2 * Copyright (c) 2018 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.
18 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
23 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
37 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
39 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
40 attribute mediump vec2 aPosition;\n
41 uniform highp mat4 uMvpMatrix;\n
42 uniform mediump vec3 uSize;\n
43 uniform mediump vec4 pixelArea;
44 varying mediump vec2 vTexCoord;\n
46 //Visual size and offset
47 uniform mediump vec2 offset;\n
48 uniform mediump vec2 size;\n
49 uniform mediump vec4 offsetSizeMode;\n
50 uniform mediump vec2 origin;\n
51 uniform mediump vec2 anchorPoint;\n
53 vec4 ComputeVertexPosition()\n
55 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
56 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
57 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
62 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
63 vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
67 const char* FRAGMENT_SHADER_NO_ATLAS = DALI_COMPOSE_SHADER(
68 varying mediump vec2 vTexCoord;\n
69 uniform sampler2D sTexture;\n
70 uniform lowp vec4 uColor;\n
71 uniform lowp vec3 mixColor;\n
72 uniform lowp float preMultipliedAlpha;\n
76 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
80 const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER(
81 varying mediump vec2 vTexCoord;\n
82 uniform sampler2D sTexture;\n
83 uniform mediump vec4 uAtlasRect;\n
84 uniform lowp vec4 uColor;\n
85 uniform lowp vec3 mixColor;\n
86 uniform lowp float preMultipliedAlpha;\n
90 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
91 gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
95 const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP = DALI_COMPOSE_SHADER(
96 varying mediump vec2 vTexCoord;\n
97 uniform sampler2D sTexture;\n
98 uniform mediump vec4 uAtlasRect;\n
99 // WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;
100 uniform lowp vec2 wrapMode;\n
101 uniform lowp vec4 uColor;\n
102 uniform lowp vec3 mixColor;\n
103 uniform lowp float preMultipliedAlpha;\n
105 mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n
107 mediump float coord;\n
108 if( wrap > 1.5 )\n // REFLECT
109 coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n
110 else \n// warp == 0 or 1
111 coord = mix(coordinate, fract( coordinate ), wrap);\n
112 return clamp( mix(range.x, range.y, coord), range.x, range.y );
117 mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
118 wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n
119 gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
123 } // unnamed namespace
125 ImageVisualShaderFactory::ImageVisualShaderFactory()
129 ImageVisualShaderFactory::~ImageVisualShaderFactory()
133 Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping )
138 if( defaultTextureWrapping )
140 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
143 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
144 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
145 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
150 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP );
153 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
154 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
155 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
161 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
164 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
165 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
166 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
173 const char* ImageVisualShaderFactory::GetVertexShaderSource()
175 return VERTEX_SHADER;
178 const char* ImageVisualShaderFactory::GetFragmentShaderSource()
180 return FRAGMENT_SHADER_NO_ATLAS;
183 } // namespace Internal
185 } // namespace Toolkit