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>
24 #include <dali/integration-api/debug.h>
38 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
40 const char* VERTEX_SHADER =
41 "INPUT mediump vec2 aPosition;\n"
42 "OUTPUT mediump vec2 vTexCoord;\n"
44 "uniform highp mat4 uMvpMatrix;\n"
45 "uniform highp vec3 uSize;\n"
46 "uniform mediump vec4 pixelArea;"
47 "//Visual size and offset\n"
49 "uniform mediump vec2 offset;\n"
50 "uniform highp vec2 size;\n"
51 "uniform mediump vec4 offsetSizeMode;\n"
52 "uniform mediump vec2 origin;\n"
53 "uniform mediump vec2 anchorPoint;\n"
54 "uniform mediump vec2 extraSize;\n"
56 "vec4 ComputeVertexPosition()\n"
58 " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\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 " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
66 " vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n"
69 const char* FRAGMENT_SHADER_NO_ATLAS =
70 "INPUT mediump vec2 vTexCoord;\n"
72 "uniform sampler2D sTexture;\n"
73 "uniform lowp vec4 uColor;\n"
74 "uniform lowp vec3 mixColor;\n"
75 "uniform lowp float preMultipliedAlpha;\n"
79 " OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n"
83 const char* FRAGMENT_SHADER_ATLAS_CLAMP =
84 "INPUT mediump vec2 vTexCoord;\n"
86 "uniform sampler2D sTexture;\n"
87 "uniform mediump vec4 uAtlasRect;\n"
88 "uniform lowp vec4 uColor;\n"
89 "uniform lowp vec3 mixColor;\n"
90 "uniform lowp float preMultipliedAlpha;\n"
94 " mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n"
95 " OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n"
99 const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP =
100 "INPUT mediump vec2 vTexCoord;\n"
102 "uniform sampler2D sTexture;\n"
103 "uniform mediump vec4 uAtlasRect;\n"
104 "// WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;"
105 "uniform lowp vec2 wrapMode;\n"
106 "uniform lowp vec4 uColor;\n"
107 "uniform lowp vec3 mixColor;\n"
108 "uniform lowp float preMultipliedAlpha;\n"
109 "mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n"
112 " mediump float coord;\n"
113 " if( wrap > 1.5 )\n // REFLECT"
114 " coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n"
115 " else \n// warp == 0 or 1"
116 " coord = mix(coordinate, fract( coordinate ), wrap);\n"
117 " return clamp( mix(range.x, range.y, coord), range.x, range.y );"
122 " mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),"
123 " wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n"
124 " OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n"
127 const char* VERTEX_SHADER_ROUNDED_CORNER =
128 "INPUT mediump vec2 aPosition;\n"
129 "OUTPUT mediump vec2 vTexCoord;\n"
130 "OUTPUT mediump vec2 vPosition;\n"
131 "OUTPUT mediump vec2 vRectSize;\n"
132 "OUTPUT mediump float vCornerRadius;\n"
134 "uniform highp mat4 uMvpMatrix;\n"
135 "uniform highp vec3 uSize;\n"
136 "uniform mediump vec4 pixelArea;"
138 "//Visual size and offset\n"
139 "uniform mediump vec2 offset;\n"
140 "uniform highp vec2 size;\n"
141 "uniform mediump vec4 offsetSizeMode;\n"
142 "uniform mediump vec2 origin;\n"
143 "uniform mediump vec2 anchorPoint;\n"
144 "uniform mediump float cornerRadius;\n"
145 "uniform mediump float cornerRadiusPolicy;\n"
146 "uniform mediump vec2 extraSize;\n"
148 "vec4 ComputeVertexPosition()\n"
150 " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
151 " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
152 " mediump float minSize = min( visualSize.x, visualSize.y );\n"
153 " vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n"
154 " vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n"
155 " vRectSize = visualSize * 0.5 - vCornerRadius;\n"
156 " vPosition = aPosition* visualSize;\n"
157 " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
162 " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
163 " vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n"
167 //float distance = length( max( abs( position - center ), size ) - size ) - radius;
168 const char* FRAGMENT_SHADER_ROUNDED_CORNER =
169 "INPUT mediump vec2 vTexCoord;\n"
170 "INPUT mediump vec2 vPosition;\n"
171 "INPUT mediump vec2 vRectSize;\n"
172 "INPUT mediump float vCornerRadius;\n"
174 "uniform sampler2D sTexture;\n"
175 "uniform lowp vec4 uColor;\n"
176 "uniform lowp vec3 mixColor;\n"
177 "uniform lowp float preMultipliedAlpha;\n"
181 " mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n"
182 " mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n"
184 " OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n"
185 " OUT_COLOR.a *= opacity;\n"
186 " OUT_COLOR.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n"
189 // global string variable to caching complate vertex shader
190 static std::string gVertexShader;
192 // global string variable to caching complate fragment shader (no atlas)
193 static std::string gFragmentShaderNoAtlas;
195 } // unnamed namespace
197 ImageVisualShaderFactory::ImageVisualShaderFactory()
201 ImageVisualShaderFactory::~ImageVisualShaderFactory()
205 Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner )
210 if( defaultTextureWrapping )
212 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
215 shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ATLAS_CLAMP );
216 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
217 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
222 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP );
225 shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
226 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
227 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
235 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER );
238 shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ROUNDED_CORNER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUNDED_CORNER );
239 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
240 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader );
245 shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
248 shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS );
249 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
250 factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
258 std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
260 if(gVertexShader.empty())
262 gVertexShader = Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER;
265 return gVertexShader;
268 std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
270 if(gFragmentShaderNoAtlas.empty())
272 gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS;
274 return gFragmentShaderNoAtlas;
277 } // namespace Internal
279 } // namespace Toolkit