/dali-toolkit/devel-api/shader-effects/image-region-effect.cpp @@ -0,0 +1,42 @@ +/* + * 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 + +// INTERNAL INCLUDES +#include +#include + +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 diff --git a/dali-toolkit/devel-api/shader-effects/image-region-effect.h b/dali-toolkit/devel-api/shader-effects/image-region-effect.h index 30d5f4e..65504c1 100644 --- a/dali-toolkit/devel-api/shader-effects/image-region-effect.h +++ b/dali-toolkit/devel-api/shader-effects/image-region-effect.h @@ -2,7 +2,7 @@ #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. @@ -22,7 +22,7 @@ #include // INTERNAL INCLUDES -#include +#include namespace Dali { @@ -41,43 +41,7 @@ namespace Toolkit * * @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 diff --git a/dali-toolkit/devel-api/shader-effects/motion-blur-effect.cpp b/dali-toolkit/devel-api/shader-effects/motion-blur-effect.cpp new file mode 100644 index 0000000..430832e --- /dev/null +++ b/dali-toolkit/devel-api/shader-effects/motion-blur-effect.cpp @@ -0,0 +1,70 @@ +/* + * 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 + +// EXTERNAL INCLUDES +#include +#include + +// INTERNAL INCLUDES +#include +#include + +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(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(); +} + + +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 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 diff --git a/dali-toolkit/devel-api/shader-effects/motion-stretch-effect.cpp b/dali-toolkit/devel-api/shader-effects/motion-stretch-effect.cpp new file mode 100644 index 0000000..bdd21f7 --- /dev/null +++ b/dali-toolkit/devel-api/shader-effects/motion-stretch-effect.cpp @@ -0,0 +1,68 @@ +/* + * 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 + +// EXTERNAL INCLUDES +#include +#include +#include +#include + +// INTERNAL INCLUDES +#include +#include + +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(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 diff --git a/dali-toolkit/devel-api/shader-effects/motion-stretch-effect.h b/dali-toolkit/devel-api/shader-effects/motion-stretch-effect.h index 8ad4c48..5f4976d 100644 --- a/dali-toolkit/devel-api/shader-effects/motion-stretch-effect.h +++ b/dali-toolkit/devel-api/shader-effects/motion-stretch-effect.h @@ -2,7 +2,7 @@ #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. @@ -20,12 +20,10 @@ // EXTERNAL INCLUDES #include -#include #include -#include // INTERNAL INCLUDES -#include +#include namespace Dali { @@ -34,19 +32,7 @@ namespace Toolkit /** * @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(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 @@ -74,134 +60,7 @@ inline void SetMotionStretchProperties(Actor& actor) * * @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