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/images/buffer-image.h>
26 #include <dali/public-api/object/property-array.h>
27 #include <dali/devel-api/scripting/enum-helper.h>
28 #include <dali/devel-api/scripting/scripting.h>
31 #include <dali-toolkit/public-api/visuals/gradient-visual-properties.h>
32 #include <dali-toolkit/public-api/visuals/visual-properties.h>
33 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
34 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
35 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
36 #include <dali-toolkit/internal/visuals/gradient/linear-gradient.h>
37 #include <dali-toolkit/internal/visuals/gradient/radial-gradient.h>
38 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
52 DALI_ENUM_TO_STRING_TABLE_BEGIN( UNITS )
53 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::Units, OBJECT_BOUNDING_BOX )
54 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::Units, USER_SPACE )
55 DALI_ENUM_TO_STRING_TABLE_END( UNITS )
57 DALI_ENUM_TO_STRING_TABLE_BEGIN( SPREAD_METHOD )
58 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::SpreadMethod, PAD )
59 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::SpreadMethod, REFLECT )
60 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::SpreadMethod, REPEAT )
61 DALI_ENUM_TO_STRING_TABLE_END( SPREAD_METHOD )
64 const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" );
66 // default offset value
67 const unsigned int DEFAULT_OFFSET_MINIMUM = 0.0f;
68 const unsigned int DEFAULT_OFFSET_MAXIMUM = 1.0f;
70 VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[][4] =
73 VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE,
74 VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX,
75 VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER,
76 VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_CORNER
79 VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE,
80 VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX,
81 VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER,
82 VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_CORNER
86 const char* VERTEX_SHADER[] =
88 // vertex shader for gradient units as OBJECT_BOUNDING_BOX
90 attribute mediump vec2 aPosition;\n
91 uniform highp mat4 uMvpMatrix;\n
92 uniform mediump vec3 uSize;\n
93 uniform mediump mat3 uAlignmentMatrix;\n
94 varying mediump vec2 vTexCoord;\n
97 //Visual size and offset
98 uniform mediump vec2 offset;\n
99 uniform mediump vec2 size;\n
100 uniform mediump vec4 offsetSizeMode;\n
101 uniform mediump vec2 origin;\n
102 uniform mediump vec2 anchorPoint;\n
104 vec4 ComputeVertexPosition()\n
106 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
107 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
108 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
113 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
114 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
116 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
120 // vertex shader for gradient units as USER_SPACE
122 attribute mediump vec2 aPosition;\n
123 uniform highp mat4 uMvpMatrix;\n
124 uniform mediump vec3 uSize;\n
125 uniform mediump mat3 uAlignmentMatrix;\n
126 varying mediump vec2 vTexCoord;\n
129 //Visual size and offset
130 uniform mediump vec2 offset;\n
131 uniform mediump vec2 size;\n
132 uniform mediump vec4 offsetSizeMode;\n
133 uniform mediump vec2 origin;\n
134 uniform mediump vec2 anchorPoint;\n
136 vec4 ComputeVertexPosition()\n
138 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
139 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
140 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
145 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
146 vertexPosition.xyz *= uSize;\n
147 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
149 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
153 // vertex shader for gradient units as OBJECT_BOUNDING_BOX with corner radius
155 attribute mediump vec2 aPosition;\n
156 uniform highp mat4 uMvpMatrix;\n
157 uniform mediump vec3 uSize;\n
158 uniform mediump mat3 uAlignmentMatrix;\n
159 varying mediump vec2 vTexCoord;\n
160 varying mediump vec2 vPosition;\n
161 varying mediump vec2 vRectSize;\n
163 //Visual size and offset
164 uniform mediump vec2 offset;\n
165 uniform mediump 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
171 vec4 ComputeVertexPosition()\n
173 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
174 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
175 vRectSize = visualSize * 0.5 - cornerRadius;\n
176 vPosition = aPosition * visualSize;\n
177 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
182 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
183 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
185 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
189 // vertex shader for gradient units as USER_SPACE with corner radius
191 attribute mediump vec2 aPosition;\n
192 uniform highp mat4 uMvpMatrix;\n
193 uniform mediump vec3 uSize;\n
194 uniform mediump mat3 uAlignmentMatrix;\n
195 varying mediump vec2 vTexCoord;\n
196 varying mediump vec2 vPosition;\n
197 varying mediump vec2 vRectSize;\n
199 //Visual size and offset
200 uniform mediump vec2 offset;\n
201 uniform mediump vec2 size;\n
202 uniform mediump vec4 offsetSizeMode;\n
203 uniform mediump vec2 origin;\n
204 uniform mediump vec2 anchorPoint;\n
205 uniform mediump float cornerRadius;\n
207 vec4 ComputeVertexPosition()\n
209 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
210 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
211 vRectSize = visualSize * 0.5 - cornerRadius;\n
212 vPosition = aPosition * visualSize;\n
213 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
218 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
219 vertexPosition.xyz *= uSize;\n
220 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
222 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
227 const char* FRAGMENT_SHADER[] =
229 // fragment shader for linear gradient
231 uniform sampler2D sTexture;\n // sampler1D?
232 uniform lowp vec4 uColor;\n
233 uniform lowp vec3 mixColor;\n
234 varying mediump vec2 vTexCoord;\n
238 gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
242 // fragment shader for radial gradient
244 uniform sampler2D sTexture;\n // sampler1D?
245 uniform lowp vec4 uColor;\n
246 uniform lowp vec3 mixColor;\n
247 varying mediump vec2 vTexCoord;\n
251 gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
255 // fragment shader for linear gradient with corner radius
257 uniform sampler2D sTexture;\n // sampler1D?
258 uniform lowp vec4 uColor;\n
259 uniform lowp vec3 mixColor;\n
260 uniform mediump float cornerRadius;\n
261 varying mediump vec2 vTexCoord;\n
262 varying mediump vec2 vPosition;\n
263 varying mediump vec2 vRectSize;\n
267 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
268 gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
269 gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
273 // fragment shader for radial gradient with corner radius
275 uniform sampler2D sTexture;\n // sampler1D?
276 uniform lowp vec4 uColor;\n
277 uniform lowp vec3 mixColor;\n
278 uniform mediump float cornerRadius;\n
279 varying mediump vec2 vTexCoord;\n
280 varying mediump vec2 vPosition;\n
281 varying mediump vec2 vRectSize;\n
285 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
286 gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
287 gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
292 Dali::WrapMode::Type GetWrapMode( Toolkit::GradientVisual::SpreadMethod::Type spread )
296 case Toolkit::GradientVisual::SpreadMethod::REPEAT:
298 return Dali::WrapMode::REPEAT;
300 case Toolkit::GradientVisual::SpreadMethod::REFLECT:
302 return Dali::WrapMode::MIRRORED_REPEAT;
304 case Toolkit::GradientVisual::SpreadMethod::PAD:
307 return Dali::WrapMode::CLAMP_TO_EDGE;
312 } // unnamed namespace
314 GradientVisualPtr GradientVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
316 GradientVisualPtr gradientVisualPtr( new GradientVisual( factoryCache ) );
317 gradientVisualPtr->SetProperties( properties );
318 return gradientVisualPtr;
321 GradientVisual::GradientVisual( VisualFactoryCache& factoryCache )
322 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
323 mGradientType( LINEAR ),
326 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
329 GradientVisual::~GradientVisual()
333 void GradientVisual::DoSetProperties( const Property::Map& propertyMap )
335 Toolkit::GradientVisual::Units::Type gradientUnits = Toolkit::GradientVisual::Units::OBJECT_BOUNDING_BOX;
337 Property::Value* unitsValue = propertyMap.Find( Toolkit::GradientVisual::Property::UNITS, UNITS_NAME );
340 Scripting::GetEnumerationProperty( *unitsValue, UNITS_TABLE, UNITS_TABLE_COUNT, gradientUnits );
343 mGradientType = LINEAR;
344 if( propertyMap.Find( Toolkit::GradientVisual::Property::RADIUS, RADIUS_NAME ) )
346 mGradientType = RADIAL;
349 if( NewGradient( mGradientType, propertyMap ) )
351 mGradient->SetGradientUnits( gradientUnits );
352 mGradientTransform = mGradient->GetAlignmentTransform();
356 DALI_LOG_ERROR( "Fail to provide valid properties to create a GradientVisual object\n" );
360 void GradientVisual::OnSetTransform()
362 if( mImpl->mRenderer )
364 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
368 void GradientVisual::DoSetOnStage( Actor& actor )
370 InitializeRenderer();
372 actor.AddRenderer( mImpl->mRenderer );
374 // Gradient Visual generated and ready to display
375 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
378 void GradientVisual::DoCreatePropertyMap( Property::Map& map ) const
381 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::GRADIENT );
382 map.Insert( Toolkit::GradientVisual::Property::UNITS, mGradient->GetGradientUnits() );
383 map.Insert( Toolkit::GradientVisual::Property::SPREAD_METHOD, mGradient->GetSpreadMethod() );
385 const Vector<Gradient::GradientStop>& stops( mGradient->GetStops() );
386 Property::Array offsets;
387 Property::Array colors;
388 for( unsigned int i=0; i<stops.Count(); i++ )
390 offsets.PushBack( stops[i].mOffset );
391 if( EqualsZero(stops[i].mStopColor.a) )
393 colors.PushBack( Vector4::ZERO );
397 colors.PushBack( Vector4( stops[i].mStopColor.r / stops[i].mStopColor.a,
398 stops[i].mStopColor.g / stops[i].mStopColor.a,
399 stops[i].mStopColor.b / stops[i].mStopColor.a,
400 stops[i].mStopColor.a));
404 map.Insert( Toolkit::GradientVisual::Property::STOP_OFFSET, offsets );
405 map.Insert( Toolkit::GradientVisual::Property::STOP_COLOR, colors );
407 if( &typeid( *mGradient ) == &typeid(LinearGradient) )
409 LinearGradient* gradient = static_cast<LinearGradient*>( mGradient.Get() );
410 map.Insert( Toolkit::GradientVisual::Property::START_POSITION, gradient->GetStartPosition() );
411 map.Insert( Toolkit::GradientVisual::Property::END_POSITION, gradient->GetEndPosition() );
413 else // if( &typeid( *mGradient ) == &typeid(RadialGradient) )
415 RadialGradient* gradient = static_cast<RadialGradient*>( mGradient.Get() );
416 map.Insert( Toolkit::GradientVisual::Property::CENTER, gradient->GetCenter() );
417 map.Insert( Toolkit::GradientVisual::Property::RADIUS, gradient->GetRadius() );
421 void GradientVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
426 void GradientVisual::InitializeRenderer()
428 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
430 Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits();
431 int roundedCorner = IsRoundedCornerRequired() ? 1 : 0;
432 VisualFactoryCache::ShaderType shaderType = SHADER_TYPE_TABLE[mGradientType][gradientUnits + roundedCorner * 2];
433 Shader shader = mFactoryCache.GetShader( shaderType );
436 shader = Shader::New( VERTEX_SHADER[gradientUnits + roundedCorner * 2], FRAGMENT_SHADER[ mGradientType + roundedCorner * 2 ] );
437 mFactoryCache.SaveShader( shaderType, shader );
440 //Set up the texture set
441 TextureSet textureSet = TextureSet::New();
442 Dali::Texture lookupTexture = mGradient->GenerateLookupTexture();
443 textureSet.SetTexture( 0u, lookupTexture );
444 Dali::WrapMode::Type wrap = GetWrapMode( mGradient->GetSpreadMethod() );
445 Sampler sampler = Sampler::New();
446 sampler.SetWrapMode( wrap, wrap );
447 textureSet.SetSampler( 0u, sampler );
449 mImpl->mRenderer = Renderer::New( geometry, shader );
450 mImpl->mRenderer.SetTextures( textureSet );
452 // If opaque then no need to have blending
455 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
458 mImpl->mRenderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
460 //Register transform properties
461 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
464 bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propertyMap)
466 if( gradientType == LINEAR )
468 Property::Value* startPositionValue = propertyMap.Find( Toolkit::GradientVisual::Property::START_POSITION, START_POSITION_NAME );
469 Property::Value* endPositionValue = propertyMap.Find( Toolkit::GradientVisual::Property::END_POSITION, END_POSITION_NAME );
470 Vector2 startPosition;
473 if( startPositionValue && startPositionValue->Get(startPosition)
474 && endPositionValue && endPositionValue->Get( endPosition ) )
476 mGradient = new LinearGradient( startPosition, endPosition );
485 Property::Value* centerValue = propertyMap.Find( Toolkit::GradientVisual::Property::CENTER, CENTER_NAME );
486 Property::Value* radiusValue = propertyMap.Find( Toolkit::GradientVisual::Property::RADIUS, RADIUS_NAME );
489 if( centerValue && centerValue->Get(center)
490 && radiusValue && radiusValue->Get(radius) )
492 mGradient = new RadialGradient( center, radius );
500 unsigned int numValidStop = 0u;
501 Property::Value* stopOffsetValue = propertyMap.Find( Toolkit::GradientVisual::Property::STOP_OFFSET, STOP_OFFSET_NAME );
502 Property::Value* stopColorValue = propertyMap.Find( Toolkit::GradientVisual::Property::STOP_COLOR, STOP_COLOR_NAME );
505 Vector<float> offsetArray;
506 Property::Array* colorArray = stopColorValue->GetArray();
509 GetStopOffsets( stopOffsetValue, offsetArray );
510 unsigned int numStop = offsetArray.Count() < colorArray->Count() ?
511 offsetArray.Count() : colorArray->Count();
513 for( unsigned int i=0; i<numStop; i++ )
515 if( (colorArray->GetElementAt(i)).Get(color) )
517 mGradient->AddStop( offsetArray[i], Vector4(color.r*color.a, color.g*color.a, color.b*color.a, color.a));
519 if( ! Equals( color.a, 1.0f, Math::MACHINE_EPSILON_1 ) )
528 if( numValidStop < 1u ) // no valid stop
533 Property::Value* spread = propertyMap.Find( Toolkit::GradientVisual::Property::SPREAD_METHOD, SPREAD_METHOD_NAME );
534 // The default spread method is PAD. Only need to set new spread if it's anything else.
537 Toolkit::GradientVisual::SpreadMethod::Type spreadMethod = Toolkit::GradientVisual::SpreadMethod::PAD;
538 if( Scripting::GetEnumerationProperty( *spread, SPREAD_METHOD_TABLE, SPREAD_METHOD_TABLE_COUNT, spreadMethod ) )
540 mGradient->SetSpreadMethod( spreadMethod );
547 void GradientVisual::GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets)
550 if ( value ) // Only check valve type if a valid Property has been passed in
552 switch ( value->GetType() )
554 case Property::VECTOR2:
557 value->Get( offset2 );
558 stopOffsets.PushBack( offset2.x );
559 stopOffsets.PushBack( offset2.y );
562 case Property::VECTOR3:
565 value->Get( offset3 );
566 stopOffsets.PushBack( offset3.x );
567 stopOffsets.PushBack( offset3.y );
568 stopOffsets.PushBack( offset3.z );
571 case Property::VECTOR4:
574 value->Get( offset4 );
575 stopOffsets.PushBack( offset4.x );
576 stopOffsets.PushBack( offset4.y );
577 stopOffsets.PushBack( offset4.z );
578 stopOffsets.PushBack( offset4.w );
581 case Property::ARRAY:
583 Property::Array* offsetArray = value->GetArray();
586 unsigned int numStop = offsetArray->Count();
588 for( unsigned int i=0; i<numStop; i++ )
590 if( offsetArray->GetElementAt(i).Get(offset) )
592 stopOffsets.PushBack( offset );
600 DALI_LOG_WARNING("GetStopOffsets passed unsupported Property Map\n");
606 if ( stopOffsets.Empty() )
608 // Set default offset if none set by Property system, need a minimum and maximum
609 stopOffsets.PushBack( DEFAULT_OFFSET_MINIMUM );
610 stopOffsets.PushBack( DEFAULT_OFFSET_MAXIMUM );
614 } // namespace Internal
616 } // namespace Toolkit