2 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "color-visual.h"
22 #include <dali/integration-api/debug.h>
25 #include <dali-toolkit/public-api/visuals/color-visual-properties.h>
26 #include <dali-toolkit/public-api/visuals/visual-properties.h>
27 #include <dali-toolkit/devel-api/visuals/color-visual-properties-devel.h>
28 #include <dali-toolkit/devel-api/visuals/color-visual-actions-devel.h>
29 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
30 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
31 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
32 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
46 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
47 attribute mediump vec2 aPosition;\n
48 uniform highp mat4 uMvpMatrix;\n
49 uniform highp vec3 uSize;\n
52 //Visual size and offset
53 uniform mediump vec2 offset;\n
54 uniform highp vec2 size;\n
55 uniform mediump vec4 offsetSizeMode;\n
56 uniform mediump vec2 origin;\n
57 uniform mediump vec2 anchorPoint;\n
58 uniform mediump vec2 extraSize;\n
60 vec4 ComputeVertexPosition()\n
62 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
63 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
64 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
69 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
73 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
74 uniform lowp vec4 uColor;\n
75 uniform lowp vec3 mixColor;\n
79 gl_FragColor = vec4(mixColor, 1.0)*uColor;\n
83 const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
84 attribute mediump vec2 aPosition;\n
85 uniform highp mat4 uMvpMatrix;\n
86 uniform highp vec3 uSize;\n
87 varying mediump vec2 vPosition;\n
88 varying mediump vec2 vRectSize;\n
89 varying mediump float vCornerRadius;\n
91 //Visual size and offset
92 uniform mediump vec2 offset;\n
93 uniform highp vec2 size;\n
94 uniform mediump vec2 extraSize;\n
95 uniform mediump vec4 offsetSizeMode;\n
96 uniform mediump vec2 origin;\n
97 uniform mediump vec2 anchorPoint;\n
98 uniform mediump float cornerRadius;\n
99 uniform mediump float cornerRadiusPolicy;\n
101 vec4 ComputeVertexPosition()\n
103 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
104 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
105 mediump float minSize = min( visualSize.x, visualSize.y );\n
106 vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
107 vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
108 vRectSize = visualSize / 2.0 - vCornerRadius;\n
109 vPosition = aPosition* visualSize;\n
110 return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
115 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
119 //float distance = length( max( abs( position - center ), size ) - size ) - radius;
120 const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
121 varying mediump vec2 vPosition;\n
122 varying mediump vec2 vRectSize;\n
123 varying mediump float vCornerRadius;\n
124 uniform lowp vec4 uColor;\n
125 uniform lowp vec3 mixColor;\n
129 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
130 gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
131 gl_FragColor.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
135 const char* VERTEX_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
136 attribute mediump vec2 aPosition;\n
137 uniform highp mat4 uMvpMatrix;\n
138 uniform highp vec3 uSize;\n
139 varying mediump vec2 vPosition;\n
140 varying mediump vec2 vRectSize;\n
142 //Visual size and offset
143 uniform mediump vec2 offset;\n
144 uniform highp vec2 size;\n
145 uniform mediump vec2 extraSize;\n
146 uniform mediump vec4 offsetSizeMode;\n
147 uniform mediump vec2 origin;\n
148 uniform mediump vec2 anchorPoint;\n
149 uniform mediump float blurRadius;\n
151 vec4 ComputeVertexPosition()\n
153 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n
154 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
155 vRectSize = visualSize / 2.0;\n
156 vPosition = aPosition* visualSize;\n
157 return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
162 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
166 const char* FRAGMENT_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
167 varying mediump vec2 vPosition;\n
168 varying mediump vec2 vRectSize;\n
169 uniform lowp vec4 uColor;\n
170 uniform lowp vec3 mixColor;\n
171 uniform mediump float blurRadius;\n
175 mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n
176 gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
177 gl_FragColor.a *= blur.x * blur.y;\n
183 ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
185 ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) );
186 colorVisualPtr->SetProperties( properties );
187 return colorVisualPtr;
190 ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
191 : Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR ),
193 mRenderIfTransparent( false )
197 ColorVisual::~ColorVisual()
201 void ColorVisual::DoSetProperties( const Property::Map& propertyMap )
203 // By virtue of DoSetProperties being called last, this will override
204 // anything set by Toolkit::Visual::Property::MIX_COLOR
205 Property::Value* colorValue = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR );
209 if( colorValue->Get( color ) )
211 Property::Type type = colorValue->GetType();
212 if( type == Property::VECTOR4 )
214 SetMixColor( color );
216 else if( type == Property::VECTOR3 )
218 Vector3 color3(color);
219 SetMixColor( color3 );
224 DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n");
228 Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME );
229 if( renderIfTransparentValue )
231 if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) )
233 DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() );
237 Property::Value* blurRadiusValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME );
238 if( blurRadiusValue )
240 if( !blurRadiusValue->Get( mBlurRadius ) )
242 DALI_LOG_ERROR( "ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType() );
247 void ColorVisual::DoSetOnScene( Actor& actor )
249 InitializeRenderer();
251 // Only add the renderer if it's not fully transparent
252 // We cannot avoid creating a renderer as it's used in the base class
253 if( mRenderIfTransparent || mImpl->mMixColor.a > 0.0f )
255 actor.AddRenderer( mImpl->mRenderer );
258 // Color Visual generated and ready to display
259 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
262 void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
265 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR );
266 map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor );
267 map.Insert( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, mRenderIfTransparent );
268 map.Insert( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius );
271 void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
277 void ColorVisual::OnSetTransform()
279 if( mImpl->mRenderer )
281 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
285 void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
287 // Check if action is valid for this visual type and perform action if possible
290 case DevelColorVisual::Action::UPDATE_PROPERTY:
292 const Property::Map* map = attributes.GetMap();
295 DoSetProperties( *map );
302 void ColorVisual::InitializeRenderer()
304 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
307 if( !EqualsZero( mBlurRadius ) )
309 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE );
312 shader = Shader::New( VERTEX_SHADER_BLUR_EDGE, FRAGMENT_SHADER_BLUR_EDGE );
313 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader );
316 else if( !IsRoundedCornerRequired() )
318 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
321 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
322 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
327 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
330 shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
331 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader );
335 mImpl->mRenderer = Renderer::New( geometry, shader );
337 // ColorVisual has it's own index key for mix color - use this instead
338 // of using the new base index to avoid changing existing applications
339 // String keys will get to this property.
340 mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
342 mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius );
344 if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) )
346 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
349 // Register transform properties
350 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
353 } // namespace Internal
355 } // namespace Toolkit