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 mediump 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 mediump 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 mediump 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 mediump 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 mediump 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
162 //Visual size and offset
163 uniform mediump vec2 offset;\n
164 uniform mediump vec2 size;\n
165 uniform mediump vec4 offsetSizeMode;\n
166 uniform mediump vec2 origin;\n
167 uniform mediump vec2 anchorPoint;\n
168 uniform mediump float cornerRadius;\n
170 vec4 ComputeVertexPosition()\n
172 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
173 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
174 vRectSize = visualSize * 0.5 - cornerRadius;\n
175 vPosition = aPosition * visualSize;\n
176 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
181 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
182 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
184 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
188 // vertex shader for gradient units as USER_SPACE with corner radius
190 attribute mediump vec2 aPosition;\n
191 uniform highp mat4 uMvpMatrix;\n
192 uniform mediump vec3 uSize;\n
193 uniform mediump mat3 uAlignmentMatrix;\n
194 varying mediump vec2 vTexCoord;\n
195 varying mediump vec2 vPosition;\n
196 varying mediump vec2 vRectSize;\n
198 //Visual size and offset
199 uniform mediump vec2 offset;\n
200 uniform mediump vec2 size;\n
201 uniform mediump vec4 offsetSizeMode;\n
202 uniform mediump vec2 origin;\n
203 uniform mediump vec2 anchorPoint;\n
204 uniform mediump float cornerRadius;\n
206 vec4 ComputeVertexPosition()\n
208 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
209 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
210 vRectSize = visualSize * 0.5 - cornerRadius;\n
211 vPosition = aPosition * visualSize;\n
212 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
217 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
218 vertexPosition.xyz *= uSize;\n
219 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
221 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
226 const char* FRAGMENT_SHADER[] =
228 // fragment shader for linear gradient
230 uniform sampler2D sTexture;\n // sampler1D?
231 uniform lowp vec4 uColor;\n
232 uniform lowp vec3 mixColor;\n
233 varying mediump vec2 vTexCoord;\n
237 gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
241 // fragment shader for radial gradient
243 uniform sampler2D sTexture;\n // sampler1D?
244 uniform lowp vec4 uColor;\n
245 uniform lowp vec3 mixColor;\n
246 varying mediump vec2 vTexCoord;\n
250 gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
254 // fragment shader for linear gradient with corner radius
256 uniform sampler2D sTexture;\n // sampler1D?
257 uniform lowp vec4 uColor;\n
258 uniform lowp vec3 mixColor;\n
259 uniform mediump float cornerRadius;\n
260 varying mediump vec2 vTexCoord;\n
261 varying mediump vec2 vPosition;\n
262 varying mediump vec2 vRectSize;\n
266 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
267 gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
268 gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
272 // fragment shader for radial gradient with corner radius
274 uniform sampler2D sTexture;\n // sampler1D?
275 uniform lowp vec4 uColor;\n
276 uniform lowp vec3 mixColor;\n
277 uniform mediump float cornerRadius;\n
278 varying mediump vec2 vTexCoord;\n
279 varying mediump vec2 vPosition;\n
280 varying mediump vec2 vRectSize;\n
284 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
285 gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
286 gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
291 Dali::WrapMode::Type GetWrapMode( Toolkit::GradientVisual::SpreadMethod::Type spread )
295 case Toolkit::GradientVisual::SpreadMethod::REPEAT:
297 return Dali::WrapMode::REPEAT;
299 case Toolkit::GradientVisual::SpreadMethod::REFLECT:
301 return Dali::WrapMode::MIRRORED_REPEAT;
303 case Toolkit::GradientVisual::SpreadMethod::PAD:
306 return Dali::WrapMode::CLAMP_TO_EDGE;
311 } // unnamed namespace
313 GradientVisualPtr GradientVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
315 GradientVisualPtr gradientVisualPtr( new GradientVisual( factoryCache ) );
316 gradientVisualPtr->SetProperties( properties );
317 return gradientVisualPtr;
320 GradientVisual::GradientVisual( VisualFactoryCache& factoryCache )
321 : Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::GRADIENT ),
322 mGradientType( LINEAR ),
325 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
328 GradientVisual::~GradientVisual()
332 void GradientVisual::DoSetProperties( const Property::Map& propertyMap )
334 Toolkit::GradientVisual::Units::Type gradientUnits = Toolkit::GradientVisual::Units::OBJECT_BOUNDING_BOX;
336 Property::Value* unitsValue = propertyMap.Find( Toolkit::GradientVisual::Property::UNITS, UNITS_NAME );
339 Scripting::GetEnumerationProperty( *unitsValue, UNITS_TABLE, UNITS_TABLE_COUNT, gradientUnits );
342 mGradientType = LINEAR;
343 if( propertyMap.Find( Toolkit::GradientVisual::Property::RADIUS, RADIUS_NAME ) )
345 mGradientType = RADIAL;
348 if( NewGradient( mGradientType, propertyMap ) )
350 mGradient->SetGradientUnits( gradientUnits );
351 mGradientTransform = mGradient->GetAlignmentTransform();
355 DALI_LOG_ERROR( "Fail to provide valid properties to create a GradientVisual object\n" );
359 void GradientVisual::OnSetTransform()
361 if( mImpl->mRenderer )
363 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
367 void GradientVisual::DoSetOnStage( Actor& actor )
369 InitializeRenderer();
371 actor.AddRenderer( mImpl->mRenderer );
373 // Gradient Visual generated and ready to display
374 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
377 void GradientVisual::DoCreatePropertyMap( Property::Map& map ) const
380 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::GRADIENT );
381 map.Insert( Toolkit::GradientVisual::Property::UNITS, mGradient->GetGradientUnits() );
382 map.Insert( Toolkit::GradientVisual::Property::SPREAD_METHOD, mGradient->GetSpreadMethod() );
384 const Vector<Gradient::GradientStop>& stops( mGradient->GetStops() );
385 Property::Array offsets;
386 Property::Array colors;
387 for( unsigned int i=0; i<stops.Count(); i++ )
389 offsets.PushBack( stops[i].mOffset );
390 if( EqualsZero(stops[i].mStopColor.a) )
392 colors.PushBack( Vector4::ZERO );
396 colors.PushBack( Vector4( stops[i].mStopColor.r / stops[i].mStopColor.a,
397 stops[i].mStopColor.g / stops[i].mStopColor.a,
398 stops[i].mStopColor.b / stops[i].mStopColor.a,
399 stops[i].mStopColor.a));
403 map.Insert( Toolkit::GradientVisual::Property::STOP_OFFSET, offsets );
404 map.Insert( Toolkit::GradientVisual::Property::STOP_COLOR, colors );
406 if( &typeid( *mGradient ) == &typeid(LinearGradient) )
408 LinearGradient* gradient = static_cast<LinearGradient*>( mGradient.Get() );
409 map.Insert( Toolkit::GradientVisual::Property::START_POSITION, gradient->GetStartPosition() );
410 map.Insert( Toolkit::GradientVisual::Property::END_POSITION, gradient->GetEndPosition() );
412 else // if( &typeid( *mGradient ) == &typeid(RadialGradient) )
414 RadialGradient* gradient = static_cast<RadialGradient*>( mGradient.Get() );
415 map.Insert( Toolkit::GradientVisual::Property::CENTER, gradient->GetCenter() );
416 map.Insert( Toolkit::GradientVisual::Property::RADIUS, gradient->GetRadius() );
420 void GradientVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
425 void GradientVisual::InitializeRenderer()
427 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
429 Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits();
430 int roundedCorner = IsRoundedCornerRequired() ? 1 : 0;
431 VisualFactoryCache::ShaderType shaderType = SHADER_TYPE_TABLE[mGradientType][gradientUnits + roundedCorner * 2];
432 Shader shader = mFactoryCache.GetShader( shaderType );
435 shader = Shader::New( VERTEX_SHADER[gradientUnits + roundedCorner * 2], FRAGMENT_SHADER[ mGradientType + roundedCorner * 2 ] );
436 mFactoryCache.SaveShader( shaderType, shader );
439 //Set up the texture set
440 TextureSet textureSet = TextureSet::New();
441 Dali::Texture lookupTexture = mGradient->GenerateLookupTexture();
442 textureSet.SetTexture( 0u, lookupTexture );
443 Dali::WrapMode::Type wrap = GetWrapMode( mGradient->GetSpreadMethod() );
444 Sampler sampler = Sampler::New();
445 sampler.SetWrapMode( wrap, wrap );
446 textureSet.SetSampler( 0u, sampler );
448 mImpl->mRenderer = Renderer::New( geometry, shader );
449 mImpl->mRenderer.SetTextures( textureSet );
451 // If opaque then no need to have blending
454 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
457 mImpl->mRenderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
459 //Register transform properties
460 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
463 bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propertyMap)
465 if( gradientType == LINEAR )
467 Property::Value* startPositionValue = propertyMap.Find( Toolkit::GradientVisual::Property::START_POSITION, START_POSITION_NAME );
468 Property::Value* endPositionValue = propertyMap.Find( Toolkit::GradientVisual::Property::END_POSITION, END_POSITION_NAME );
469 Vector2 startPosition;
472 if( startPositionValue && startPositionValue->Get(startPosition)
473 && endPositionValue && endPositionValue->Get( endPosition ) )
475 mGradient = new LinearGradient( startPosition, endPosition );
484 Property::Value* centerValue = propertyMap.Find( Toolkit::GradientVisual::Property::CENTER, CENTER_NAME );
485 Property::Value* radiusValue = propertyMap.Find( Toolkit::GradientVisual::Property::RADIUS, RADIUS_NAME );
488 if( centerValue && centerValue->Get(center)
489 && radiusValue && radiusValue->Get(radius) )
491 mGradient = new RadialGradient( center, radius );
499 unsigned int numValidStop = 0u;
500 Property::Value* stopOffsetValue = propertyMap.Find( Toolkit::GradientVisual::Property::STOP_OFFSET, STOP_OFFSET_NAME );
501 Property::Value* stopColorValue = propertyMap.Find( Toolkit::GradientVisual::Property::STOP_COLOR, STOP_COLOR_NAME );
504 Vector<float> offsetArray;
505 Property::Array* colorArray = stopColorValue->GetArray();
508 GetStopOffsets( stopOffsetValue, offsetArray );
509 unsigned int numStop = offsetArray.Count() < colorArray->Count() ?
510 offsetArray.Count() : colorArray->Count();
512 for( unsigned int i=0; i<numStop; i++ )
514 if( (colorArray->GetElementAt(i)).Get(color) )
516 mGradient->AddStop( offsetArray[i], Vector4(color.r*color.a, color.g*color.a, color.b*color.a, color.a));
518 if( ! Equals( color.a, 1.0f, Math::MACHINE_EPSILON_1 ) )
527 if( numValidStop < 1u ) // no valid stop
532 Property::Value* spread = propertyMap.Find( Toolkit::GradientVisual::Property::SPREAD_METHOD, SPREAD_METHOD_NAME );
533 // The default spread method is PAD. Only need to set new spread if it's anything else.
536 Toolkit::GradientVisual::SpreadMethod::Type spreadMethod = Toolkit::GradientVisual::SpreadMethod::PAD;
537 if( Scripting::GetEnumerationProperty( *spread, SPREAD_METHOD_TABLE, SPREAD_METHOD_TABLE_COUNT, spreadMethod ) )
539 mGradient->SetSpreadMethod( spreadMethod );
546 void GradientVisual::GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets)
549 if ( value ) // Only check valve type if a valid Property has been passed in
551 switch ( value->GetType() )
553 case Property::VECTOR2:
556 value->Get( offset2 );
557 stopOffsets.PushBack( offset2.x );
558 stopOffsets.PushBack( offset2.y );
561 case Property::VECTOR3:
564 value->Get( offset3 );
565 stopOffsets.PushBack( offset3.x );
566 stopOffsets.PushBack( offset3.y );
567 stopOffsets.PushBack( offset3.z );
570 case Property::VECTOR4:
573 value->Get( offset4 );
574 stopOffsets.PushBack( offset4.x );
575 stopOffsets.PushBack( offset4.y );
576 stopOffsets.PushBack( offset4.z );
577 stopOffsets.PushBack( offset4.w );
580 case Property::ARRAY:
582 Property::Array* offsetArray = value->GetArray();
585 unsigned int numStop = offsetArray->Count();
587 for( unsigned int i=0; i<numStop; i++ )
589 if( offsetArray->GetElementAt(i).Get(offset) )
591 stopOffsets.PushBack( offset );
599 DALI_LOG_WARNING("GetStopOffsets passed unsupported Property Map\n");
605 if ( stopOffsets.Empty() )
607 // Set default offset if none set by Property system, need a minimum and maximum
608 stopOffsets.PushBack( DEFAULT_OFFSET_MINIMUM );
609 stopOffsets.PushBack( DEFAULT_OFFSET_MAXIMUM );
613 } // namespace Internal
615 } // namespace Toolkit