2 * Copyright (c) 2017 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>
51 // properties: linear gradient
52 const char * const START_POSITION_NAME("startPosition"); // Property::VECTOR2
53 const char * const END_POSITION_NAME("endPosition"); // Property::VECTOR2
55 // properties: radial gradient
56 const char * const CENTER_NAME("center"); // Property::VECTOR2
57 const char * const RADIUS_NAME("radius"); // Property::FLOAT
59 // properties: linear&radial gradient
60 const char * const STOP_OFFSET_NAME("stopOffset"); // Property::Array FLOAT
61 const char * const STOP_COLOR_NAME("stopColor"); // Property::Array VECTOR4
62 const char * const UNITS_NAME("units"); // Property::String "userSpaceOnUse | objectBoundingBox"
63 const char * const SPREAD_METHOD_NAME("spreadMethod"); // Property::String "pad | reflect | repeat"
65 DALI_ENUM_TO_STRING_TABLE_BEGIN( UNITS )
66 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::Units, OBJECT_BOUNDING_BOX )
67 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::Units, USER_SPACE )
68 DALI_ENUM_TO_STRING_TABLE_END( UNITS )
70 DALI_ENUM_TO_STRING_TABLE_BEGIN( SPREAD_METHOD )
71 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::SpreadMethod, PAD )
72 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::SpreadMethod, REFLECT )
73 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::SpreadMethod, REPEAT )
74 DALI_ENUM_TO_STRING_TABLE_END( SPREAD_METHOD )
77 const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" );
79 // default offset value
80 const unsigned int DEFAULT_OFFSET_MINIMUM = 0.0f;
81 const unsigned int DEFAULT_OFFSET_MAXIMUM = 1.0f;
83 VisualFactoryCache::ShaderType GetShaderType( GradientVisual::Type type, Toolkit::GradientVisual::Units::Type units )
85 if( type == GradientVisual::LINEAR )
87 if( units == Toolkit::GradientVisual::Units::USER_SPACE )
89 return VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE;
91 return VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX;
93 else if( units == Toolkit::GradientVisual::Units::USER_SPACE )
95 return VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE;
98 return VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX;
101 const char* VERTEX_SHADER[] =
103 // vertex shader for gradient units as OBJECT_BOUNDING_BOX
105 attribute mediump vec2 aPosition;\n
106 uniform mediump mat4 uMvpMatrix;\n
107 uniform mediump vec3 uSize;\n
108 uniform mediump mat3 uAlignmentMatrix;\n
109 varying mediump vec2 vTexCoord;\n
112 //Visual size and offset
113 uniform mediump vec2 offset;\n
114 uniform mediump vec2 size;\n
115 uniform mediump vec4 offsetSizeMode;\n
116 uniform mediump vec2 origin;\n
117 uniform mediump vec2 anchorPoint;\n
119 vec4 ComputeVertexPosition()\n
121 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
122 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
123 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
128 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
129 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
131 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
135 // vertex shader for gradient units as USER_SPACE
137 attribute mediump vec2 aPosition;\n
138 uniform mediump mat4 uMvpMatrix;\n
139 uniform mediump vec3 uSize;\n
140 uniform mediump mat3 uAlignmentMatrix;\n
141 varying mediump vec2 vTexCoord;\n
144 //Visual size and offset
145 uniform mediump vec2 offset;\n
146 uniform mediump vec2 size;\n
147 uniform mediump vec4 offsetSizeMode;\n
148 uniform mediump vec2 origin;\n
149 uniform mediump vec2 anchorPoint;\n
151 vec4 ComputeVertexPosition()\n
153 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
154 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
155 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
160 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
161 vertexPosition.xyz *= uSize;\n
162 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
164 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
169 const char* FRAGMENT_SHADER[] =
171 // fragment shader for linear gradient
173 uniform sampler2D sTexture;\n // sampler1D?
174 uniform lowp vec4 uColor;\n
175 uniform lowp vec3 mixColor;\n
176 uniform lowp float opacity;\n
177 varying mediump vec2 vTexCoord;\n
181 gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor*opacity, opacity) * uColor;\n
185 // fragment shader for radial gradient
187 uniform sampler2D sTexture;\n // sampler1D?
188 uniform lowp vec4 uColor;\n
189 uniform lowp vec3 mixColor;\n
190 uniform lowp float opacity;\n
191 varying mediump vec2 vTexCoord;\n
195 gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor*opacity, opacity) * uColor;\n
200 Dali::WrapMode::Type GetWrapMode( Toolkit::GradientVisual::SpreadMethod::Type spread )
204 case Toolkit::GradientVisual::SpreadMethod::REPEAT:
206 return Dali::WrapMode::REPEAT;
208 case Toolkit::GradientVisual::SpreadMethod::REFLECT:
210 return Dali::WrapMode::MIRRORED_REPEAT;
212 case Toolkit::GradientVisual::SpreadMethod::PAD:
215 return Dali::WrapMode::CLAMP_TO_EDGE;
220 } // unnamed namespace
222 GradientVisualPtr GradientVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
224 GradientVisualPtr gradientVisualPtr( new GradientVisual( factoryCache ) );
225 gradientVisualPtr->SetProperties( properties );
226 return gradientVisualPtr;
229 GradientVisual::GradientVisual( VisualFactoryCache& factoryCache )
230 : Visual::Base( factoryCache ),
231 mGradientType( LINEAR ),
234 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
237 GradientVisual::~GradientVisual()
241 void GradientVisual::DoSetProperties( const Property::Map& propertyMap )
243 Toolkit::GradientVisual::Units::Type gradientUnits = Toolkit::GradientVisual::Units::OBJECT_BOUNDING_BOX;
245 Property::Value* unitsValue = propertyMap.Find( Toolkit::GradientVisual::Property::UNITS, UNITS_NAME );
248 Scripting::GetEnumerationProperty( *unitsValue, UNITS_TABLE, UNITS_TABLE_COUNT, gradientUnits );
251 mGradientType = LINEAR;
252 if( propertyMap.Find( Toolkit::GradientVisual::Property::RADIUS, RADIUS_NAME ) )
254 mGradientType = RADIAL;
257 if( NewGradient( mGradientType, propertyMap ) )
259 mGradient->SetGradientUnits( gradientUnits );
260 mGradientTransform = mGradient->GetAlignmentTransform();
264 DALI_LOG_ERROR( "Fail to provide valid properties to create a GradientVisual object\n" );
268 void GradientVisual::OnSetTransform()
270 if( mImpl->mRenderer )
272 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
276 void GradientVisual::DoSetOnStage( Actor& actor )
278 InitializeRenderer();
280 actor.AddRenderer( mImpl->mRenderer );
282 // Gradient Visual generated and ready to display
283 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
286 void GradientVisual::DoCreatePropertyMap( Property::Map& map ) const
289 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::GRADIENT );
290 map.Insert( Toolkit::GradientVisual::Property::UNITS, mGradient->GetGradientUnits() );
291 map.Insert( Toolkit::GradientVisual::Property::SPREAD_METHOD, mGradient->GetSpreadMethod() );
293 const Vector<Gradient::GradientStop>& stops( mGradient->GetStops() );
294 Property::Array offsets;
295 Property::Array colors;
296 for( unsigned int i=0; i<stops.Count(); i++ )
298 offsets.PushBack( stops[i].mOffset );
299 if( EqualsZero(stops[i].mStopColor.a) )
301 colors.PushBack( Vector4::ZERO );
305 colors.PushBack( Vector4( stops[i].mStopColor.r / stops[i].mStopColor.a,
306 stops[i].mStopColor.g / stops[i].mStopColor.a,
307 stops[i].mStopColor.b / stops[i].mStopColor.a,
308 stops[i].mStopColor.a));
312 map.Insert( Toolkit::GradientVisual::Property::STOP_OFFSET, offsets );
313 map.Insert( Toolkit::GradientVisual::Property::STOP_COLOR, colors );
315 if( &typeid( *mGradient ) == &typeid(LinearGradient) )
317 LinearGradient* gradient = static_cast<LinearGradient*>( mGradient.Get() );
318 map.Insert( Toolkit::GradientVisual::Property::START_POSITION, gradient->GetStartPosition() );
319 map.Insert( Toolkit::GradientVisual::Property::END_POSITION, gradient->GetEndPosition() );
321 else // if( &typeid( *mGradient ) == &typeid(RadialGradient) )
323 RadialGradient* gradient = static_cast<RadialGradient*>( mGradient.Get() );
324 map.Insert( Toolkit::GradientVisual::Property::CENTER, gradient->GetCenter() );
325 map.Insert( Toolkit::GradientVisual::Property::RADIUS, gradient->GetRadius() );
329 void GradientVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
334 void GradientVisual::InitializeRenderer()
336 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
338 Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits();
339 VisualFactoryCache::ShaderType shaderType = GetShaderType( mGradientType, gradientUnits );
340 Shader shader = mFactoryCache.GetShader( shaderType );
343 shader = Shader::New( VERTEX_SHADER[gradientUnits], FRAGMENT_SHADER[ mGradientType ] );
344 mFactoryCache.SaveShader( shaderType, shader );
347 //Set up the texture set
348 TextureSet textureSet = TextureSet::New();
349 Dali::Texture lookupTexture = mGradient->GenerateLookupTexture();
350 textureSet.SetTexture( 0u, lookupTexture );
351 Dali::WrapMode::Type wrap = GetWrapMode( mGradient->GetSpreadMethod() );
352 Sampler sampler = Sampler::New();
353 sampler.SetWrapMode( wrap, wrap );
354 textureSet.SetSampler( 0u, sampler );
356 mImpl->mRenderer = Renderer::New( geometry, shader );
357 mImpl->mRenderer.SetTextures( textureSet );
359 // If opaque then no need to have blending
362 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
365 mImpl->mRenderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
367 //Register transform properties
368 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
371 bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propertyMap)
373 if( gradientType == LINEAR )
375 Property::Value* startPositionValue = propertyMap.Find( Toolkit::GradientVisual::Property::START_POSITION, START_POSITION_NAME );
376 Property::Value* endPositionValue = propertyMap.Find( Toolkit::GradientVisual::Property::END_POSITION, END_POSITION_NAME );
377 Vector2 startPosition;
380 if( startPositionValue && startPositionValue->Get(startPosition)
381 && endPositionValue && endPositionValue->Get( endPosition ) )
383 mGradient = new LinearGradient( startPosition, endPosition );
392 Property::Value* centerValue = propertyMap.Find( Toolkit::GradientVisual::Property::CENTER, CENTER_NAME );
393 Property::Value* radiusValue = propertyMap.Find( Toolkit::GradientVisual::Property::RADIUS, RADIUS_NAME );
396 if( centerValue && centerValue->Get(center)
397 && radiusValue && radiusValue->Get(radius) )
399 mGradient = new RadialGradient( center, radius );
407 unsigned int numValidStop = 0u;
408 Property::Value* stopOffsetValue = propertyMap.Find( Toolkit::GradientVisual::Property::STOP_OFFSET, STOP_OFFSET_NAME );
409 Property::Value* stopColorValue = propertyMap.Find( Toolkit::GradientVisual::Property::STOP_COLOR, STOP_COLOR_NAME );
412 Vector<float> offsetArray;
413 Property::Array* colorArray = stopColorValue->GetArray();
416 GetStopOffsets( stopOffsetValue, offsetArray );
417 unsigned int numStop = offsetArray.Count() < colorArray->Count() ?
418 offsetArray.Count() : colorArray->Count();
420 for( unsigned int i=0; i<numStop; i++ )
422 if( (colorArray->GetElementAt(i)).Get(color) )
424 mGradient->AddStop( offsetArray[i], Vector4(color.r*color.a, color.g*color.a, color.b*color.a, color.a));
426 if( ! Equals( color.a, 1.0f, Math::MACHINE_EPSILON_1 ) )
435 if( numValidStop < 1u ) // no valid stop
440 Property::Value* spread = propertyMap.Find( Toolkit::GradientVisual::Property::SPREAD_METHOD, SPREAD_METHOD_NAME );
441 // The default spread method is PAD. Only need to set new spread if it's anything else.
444 Toolkit::GradientVisual::SpreadMethod::Type spreadMethod = Toolkit::GradientVisual::SpreadMethod::PAD;
445 if( Scripting::GetEnumerationProperty( *spread, SPREAD_METHOD_TABLE, SPREAD_METHOD_TABLE_COUNT, spreadMethod ) )
447 mGradient->SetSpreadMethod( spreadMethod );
454 void GradientVisual::GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets)
457 if ( value ) // Only check valve type if a valid Property has been passed in
459 switch ( value->GetType() )
461 case Property::VECTOR2:
464 value->Get( offset2 );
465 stopOffsets.PushBack( offset2.x );
466 stopOffsets.PushBack( offset2.y );
469 case Property::VECTOR3:
472 value->Get( offset3 );
473 stopOffsets.PushBack( offset3.x );
474 stopOffsets.PushBack( offset3.y );
475 stopOffsets.PushBack( offset3.z );
478 case Property::VECTOR4:
481 value->Get( offset4 );
482 stopOffsets.PushBack( offset4.x );
483 stopOffsets.PushBack( offset4.y );
484 stopOffsets.PushBack( offset4.z );
485 stopOffsets.PushBack( offset4.w );
488 case Property::ARRAY:
490 Property::Array* offsetArray = value->GetArray();
493 unsigned int numStop = offsetArray->Count();
495 for( unsigned int i=0; i<numStop; i++ )
497 if( offsetArray->GetElementAt(i).Get(offset) )
499 stopOffsets.PushBack( offset );
507 DALI_LOG_WARNING("GetStopOffsets passed unsupported Property Map\n");
513 if ( stopOffsets.Empty() )
515 // Set default offset if none set by Property system, need a minimum and maximum
516 stopOffsets.PushBack( DEFAULT_OFFSET_MINIMUM );
517 stopOffsets.PushBack( DEFAULT_OFFSET_MAXIMUM );
521 } // namespace Internal
523 } // namespace Toolkit