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.
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
52 uniform mediump vec2 extraSize;\n
54 vec4 ComputeVertexPosition()\n
56 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
57 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
58 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
63 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
64 vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
68 const char* FRAGMENT_SHADER_NO_ATLAS = DALI_COMPOSE_SHADER(
69 varying mediump vec2 vTexCoord;\n
70 uniform sampler2D sTexture;\n
71 uniform lowp vec4 uColor;\n
72 uniform lowp vec3 mixColor;\n
73 uniform lowp float preMultipliedAlpha;\n
77 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
81 const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER(
82 varying mediump vec2 vTexCoord;\n
83 uniform sampler2D sTexture;\n
84 uniform mediump vec4 uAtlasRect;\n
85 uniform lowp vec4 uColor;\n
86 uniform lowp vec3 mixColor;\n
87 uniform lowp float preMultipliedAlpha;\n
91 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
92 gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
96 const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP = DALI_COMPOSE_SHADER(
97 varying mediump vec2 vTexCoord;\n
98 uniform sampler2D sTexture;\n
99 uniform mediump vec4 uAtlasRect;\n
100 // WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;
101 uniform lowp vec2 wrapMode;\n
102 uniform lowp vec4 uColor;\n
103 uniform lowp vec3 mixColor;\n
104 uniform lowp float preMultipliedAlpha;\n
106 mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n
108 mediump float coord;\n
109 if( wrap > 1.5 )\n // REFLECT
110 coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n
111 else \n// warp == 0 or 1
112 coord = mix(coordinate, fract( coordinate ), wrap);\n
113 return clamp( mix(range.x, range.y, coord), range.x, range.y );
118 mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
119 wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n
120 gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
124 const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
125 attribute mediump vec2 aPosition;\n
126 uniform highp mat4 uMvpMatrix;\n
127 uniform mediump vec3 uSize;\n
128 uniform mediump vec4 pixelArea;
129 varying mediump vec2 vTexCoord;\n
130 varying mediump vec2 vPosition;\n
131 varying mediump vec2 vRectSize;\n
133 //Visual size and offset
134 uniform mediump vec2 offset;\n
135 uniform mediump vec2 size;\n
136 uniform mediump vec4 offsetSizeMode;\n
137 uniform mediump vec2 origin;\n
138 uniform mediump vec2 anchorPoint;\n
139 uniform mediump float cornerRadius;\n
140 uniform mediump vec2 extraSize;\n
142 vec4 ComputeVertexPosition()\n
144 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
145 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
146 vRectSize = visualSize * 0.5 - cornerRadius;\n
147 vPosition = aPosition* visualSize;\n
148 return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
153 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
154 vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
158 //float distance = length( max( abs( position - center ), size ) - size ) - radius;
159 const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
160 varying mediump vec2 vTexCoord;\n
161 varying mediump vec2 vPosition;\n
162 varying mediump vec2 vRectSize;\n
163 uniform sampler2D sTexture;\n
164 uniform lowp vec4 uColor;\n
165 uniform lowp vec3 mixColor;\n
166 uniform mediump float cornerRadius;\n
167 uniform lowp float preMultipliedAlpha;\n
171 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
172 mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n
173 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
174 gl_FragColor.a *= opacity;\n
175 gl_FragColor.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n
179 } // unnamed namespace
181 ImageVisualShaderFactory::ImageVisualShaderFactory()
185 ImageVisualShaderFactory::~ImageVisualShaderFactory()
189 Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner )
194 if( defaultTextureWrapping )
196 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
199 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
200 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
201 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
206 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP );
209 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
210 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
211 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
219 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER );
222 shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
223 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
224 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader );
229 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
232 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
233 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
234 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
242 const char* ImageVisualShaderFactory::GetVertexShaderSource()
244 return VERTEX_SHADER;
247 const char* ImageVisualShaderFactory::GetFragmentShaderSource()
249 return FRAGMENT_SHADER_NO_ATLAS;
252 } // namespace Internal
254 } // namespace Toolkit