2 * Copyright (c) 2016 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 "batch-image-visual.h"
22 #include <cstring> // for strncasecmp
23 #include <dali/public-api/images/resource-image.h>
24 #include <dali/public-api/images/native-image.h>
25 #include <dali/integration-api/debug.h>
26 #include <dali/devel-api/adaptor-framework/bitmap-loader.h>
27 #include <dali/public-api/images/pixel-data.h>
28 #include <dali/public-api/rendering/texture.h>
29 #include <dali/public-api/rendering/texture-set.h>
30 #include <dali/public-api/shader-effects/shader-effect.h>
31 #include <dali/public-api/rendering/texture-set.h>
34 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
35 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
36 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
37 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
38 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
39 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
40 #include <dali-toolkit/internal/visuals/image-atlas-manager.h>
53 const char HTTP_URL[] = "http://";
54 const char HTTPS_URL[] = "https://";
57 const char * const DESIRED_WIDTH( "desiredWidth" );
58 const char * const DESIRED_HEIGHT( "desiredHeight" );
60 const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
62 // The shader used for batched rendering. It uses interleaved data for
63 // attributes. Limitation is that all batched renderers will share same set of uniforms.
64 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
65 attribute mediump vec2 aPosition;\n
66 attribute mediump vec2 aTexCoord;\n
67 uniform mediump mat4 uMvpMatrix;\n
68 varying mediump vec2 vTexCoord;\n
72 vTexCoord = aTexCoord;\n
73 gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n
77 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
78 varying mediump vec2 vTexCoord;\n
79 uniform sampler2D sTexture;\n
80 uniform lowp vec4 uColor;\n
81 uniform lowp float uAlphaBlending; // Set to 1.0 for conventional alpha blending; if pre-multiplied alpha blending, set to 0.0
85 gl_FragColor = texture2D( sTexture, vTexCoord ) * vec4( uColor.rgb*max( uAlphaBlending, uColor.a ), uColor.a );\n
91 BatchImageVisual::BatchImageVisual( VisualFactoryCache& factoryCache )
92 : Visual::Base( factoryCache ),
97 BatchImageVisual::~BatchImageVisual()
101 void BatchImageVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
103 std::string oldImageUrl = mImageUrl;
104 Property::Value* imageURLValue = propertyMap.Find( Dali::Toolkit::ImageVisual::Property::URL, Dali::Toolkit::Internal::IMAGE_URL_NAME );
108 imageURLValue->Get( mImageUrl );
110 int desiredWidth = 0;
111 Property::Value* desiredWidthValue = propertyMap.Find( Dali::Toolkit::ImageVisual::Property::DESIRED_WIDTH, DESIRED_WIDTH );
112 if( desiredWidthValue )
114 desiredWidthValue->Get( desiredWidth );
117 int desiredHeight = 0;
118 Property::Value* desiredHeightValue = propertyMap.Find( Dali::Toolkit::ImageVisual::Property::DESIRED_HEIGHT, DESIRED_HEIGHT );
119 if( desiredHeightValue )
121 desiredHeightValue->Get( desiredHeight );
124 mDesiredSize = ImageDimensions( desiredWidth, desiredHeight );
127 // Remove old renderer if exit.
128 if( mImpl->mRenderer )
130 if( actor ) // Remove old renderer from actor.
132 actor.RemoveRenderer( mImpl->mRenderer );
134 if( !oldImageUrl.empty() ) // Clean old renderer from cache.
136 CleanCache( oldImageUrl );
140 // If actor is on stage, create new renderer and apply to actor.
141 if( actor && actor.OnStage() )
147 void BatchImageVisual::SetSize( const Vector2& size )
149 Visual::Base::SetSize( size );
152 void BatchImageVisual::GetNaturalSize( Vector2& naturalSize ) const
154 if( mDesiredSize.GetWidth() > 0 && mDesiredSize.GetHeight() > 0 )
156 naturalSize.x = mDesiredSize.GetWidth();
157 naturalSize.y = mDesiredSize.GetHeight();
160 else if( !mImageUrl.empty() )
162 ImageDimensions dimentions = ResourceImage::GetImageSize( mImageUrl );
163 naturalSize.x = dimentions.GetWidth();
164 naturalSize.y = dimentions.GetHeight();
168 naturalSize = Vector2::ZERO;
171 void BatchImageVisual::InitializeRenderer( const std::string& imageUrl )
173 if( imageUrl.empty() )
178 mImageUrl = imageUrl;
179 mImpl->mRenderer.Reset();
180 mAtlasRect = FULL_TEXTURE_RECT;
182 if( !mImpl->mCustomShader &&
183 ( strncasecmp( imageUrl.c_str(),HTTP_URL, sizeof( HTTP_URL ) -1 ) != 0 ) && // Ignore remote images
184 ( strncasecmp( imageUrl.c_str(), HTTPS_URL, sizeof( HTTPS_URL ) -1 ) != 0 ) )
186 if( !mImpl->mRenderer )
188 TextureSet textureSet = mFactoryCache.GetAtlasManager()->Add(
193 // If image doesn't fit the atlas, create new texture set with texture that
197 BitmapLoader loader = BitmapLoader::New( imageUrl, mDesiredSize );
199 Dali::PixelData pixelData = loader.GetPixelData();
200 Texture texture = Texture::New( TextureType::TEXTURE_2D,
201 pixelData.GetPixelFormat(),
202 pixelData.GetWidth(),
203 pixelData.GetHeight() );
204 texture.Upload( pixelData );
205 textureSet = TextureSet::New();
206 textureSet.SetTexture( 0, texture );
207 mAtlasRect = FULL_TEXTURE_RECT;
210 Geometry geometry = mFactoryCache.CreateBatchQuadGeometry( mAtlasRect );
211 Shader shader( GetBatchShader( mFactoryCache ) );
212 mImpl->mRenderer = Renderer::New( geometry, shader );
213 mImpl->mRenderer.SetTextures( textureSet );
215 // Turn batching on, to send message it must be on stage.
216 mImpl->mRenderer.SetProperty( Dali::Renderer::Property::BATCHING_ENABLED, true );
218 mImpl->mFlags |= Impl::IS_FROM_CACHE;
222 void BatchImageVisual::DoSetOnStage( Actor& actor )
224 if( !mImageUrl.empty() )
226 InitializeRenderer( mImageUrl );
228 // Turn batching on, to send message it must be on stage
229 mImpl->mRenderer.SetProperty( Dali::Renderer::Property::BATCHING_ENABLED, true );
231 actor.AddRenderer( mImpl->mRenderer );
234 void BatchImageVisual::DoSetOffStage( Actor& actor )
236 actor.RemoveRenderer( mImpl->mRenderer );
238 // If we own the image then make sure we release it when we go off stage
239 if( !mImageUrl.empty() )
241 CleanCache( mImageUrl );
245 mImpl->mRenderer.Reset();
249 void BatchImageVisual::DoCreatePropertyMap( Property::Map& map ) const
252 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE );
254 if( !mImageUrl.empty() )
256 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl );
257 map.Insert( Toolkit::ImageVisual::Property::BATCHING_ENABLED, true );
258 map.Insert( Toolkit::ImageVisual::Property::DESIRED_WIDTH, mDesiredSize.GetWidth() );
259 map.Insert( Toolkit::ImageVisual::Property::DESIRED_HEIGHT, mDesiredSize.GetHeight() );
263 Shader BatchImageVisual::GetBatchShader( VisualFactoryCache& factoryCache )
265 Shader shader = factoryCache.GetShader( VisualFactoryCache::BATCH_IMAGE_SHADER );
268 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
269 factoryCache.SaveShader( VisualFactoryCache::BATCH_IMAGE_SHADER, shader );
274 void BatchImageVisual::CleanCache(const std::string& url)
276 TextureSet textureSet = mImpl->mRenderer.GetTextures();
277 mImpl->mRenderer.Reset();
278 if( mFactoryCache.CleanRendererCache( url ) )
280 mFactoryCache.GetAtlasManager()->Remove( textureSet, mAtlasRect );
285 } // namespace Internal
287 } // namespace Toolkit