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>
28 #include <dali/devel-api/rendering/renderer-devel.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 highp 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 highp 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 highp 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 highp 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 highp 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
162 varying mediump float vCornerRadius;\n
164 //Visual size and offset
165 uniform mediump vec2 offset;\n
166 uniform highp vec2 size;\n
167 uniform mediump vec4 offsetSizeMode;\n
168 uniform mediump vec2 origin;\n
169 uniform mediump vec2 anchorPoint;\n
170 uniform mediump float cornerRadius;\n
171 uniform mediump float cornerRadiusPolicy;\n
173 vec4 ComputeVertexPosition()\n
175 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
176 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
177 mediump float minSize = min( visualSize.x, visualSize.y );\n
178 vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
179 vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
180 vRectSize = visualSize * 0.5 - vCornerRadius;\n
181 vPosition = aPosition * visualSize;\n
182 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
187 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
188 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
190 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
194 // vertex shader for gradient units as USER_SPACE with corner radius
196 attribute mediump vec2 aPosition;\n
197 uniform highp mat4 uMvpMatrix;\n
198 uniform highp vec3 uSize;\n
199 uniform mediump mat3 uAlignmentMatrix;\n
200 varying mediump vec2 vTexCoord;\n
201 varying mediump vec2 vPosition;\n
202 varying mediump vec2 vRectSize;\n
203 varying mediump float vCornerRadius;\n
205 //Visual size and offset
206 uniform mediump vec2 offset;\n
207 uniform highp vec2 size;\n
208 uniform mediump vec4 offsetSizeMode;\n
209 uniform mediump vec2 origin;\n
210 uniform mediump vec2 anchorPoint;\n
211 uniform mediump float cornerRadius;\n
212 uniform mediump float cornerRadiusPolicy;\n
214 vec4 ComputeVertexPosition()\n
216 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
217 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
218 mediump float minSize = min( visualSize.x, visualSize.y );\n
219 vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
220 vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
221 vRectSize = visualSize * 0.5 - vCornerRadius;\n
222 vPosition = aPosition * visualSize;\n
223 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
228 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
229 vertexPosition.xyz *= uSize;\n
230 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
232 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
237 const char* FRAGMENT_SHADER[] =
239 // fragment shader for linear gradient
241 uniform sampler2D sTexture;\n // sampler1D?
242 uniform lowp vec4 uColor;\n
243 uniform lowp vec3 mixColor;\n
244 varying mediump vec2 vTexCoord;\n
248 gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
252 // fragment shader for radial gradient
254 uniform sampler2D sTexture;\n // sampler1D?
255 uniform lowp vec4 uColor;\n
256 uniform lowp vec3 mixColor;\n
257 varying mediump vec2 vTexCoord;\n
261 gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
265 // fragment shader for linear gradient with corner radius
267 uniform sampler2D sTexture;\n // sampler1D?
268 uniform lowp vec4 uColor;\n
269 uniform lowp vec3 mixColor;\n
270 varying mediump vec2 vTexCoord;\n
271 varying mediump vec2 vPosition;\n
272 varying mediump vec2 vRectSize;\n
273 varying mediump float vCornerRadius;\n
277 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
278 gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
279 gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
283 // fragment shader for radial gradient with corner radius
285 uniform sampler2D sTexture;\n // sampler1D?
286 uniform lowp vec4 uColor;\n
287 uniform lowp vec3 mixColor;\n
288 varying mediump vec2 vTexCoord;\n
289 varying mediump vec2 vPosition;\n
290 varying mediump vec2 vRectSize;\n
291 varying mediump float vCornerRadius;\n
295 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
296 gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
297 gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
302 Dali::WrapMode::Type GetWrapMode( Toolkit::GradientVisual::SpreadMethod::Type spread )
306 case Toolkit::GradientVisual::SpreadMethod::REPEAT:
308 return Dali::WrapMode::REPEAT;
310 case Toolkit::GradientVisual::SpreadMethod::REFLECT:
312 return Dali::WrapMode::MIRRORED_REPEAT;
314 case Toolkit::GradientVisual::SpreadMethod::PAD:
317 return Dali::WrapMode::CLAMP_TO_EDGE;
322 } // unnamed namespace
324 GradientVisualPtr GradientVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
326 GradientVisualPtr gradientVisualPtr( new GradientVisual( factoryCache ) );
327 gradientVisualPtr->SetProperties( properties );
328 return gradientVisualPtr;
331 GradientVisual::GradientVisual( VisualFactoryCache& factoryCache )
332 : Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::GRADIENT ),
333 mGradientType( LINEAR ),
336 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
339 GradientVisual::~GradientVisual()
343 void GradientVisual::DoSetProperties( const Property::Map& propertyMap )
345 Toolkit::GradientVisual::Units::Type gradientUnits = Toolkit::GradientVisual::Units::OBJECT_BOUNDING_BOX;
347 Property::Value* unitsValue = propertyMap.Find( Toolkit::GradientVisual::Property::UNITS, UNITS_NAME );
350 Scripting::GetEnumerationProperty( *unitsValue, UNITS_TABLE, UNITS_TABLE_COUNT, gradientUnits );
353 mGradientType = LINEAR;
354 if( propertyMap.Find( Toolkit::GradientVisual::Property::RADIUS, RADIUS_NAME ) )
356 mGradientType = RADIAL;
359 if( NewGradient( mGradientType, propertyMap ) )
361 mGradient->SetGradientUnits( gradientUnits );
362 mGradientTransform = mGradient->GetAlignmentTransform();
366 DALI_LOG_ERROR( "Fail to provide valid properties to create a GradientVisual object\n" );
370 void GradientVisual::OnSetTransform()
372 if( mImpl->mRenderer )
374 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
378 void GradientVisual::DoSetOnScene( Actor& actor )
380 InitializeRenderer();
382 actor.AddRenderer( mImpl->mRenderer );
384 // Gradient Visual generated and ready to display
385 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
388 void GradientVisual::DoCreatePropertyMap( Property::Map& map ) const
391 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::GRADIENT );
392 map.Insert( Toolkit::GradientVisual::Property::UNITS, mGradient->GetGradientUnits() );
393 map.Insert( Toolkit::GradientVisual::Property::SPREAD_METHOD, mGradient->GetSpreadMethod() );
395 const Vector<Gradient::GradientStop>& stops( mGradient->GetStops() );
396 Property::Array offsets;
397 Property::Array colors;
398 for( unsigned int i=0; i<stops.Count(); i++ )
400 offsets.PushBack( stops[i].mOffset );
401 if( EqualsZero(stops[i].mStopColor.a) )
403 colors.PushBack( Vector4::ZERO );
407 colors.PushBack( Vector4( stops[i].mStopColor.r / stops[i].mStopColor.a,
408 stops[i].mStopColor.g / stops[i].mStopColor.a,
409 stops[i].mStopColor.b / stops[i].mStopColor.a,
410 stops[i].mStopColor.a));
414 map.Insert( Toolkit::GradientVisual::Property::STOP_OFFSET, offsets );
415 map.Insert( Toolkit::GradientVisual::Property::STOP_COLOR, colors );
417 if( &typeid( *mGradient ) == &typeid(LinearGradient) )
419 LinearGradient* gradient = static_cast<LinearGradient*>( mGradient.Get() );
420 map.Insert( Toolkit::GradientVisual::Property::START_POSITION, gradient->GetStartPosition() );
421 map.Insert( Toolkit::GradientVisual::Property::END_POSITION, gradient->GetEndPosition() );
423 else // if( &typeid( *mGradient ) == &typeid(RadialGradient) )
425 RadialGradient* gradient = static_cast<RadialGradient*>( mGradient.Get() );
426 map.Insert( Toolkit::GradientVisual::Property::CENTER, gradient->GetCenter() );
427 map.Insert( Toolkit::GradientVisual::Property::RADIUS, gradient->GetRadius() );
431 void GradientVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
436 void GradientVisual::InitializeRenderer()
438 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
440 Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits();
441 int roundedCorner = IsRoundedCornerRequired() ? 1 : 0;
442 VisualFactoryCache::ShaderType shaderType = SHADER_TYPE_TABLE[mGradientType][gradientUnits + roundedCorner * 2];
443 Shader shader = mFactoryCache.GetShader( shaderType );
446 shader = Shader::New( VERTEX_SHADER[gradientUnits + roundedCorner * 2], FRAGMENT_SHADER[ mGradientType + roundedCorner * 2 ] );
447 mFactoryCache.SaveShader( shaderType, shader );
450 //Set up the texture set
451 TextureSet textureSet = TextureSet::New();
452 Dali::Texture lookupTexture = mGradient->GenerateLookupTexture();
453 textureSet.SetTexture( 0u, lookupTexture );
454 Dali::WrapMode::Type wrap = GetWrapMode( mGradient->GetSpreadMethod() );
455 Sampler sampler = Sampler::New();
456 sampler.SetWrapMode( wrap, wrap );
457 textureSet.SetSampler( 0u, sampler );
459 mImpl->mRenderer = Renderer::New( geometry, shader );
460 mImpl->mRenderer.SetTextures( textureSet );
462 // If opaque and then no need to have blending
465 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
468 mImpl->mRenderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
470 //Register transform properties
471 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
474 bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propertyMap)
476 if( gradientType == LINEAR )
478 Property::Value* startPositionValue = propertyMap.Find( Toolkit::GradientVisual::Property::START_POSITION, START_POSITION_NAME );
479 Property::Value* endPositionValue = propertyMap.Find( Toolkit::GradientVisual::Property::END_POSITION, END_POSITION_NAME );
480 Vector2 startPosition;
483 if( startPositionValue && startPositionValue->Get(startPosition)
484 && endPositionValue && endPositionValue->Get( endPosition ) )
486 mGradient = new LinearGradient( startPosition, endPosition );
495 Property::Value* centerValue = propertyMap.Find( Toolkit::GradientVisual::Property::CENTER, CENTER_NAME );
496 Property::Value* radiusValue = propertyMap.Find( Toolkit::GradientVisual::Property::RADIUS, RADIUS_NAME );
499 if( centerValue && centerValue->Get(center)
500 && radiusValue && radiusValue->Get(radius) )
502 mGradient = new RadialGradient( center, radius );
510 unsigned int numValidStop = 0u;
511 Property::Value* stopOffsetValue = propertyMap.Find( Toolkit::GradientVisual::Property::STOP_OFFSET, STOP_OFFSET_NAME );
512 Property::Value* stopColorValue = propertyMap.Find( Toolkit::GradientVisual::Property::STOP_COLOR, STOP_COLOR_NAME );
515 Vector<float> offsetArray;
516 Property::Array* colorArray = stopColorValue->GetArray();
519 GetStopOffsets( stopOffsetValue, offsetArray );
520 unsigned int numStop = offsetArray.Count() < colorArray->Count() ?
521 offsetArray.Count() : colorArray->Count();
523 for( unsigned int i=0; i<numStop; i++ )
525 if( (colorArray->GetElementAt(i)).Get(color) )
527 mGradient->AddStop( offsetArray[i], Vector4(color.r*color.a, color.g*color.a, color.b*color.a, color.a));
529 if( ! Equals( color.a, 1.0f, Math::MACHINE_EPSILON_1 ) )
538 if( numValidStop < 1u ) // no valid stop
543 Property::Value* spread = propertyMap.Find( Toolkit::GradientVisual::Property::SPREAD_METHOD, SPREAD_METHOD_NAME );
544 // The default spread method is PAD. Only need to set new spread if it's anything else.
547 Toolkit::GradientVisual::SpreadMethod::Type spreadMethod = Toolkit::GradientVisual::SpreadMethod::PAD;
548 if( Scripting::GetEnumerationProperty( *spread, SPREAD_METHOD_TABLE, SPREAD_METHOD_TABLE_COUNT, spreadMethod ) )
550 mGradient->SetSpreadMethod( spreadMethod );
557 void GradientVisual::GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets)
560 if ( value ) // Only check valve type if a valid Property has been passed in
562 switch ( value->GetType() )
564 case Property::VECTOR2:
567 value->Get( offset2 );
568 stopOffsets.PushBack( offset2.x );
569 stopOffsets.PushBack( offset2.y );
572 case Property::VECTOR3:
575 value->Get( offset3 );
576 stopOffsets.PushBack( offset3.x );
577 stopOffsets.PushBack( offset3.y );
578 stopOffsets.PushBack( offset3.z );
581 case Property::VECTOR4:
584 value->Get( offset4 );
585 stopOffsets.PushBack( offset4.x );
586 stopOffsets.PushBack( offset4.y );
587 stopOffsets.PushBack( offset4.z );
588 stopOffsets.PushBack( offset4.w );
591 case Property::ARRAY:
593 const Property::Array* offsetArray = value->GetArray();
596 unsigned int numStop = offsetArray->Count();
598 for( unsigned int i=0; i<numStop; i++ )
600 if( offsetArray->GetElementAt(i).Get(offset) )
602 stopOffsets.PushBack( offset );
610 DALI_LOG_WARNING("GetStopOffsets passed unsupported Property Map\n");
616 if ( stopOffsets.Empty() )
618 // Set default offset if none set by Property system, need a minimum and maximum
619 stopOffsets.PushBack( DEFAULT_OFFSET_MINIMUM );
620 stopOffsets.PushBack( DEFAULT_OFFSET_MAXIMUM );
624 } // namespace Internal
626 } // namespace Toolkit