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 mediump mat4 uModelMatrix;\n
42 uniform mediump mat4 uViewMatrix;\n
43 uniform mediump mat4 uProjection;\n
44 uniform mediump vec3 uSize;\n
45 uniform mediump vec4 pixelArea;
46 varying mediump vec2 vTexCoord;\n
47 uniform lowp float uPixelAligned;\n
49 //Visual size and offset
50 uniform mediump vec2 offset;\n
51 uniform mediump vec2 size;\n
52 uniform mediump vec4 offsetSizeMode;\n
53 uniform mediump vec2 origin;\n
54 uniform mediump vec2 anchorPoint;\n
56 vec4 ComputeVertexPosition()\n
58 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
59 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
60 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
65 mediump vec4 vertexPosition = uViewMatrix * uModelMatrix * ComputeVertexPosition();\n
66 vec4 alignedVertexPosition = vertexPosition;\n
67 alignedVertexPosition.xy = floor ( vertexPosition.xy );\n // Pixel alignment
68 vertexPosition = uProjection * mix( vertexPosition, alignedVertexPosition, uPixelAligned );\n
69 vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
70 gl_Position = vertexPosition;\n
74 const char* FRAGMENT_SHADER_NO_ATLAS = DALI_COMPOSE_SHADER(
75 varying mediump vec2 vTexCoord;\n
76 uniform sampler2D sTexture;\n
77 uniform lowp vec4 uColor;\n
78 uniform lowp vec3 mixColor;\n
79 uniform lowp float preMultipliedAlpha;\n
83 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
87 const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER(
88 varying mediump vec2 vTexCoord;\n
89 uniform sampler2D sTexture;\n
90 uniform mediump vec4 uAtlasRect;\n
91 uniform lowp vec4 uColor;\n
92 uniform lowp vec3 mixColor;\n
93 uniform lowp float preMultipliedAlpha;\n
97 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
98 gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
102 const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP = DALI_COMPOSE_SHADER(
103 varying mediump vec2 vTexCoord;\n
104 uniform sampler2D sTexture;\n
105 uniform mediump vec4 uAtlasRect;\n
106 // WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;
107 uniform lowp vec2 wrapMode;\n
108 uniform lowp vec4 uColor;\n
109 uniform lowp vec3 mixColor;\n
110 uniform lowp float preMultipliedAlpha;\n
112 mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n
114 mediump float coord;\n
115 if( wrap > 1.5 )\n // REFLECT
116 coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n
117 else \n// warp == 0 or 1
118 coord = mix(coordinate, fract( coordinate ), wrap);\n
119 return clamp( mix(range.x, range.y, coord), range.x, range.y );
124 mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
125 wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n
126 gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
130 } // unnamed namespace
132 ImageVisualShaderFactory::ImageVisualShaderFactory()
136 ImageVisualShaderFactory::~ImageVisualShaderFactory()
140 Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping )
145 if( defaultTextureWrapping )
147 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
150 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
151 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
152 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
157 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP );
160 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
161 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
162 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
168 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
171 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
172 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
173 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
180 const char* ImageVisualShaderFactory::GetVertexShaderSource()
182 return VERTEX_SHADER;
185 const char* ImageVisualShaderFactory::GetFragmentShaderSource()
187 return FRAGMENT_SHADER_NO_ATLAS;
190 } // namespace Internal
192 } // namespace Toolkit