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 "gradient-visual.h"
23 #include <dali/integration-api/debug.h>
24 #include <dali/public-api/common/dali-vector.h>
25 #include <dali/public-api/object/property-array.h>
26 #include <dali/devel-api/scripting/enum-helper.h>
27 #include <dali/devel-api/scripting/scripting.h>
30 #include <dali-toolkit/public-api/visuals/gradient-visual-properties.h>
31 #include <dali-toolkit/public-api/visuals/visual-properties.h>
32 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
33 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
34 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
35 #include <dali-toolkit/internal/visuals/gradient/linear-gradient.h>
36 #include <dali-toolkit/internal/visuals/gradient/radial-gradient.h>
37 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
51 DALI_ENUM_TO_STRING_TABLE_BEGIN( UNITS )
52 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::Units, OBJECT_BOUNDING_BOX )
53 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::Units, USER_SPACE )
54 DALI_ENUM_TO_STRING_TABLE_END( UNITS )
56 DALI_ENUM_TO_STRING_TABLE_BEGIN( SPREAD_METHOD )
57 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::SpreadMethod, PAD )
58 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::SpreadMethod, REFLECT )
59 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::SpreadMethod, REPEAT )
60 DALI_ENUM_TO_STRING_TABLE_END( SPREAD_METHOD )
63 const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" );
65 // default offset value
66 const unsigned int DEFAULT_OFFSET_MINIMUM = 0.0f;
67 const unsigned int DEFAULT_OFFSET_MAXIMUM = 1.0f;
69 VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[][4] =
72 VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE,
73 VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX,
74 VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER,
75 VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_CORNER
78 VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE,
79 VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX,
80 VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER,
81 VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_CORNER
85 const char* VERTEX_SHADER[] =
87 // vertex shader for gradient units as OBJECT_BOUNDING_BOX
89 attribute mediump vec2 aPosition;\n
90 uniform highp mat4 uMvpMatrix;\n
91 uniform highp vec3 uSize;\n
92 uniform mediump mat3 uAlignmentMatrix;\n
93 varying mediump vec2 vTexCoord;\n
96 //Visual size and offset
97 uniform mediump vec2 offset;\n
98 uniform highp vec2 size;\n
99 uniform mediump vec4 offsetSizeMode;\n
100 uniform mediump vec2 origin;\n
101 uniform mediump vec2 anchorPoint;\n
103 vec4 ComputeVertexPosition()\n
105 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
106 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
107 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
112 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
113 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
115 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
119 // vertex shader for gradient units as USER_SPACE
121 attribute mediump vec2 aPosition;\n
122 uniform highp mat4 uMvpMatrix;\n
123 uniform highp vec3 uSize;\n
124 uniform mediump mat3 uAlignmentMatrix;\n
125 varying mediump vec2 vTexCoord;\n
128 //Visual size and offset
129 uniform mediump vec2 offset;\n
130 uniform highp vec2 size;\n
131 uniform mediump vec4 offsetSizeMode;\n
132 uniform mediump vec2 origin;\n
133 uniform mediump vec2 anchorPoint;\n
135 vec4 ComputeVertexPosition()\n
137 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
138 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
139 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
144 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
145 vertexPosition.xyz *= uSize;\n
146 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
148 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
152 // vertex shader for gradient units as OBJECT_BOUNDING_BOX with corner radius
154 attribute mediump vec2 aPosition;\n
155 uniform highp mat4 uMvpMatrix;\n
156 uniform highp vec3 uSize;\n
157 uniform mediump mat3 uAlignmentMatrix;\n
158 varying mediump vec2 vTexCoord;\n
159 varying mediump vec2 vPosition;\n
160 varying mediump vec2 vRectSize;\n
161 varying mediump float vCornerRadius;\n
163 //Visual size and offset
164 uniform mediump vec2 offset;\n
165 uniform highp vec2 size;\n
166 uniform mediump vec4 offsetSizeMode;\n
167 uniform mediump vec2 origin;\n
168 uniform mediump vec2 anchorPoint;\n
169 uniform mediump float cornerRadius;\n
170 uniform mediump float cornerRadiusPolicy;\n
172 vec4 ComputeVertexPosition()\n
174 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
175 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
176 mediump float minSize = min( visualSize.x, visualSize.y );\n
177 vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
178 vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
179 vRectSize = visualSize * 0.5 - vCornerRadius;\n
180 vPosition = aPosition * visualSize;\n
181 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
186 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
187 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
189 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
193 // vertex shader for gradient units as USER_SPACE with corner radius
195 attribute mediump vec2 aPosition;\n
196 uniform highp mat4 uMvpMatrix;\n
197 uniform highp vec3 uSize;\n
198 uniform mediump mat3 uAlignmentMatrix;\n
199 varying mediump vec2 vTexCoord;\n
200 varying mediump vec2 vPosition;\n
201 varying mediump vec2 vRectSize;\n
202 varying mediump float vCornerRadius;\n
204 //Visual size and offset
205 uniform mediump vec2 offset;\n
206 uniform highp vec2 size;\n
207 uniform mediump vec4 offsetSizeMode;\n
208 uniform mediump vec2 origin;\n
209 uniform mediump vec2 anchorPoint;\n
210 uniform mediump float cornerRadius;\n
211 uniform mediump float cornerRadiusPolicy;\n
213 vec4 ComputeVertexPosition()\n
215 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
216 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
217 mediump float minSize = min( visualSize.x, visualSize.y );\n
218 vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
219 vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
220 vRectSize = visualSize * 0.5 - vCornerRadius;\n
221 vPosition = aPosition * visualSize;\n
222 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
227 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
228 vertexPosition.xyz *= uSize;\n
229 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
231 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
236 const char* FRAGMENT_SHADER[] =
238 // fragment shader for linear gradient
240 uniform sampler2D sTexture;\n // sampler1D?
241 uniform lowp vec4 uColor;\n
242 uniform lowp vec3 mixColor;\n
243 varying mediump vec2 vTexCoord;\n
247 gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
251 // fragment shader for radial gradient
253 uniform sampler2D sTexture;\n // sampler1D?
254 uniform lowp vec4 uColor;\n
255 uniform lowp vec3 mixColor;\n
256 varying mediump vec2 vTexCoord;\n
260 gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
264 // fragment shader for linear gradient with corner radius
266 uniform sampler2D sTexture;\n // sampler1D?
267 uniform lowp vec4 uColor;\n
268 uniform lowp vec3 mixColor;\n
269 varying mediump vec2 vTexCoord;\n
270 varying mediump vec2 vPosition;\n
271 varying mediump vec2 vRectSize;\n
272 varying mediump float vCornerRadius;\n
276 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
277 gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
278 gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
282 // fragment shader for radial gradient with corner radius
284 uniform sampler2D sTexture;\n // sampler1D?
285 uniform lowp vec4 uColor;\n
286 uniform lowp vec3 mixColor;\n
287 varying mediump vec2 vTexCoord;\n
288 varying mediump vec2 vPosition;\n
289 varying mediump vec2 vRectSize;\n
290 varying mediump float vCornerRadius;\n
294 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
295 gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
296 gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
301 Dali::WrapMode::Type GetWrapMode( Toolkit::GradientVisual::SpreadMethod::Type spread )
305 case Toolkit::GradientVisual::SpreadMethod::REPEAT:
307 return Dali::WrapMode::REPEAT;
309 case Toolkit::GradientVisual::SpreadMethod::REFLECT:
311 return Dali::WrapMode::MIRRORED_REPEAT;
313 case Toolkit::GradientVisual::SpreadMethod::PAD:
316 return Dali::WrapMode::CLAMP_TO_EDGE;
321 } // unnamed namespace
323 GradientVisualPtr GradientVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
325 GradientVisualPtr gradientVisualPtr( new GradientVisual( factoryCache ) );
326 gradientVisualPtr->SetProperties( properties );
327 return gradientVisualPtr;
330 GradientVisual::GradientVisual( VisualFactoryCache& factoryCache )
331 : Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::GRADIENT ),
332 mGradientType( LINEAR ),
335 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
338 GradientVisual::~GradientVisual()
342 void GradientVisual::DoSetProperties( const Property::Map& propertyMap )
344 Toolkit::GradientVisual::Units::Type gradientUnits = Toolkit::GradientVisual::Units::OBJECT_BOUNDING_BOX;
346 Property::Value* unitsValue = propertyMap.Find( Toolkit::GradientVisual::Property::UNITS, UNITS_NAME );
349 Scripting::GetEnumerationProperty( *unitsValue, UNITS_TABLE, UNITS_TABLE_COUNT, gradientUnits );
352 mGradientType = LINEAR;
353 if( propertyMap.Find( Toolkit::GradientVisual::Property::RADIUS, RADIUS_NAME ) )
355 mGradientType = RADIAL;
358 if( NewGradient( mGradientType, propertyMap ) )
360 mGradient->SetGradientUnits( gradientUnits );
361 mGradientTransform = mGradient->GetAlignmentTransform();
365 DALI_LOG_ERROR( "Fail to provide valid properties to create a GradientVisual object\n" );
369 void GradientVisual::OnSetTransform()
371 if( mImpl->mRenderer )
373 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
377 void GradientVisual::DoSetOnScene( Actor& actor )
379 InitializeRenderer();
381 actor.AddRenderer( mImpl->mRenderer );
383 // Gradient Visual generated and ready to display
384 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
387 void GradientVisual::DoCreatePropertyMap( Property::Map& map ) const
390 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::GRADIENT );
391 map.Insert( Toolkit::GradientVisual::Property::UNITS, mGradient->GetGradientUnits() );
392 map.Insert( Toolkit::GradientVisual::Property::SPREAD_METHOD, mGradient->GetSpreadMethod() );
394 const Vector<Gradient::GradientStop>& stops( mGradient->GetStops() );
395 Property::Array offsets;
396 Property::Array colors;
397 for( unsigned int i=0; i<stops.Count(); i++ )
399 offsets.PushBack( stops[i].mOffset );
400 if( EqualsZero(stops[i].mStopColor.a) )
402 colors.PushBack( Vector4::ZERO );
406 colors.PushBack( Vector4( stops[i].mStopColor.r / stops[i].mStopColor.a,
407 stops[i].mStopColor.g / stops[i].mStopColor.a,
408 stops[i].mStopColor.b / stops[i].mStopColor.a,
409 stops[i].mStopColor.a));
413 map.Insert( Toolkit::GradientVisual::Property::STOP_OFFSET, offsets );
414 map.Insert( Toolkit::GradientVisual::Property::STOP_COLOR, colors );
416 if( &typeid( *mGradient ) == &typeid(LinearGradient) )
418 LinearGradient* gradient = static_cast<LinearGradient*>( mGradient.Get() );
419 map.Insert( Toolkit::GradientVisual::Property::START_POSITION, gradient->GetStartPosition() );
420 map.Insert( Toolkit::GradientVisual::Property::END_POSITION, gradient->GetEndPosition() );
422 else // if( &typeid( *mGradient ) == &typeid(RadialGradient) )
424 RadialGradient* gradient = static_cast<RadialGradient*>( mGradient.Get() );
425 map.Insert( Toolkit::GradientVisual::Property::CENTER, gradient->GetCenter() );
426 map.Insert( Toolkit::GradientVisual::Property::RADIUS, gradient->GetRadius() );
430 void GradientVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
435 void GradientVisual::InitializeRenderer()
437 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
439 Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits();
440 int roundedCorner = IsRoundedCornerRequired() ? 1 : 0;
441 VisualFactoryCache::ShaderType shaderType = SHADER_TYPE_TABLE[mGradientType][gradientUnits + roundedCorner * 2];
442 Shader shader = mFactoryCache.GetShader( shaderType );
445 shader = Shader::New( VERTEX_SHADER[gradientUnits + roundedCorner * 2], FRAGMENT_SHADER[ mGradientType + roundedCorner * 2 ] );
446 mFactoryCache.SaveShader( shaderType, shader );
449 //Set up the texture set
450 TextureSet textureSet = TextureSet::New();
451 Dali::Texture lookupTexture = mGradient->GenerateLookupTexture();
452 textureSet.SetTexture( 0u, lookupTexture );
453 Dali::WrapMode::Type wrap = GetWrapMode( mGradient->GetSpreadMethod() );
454 Sampler sampler = Sampler::New();
455 sampler.SetWrapMode( wrap, wrap );
456 textureSet.SetSampler( 0u, sampler );
458 mImpl->mRenderer = Renderer::New( geometry, shader );
459 mImpl->mRenderer.SetTextures( textureSet );
461 // If opaque then no need to have blending
464 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
467 mImpl->mRenderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
469 //Register transform properties
470 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
473 bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propertyMap)
475 if( gradientType == LINEAR )
477 Property::Value* startPositionValue = propertyMap.Find( Toolkit::GradientVisual::Property::START_POSITION, START_POSITION_NAME );
478 Property::Value* endPositionValue = propertyMap.Find( Toolkit::GradientVisual::Property::END_POSITION, END_POSITION_NAME );
479 Vector2 startPosition;
482 if( startPositionValue && startPositionValue->Get(startPosition)
483 && endPositionValue && endPositionValue->Get( endPosition ) )
485 mGradient = new LinearGradient( startPosition, endPosition );
494 Property::Value* centerValue = propertyMap.Find( Toolkit::GradientVisual::Property::CENTER, CENTER_NAME );
495 Property::Value* radiusValue = propertyMap.Find( Toolkit::GradientVisual::Property::RADIUS, RADIUS_NAME );
498 if( centerValue && centerValue->Get(center)
499 && radiusValue && radiusValue->Get(radius) )
501 mGradient = new RadialGradient( center, radius );
509 unsigned int numValidStop = 0u;
510 Property::Value* stopOffsetValue = propertyMap.Find( Toolkit::GradientVisual::Property::STOP_OFFSET, STOP_OFFSET_NAME );
511 Property::Value* stopColorValue = propertyMap.Find( Toolkit::GradientVisual::Property::STOP_COLOR, STOP_COLOR_NAME );
514 Vector<float> offsetArray;
515 Property::Array* colorArray = stopColorValue->GetArray();
518 GetStopOffsets( stopOffsetValue, offsetArray );
519 unsigned int numStop = offsetArray.Count() < colorArray->Count() ?
520 offsetArray.Count() : colorArray->Count();
522 for( unsigned int i=0; i<numStop; i++ )
524 if( (colorArray->GetElementAt(i)).Get(color) )
526 mGradient->AddStop( offsetArray[i], Vector4(color.r*color.a, color.g*color.a, color.b*color.a, color.a));
528 if( ! Equals( color.a, 1.0f, Math::MACHINE_EPSILON_1 ) )
537 if( numValidStop < 1u ) // no valid stop
542 Property::Value* spread = propertyMap.Find( Toolkit::GradientVisual::Property::SPREAD_METHOD, SPREAD_METHOD_NAME );
543 // The default spread method is PAD. Only need to set new spread if it's anything else.
546 Toolkit::GradientVisual::SpreadMethod::Type spreadMethod = Toolkit::GradientVisual::SpreadMethod::PAD;
547 if( Scripting::GetEnumerationProperty( *spread, SPREAD_METHOD_TABLE, SPREAD_METHOD_TABLE_COUNT, spreadMethod ) )
549 mGradient->SetSpreadMethod( spreadMethod );
556 void GradientVisual::GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets)
559 if ( value ) // Only check valve type if a valid Property has been passed in
561 switch ( value->GetType() )
563 case Property::VECTOR2:
566 value->Get( offset2 );
567 stopOffsets.PushBack( offset2.x );
568 stopOffsets.PushBack( offset2.y );
571 case Property::VECTOR3:
574 value->Get( offset3 );
575 stopOffsets.PushBack( offset3.x );
576 stopOffsets.PushBack( offset3.y );
577 stopOffsets.PushBack( offset3.z );
580 case Property::VECTOR4:
583 value->Get( offset4 );
584 stopOffsets.PushBack( offset4.x );
585 stopOffsets.PushBack( offset4.y );
586 stopOffsets.PushBack( offset4.z );
587 stopOffsets.PushBack( offset4.w );
590 case Property::ARRAY:
592 Property::Array* offsetArray = value->GetArray();
595 unsigned int numStop = offsetArray->Count();
597 for( unsigned int i=0; i<numStop; i++ )
599 if( offsetArray->GetElementAt(i).Get(offset) )
601 stopOffsets.PushBack( offset );
609 DALI_LOG_WARNING("GetStopOffsets passed unsupported Property Map\n");
615 if ( stopOffsets.Empty() )
617 // Set default offset if none set by Property system, need a minimum and maximum
618 stopOffsets.PushBack( DEFAULT_OFFSET_MINIMUM );
619 stopOffsets.PushBack( DEFAULT_OFFSET_MAXIMUM );
623 } // namespace Internal
625 } // namespace Toolkit