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.
19 #include "npatch-visual.h"
22 #include <dali/public-api/images/buffer-image.h>
23 #include <dali/public-api/images/resource-image.h>
24 #include <dali/devel-api/object/handle-devel.h>
25 #include <dali/devel-api/images/texture-set-image.h>
26 #include <dali/devel-api/adaptor-framework/image-loading.h>
27 #include <dali/integration-api/debug.h>
30 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
31 #include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
32 #include <dali-toolkit/public-api/visuals/visual-properties.h>
33 #include <dali-toolkit/internal/visuals/npatch-loader.h>
34 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
35 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
36 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
37 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
38 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
51 const char * const BORDER_ONLY( "borderOnly" );
52 const char * const BORDER( "border" );
53 const char * const AUXILIARY_IMAGE_NAME( "auxiliaryImage" );
54 const char * const AUXILIARY_IMAGE_ALPHA_NAME( "auxiliaryImageAlpha" );
56 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
57 attribute mediump vec2 aPosition;\n
58 varying mediump vec2 vTexCoord;\n
59 varying mediump vec2 vMaskTexCoord;\n
60 uniform highp mat4 uMvpMatrix;\n
61 uniform mediump vec3 uSize;\n
62 uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
63 uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
66 // Visual size and offset
67 uniform mediump vec2 offset;\n
68 uniform mediump vec2 size;\n
69 uniform mediump vec4 offsetSizeMode;\n
70 uniform mediump vec2 origin;\n
71 uniform mediump vec2 anchorPoint;\n
75 mediump vec2 fixedFactor = vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x );\n
76 mediump vec2 stretch = vec2( uNinePatchFactorsX[ int( ( aPosition.x ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y ) * 0.5 ) ].y );\n
78 mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
79 mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n
81 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
82 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
84 mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );\n
85 mediump vec4 vertexPosition = gridPosition;\n
86 vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n
87 vertexPosition.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;\n
88 vertexPosition = uMvpMatrix * vertexPosition;\n
90 vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
91 vMaskTexCoord = gridPosition.xy / visualSize;\n
93 gl_Position = vertexPosition;\n
97 const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
98 attribute mediump vec2 aPosition;\n
99 varying mediump vec2 vTexCoord;\n
100 varying mediump vec2 vMaskTexCoord;\n
101 uniform highp mat4 uMvpMatrix;\n
102 uniform mediump vec3 uSize;\n
103 uniform mediump vec2 uFixed[ 3 ];\n
104 uniform mediump vec2 uStretchTotal;\n
106 //Visual size and offset
107 uniform mediump vec2 offset;\n
108 uniform mediump vec2 size;\n
109 uniform mediump vec4 offsetSizeMode;\n
110 uniform mediump vec2 origin;\n
111 uniform mediump vec2 anchorPoint;\n
115 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
116 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
118 mediump vec2 size = visualSize.xy;\n
120 mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y );\n
121 mediump vec2 stretch = floor( aPosition * 0.5 );\n
122 mediump vec2 fixedTotal = uFixed[ 2 ];\n
124 mediump vec4 gridPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );\n
125 mediump vec4 vertexPosition = gridPosition;\n
126 vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n
127 vertexPosition.xy += anchorPoint*size + (visualOffset + origin)*uSize.xy;\n
129 vertexPosition = uMvpMatrix * vertexPosition;\n
131 vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n
133 vMaskTexCoord = gridPosition.xy / size;\n
134 gl_Position = vertexPosition;\n
138 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
139 varying mediump vec2 vTexCoord;\n
140 uniform sampler2D sTexture;\n
141 uniform lowp vec4 uColor;\n
142 uniform lowp vec3 mixColor;\n
143 uniform lowp float preMultipliedAlpha;\n
147 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
151 const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER(
152 varying mediump vec2 vTexCoord;\n
153 varying mediump vec2 vMaskTexCoord;\n
154 uniform sampler2D sTexture;\n
155 uniform sampler2D sMask;\n
156 uniform lowp vec4 uColor;\n
157 uniform lowp vec3 mixColor;\n
158 uniform lowp float preMultipliedAlpha;\n
159 uniform mediump float auxiliaryImageAlpha;\n
163 // Where mask image is transparent, all of background image must show through.
164 // where mask image is opaque, only mask should be shown
165 // where mask is translucent, less of background should be shown.
166 // auxiliaryImageAlpha controls how much of mask is visible
168 mediump vec4 color = texture2D( sTexture, vTexCoord );\n
169 mediump vec4 mask = texture2D( sMask, vMaskTexCoord );\n
171 mediump vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha)
172 + mask.rgb*mask.a * auxiliaryImageAlpha;\n
173 gl_FragColor = vec4(mixedColor,1.0) * uColor * vec4( mixColor, 1.0 );\n
178 * @brief Creates the geometry formed from the vertices and indices
180 * @param[in] vertices The vertices to generate the geometry from
181 * @param[in] indices The indices to generate the geometry from
182 * @return The geometry formed from the vertices and indices
184 Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsigned short >& indices )
186 Property::Map vertexFormat;
187 vertexFormat[ "aPosition" ] = Property::VECTOR2;
188 PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
189 if( vertices.Size() > 0 )
191 vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
194 // Create the geometry object
195 Geometry geometry = Geometry::New();
196 geometry.AddVertexBuffer( vertexPropertyBuffer );
197 if( indices.Size() > 0 )
199 geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
207 * @brief Adds the indices to form a quad composed off two triangles where the indices are organised in a grid
209 * @param[out] indices The indices to add to
210 * @param[in] rowIdx The row index to start the quad
211 * @param[in] nextRowIdx The index to the next row
213 void AddQuadIndices( Vector< unsigned short >& indices, unsigned int rowIdx, unsigned int nextRowIdx )
215 indices.PushBack( rowIdx );
216 indices.PushBack( nextRowIdx + 1 );
217 indices.PushBack( rowIdx + 1 );
219 indices.PushBack( rowIdx );
220 indices.PushBack( nextRowIdx );
221 indices.PushBack( nextRowIdx + 1 );
224 void AddVertex( Vector< Vector2 >& vertices, unsigned int x, unsigned int y )
226 vertices.PushBack( Vector2( x, y ) );
229 void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NPatchLoader::StretchRanges& stretchPixels, uint16_t imageExtent)
231 uint16_t prevEnd = 0;
232 uint16_t prevFix = 0;
233 uint16_t prevStretch = 0;
235 for( NPatchLoader::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
237 uint16_t start = it->GetX();
238 uint16_t end = it->GetY();
240 uint16_t fix = prevFix + start - prevEnd;
241 uint16_t stretch = prevStretch + end - start;
243 std::stringstream uniform;
244 uniform << uniformName << "[" << i << "]";
245 renderer.RegisterProperty( uniform.str(), Vector2( fix, stretch ) );
249 prevStretch = stretch;
253 prevFix += imageExtent - prevEnd;
254 std::stringstream uniform;
255 uniform << uniformName << "[" << i << "]";
256 renderer.RegisterProperty( uniform.str(), Vector2( prevFix, prevStretch ) );
260 } //unnamed namespace
262 /////////////////NPatchVisual////////////////
264 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties )
266 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
267 nPatchVisual->mImageUrl = imageUrl;
268 nPatchVisual->SetProperties( properties );
273 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl )
275 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
276 nPatchVisual->mImageUrl = imageUrl;
281 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, NinePatchImage image )
283 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
284 VisualUrl visualUrl( image.GetUrl() );
285 nPatchVisual->mImageUrl = visualUrl;
289 void NPatchVisual::LoadImages()
291 if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
293 bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false;
295 mId = mLoader.Load( mImageUrl.GetUrl(), mBorder, preMultiplyOnLoad );
297 EnablePreMultipliedAlpha( preMultiplyOnLoad );
300 if( ! mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() )
302 // Load the auxiliary image synchronously
303 mAuxiliaryPixelBuffer = Dali::LoadImageFromFile( mAuxiliaryUrl.GetUrl(), ImageDimensions(),
304 FittingMode::DEFAULT, SamplingMode::BOX_THEN_LINEAR, true );
308 void NPatchVisual::GetNaturalSize( Vector2& naturalSize )
313 // load now if not already loaded
316 const NPatchLoader::Data* data;
317 if( mLoader.GetNPatchData( mId, data ) )
319 naturalSize.x = data->croppedWidth;
320 naturalSize.y = data->croppedHeight;
323 if( mAuxiliaryPixelBuffer )
325 naturalSize.x = std::max( naturalSize.x, float(mAuxiliaryPixelBuffer.GetWidth()) );
326 naturalSize.y = std::max( naturalSize.y, float(mAuxiliaryPixelBuffer.GetHeight()) );
330 void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
332 // URL is already passed in via constructor
334 Property::Value* borderOnlyValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY );
335 if( borderOnlyValue )
337 borderOnlyValue->Get( mBorderOnly );
340 Property::Value* borderValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER, BORDER );
341 if( borderValue && ! borderValue->Get( mBorder ) ) // If value exists and is rect, just set mBorder
343 // Not a rect so try vector4
345 if( borderValue->Get( border ) )
347 mBorder.left = static_cast< int >( border.x );
348 mBorder.right = static_cast< int >( border.y );
349 mBorder.bottom = static_cast< int >( border.z );
350 mBorder.top = static_cast< int >( border.w );
354 Property::Value* auxImage = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, AUXILIARY_IMAGE_NAME );
358 if( auxImage->Get( url ) )
364 Property::Value* auxImageAlpha = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, AUXILIARY_IMAGE_ALPHA_NAME );
367 auxImageAlpha->Get( mAuxiliaryImageAlpha );
371 void NPatchVisual::DoSetOnStage( Actor& actor )
373 // load when first go on stage
376 Geometry geometry = CreateGeometry();
377 Shader shader = CreateShader();
378 mImpl->mRenderer = Renderer::New( geometry, shader );
380 ApplyTextureAndUniforms();
382 actor.AddRenderer( mImpl->mRenderer );
384 // npatch loaded and ready to display
385 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
388 void NPatchVisual::DoSetOffStage( Actor& actor )
390 actor.RemoveRenderer( mImpl->mRenderer );
391 mImpl->mRenderer.Reset();
394 void NPatchVisual::OnSetTransform()
396 if( mImpl->mRenderer )
398 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
402 void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const
405 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH );
406 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
407 map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly );
408 map.Insert( Toolkit::ImageVisual::Property::BORDER, mBorder );
410 if( mAuxiliaryUrl.IsValid() )
412 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
413 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
417 void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
419 if( mAuxiliaryUrl.IsValid() )
421 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
422 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
426 NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
427 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
428 mLoader( factoryCache.GetNPatchLoader() ),
431 mId( NPatchLoader::UNINITIALIZED_ID ),
432 mBorderOnly( false ),
434 mAuxiliaryImageAlpha( 0.0f )
436 EnablePreMultipliedAlpha( mFactoryCache.GetPreMultiplyOnLoad() );
439 NPatchVisual::~NPatchVisual()
443 Geometry NPatchVisual::CreateGeometry()
446 const NPatchLoader::Data* data;
447 if( mLoader.GetNPatchData( mId, data ) )
449 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
451 if( DALI_UNLIKELY( mBorderOnly ) )
453 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY );
457 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
460 else if( data->stretchPixelsX.Size() > 0 || data->stretchPixelsY.Size() > 0)
462 Uint16Pair gridSize( 2 * data->stretchPixelsX.Size() + 1, 2 * data->stretchPixelsY.Size() + 1 );
463 geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize );
468 // no N patch data so use default geometry
469 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
474 Shader NPatchVisual::CreateShader()
477 const NPatchLoader::Data* data;
478 // 0 is either no data (load failed?) or no stretch regions on image
479 // for both cases we use the default shader
480 NPatchLoader::StretchRanges::SizeType xStretchCount = 0;
481 NPatchLoader::StretchRanges::SizeType yStretchCount = 0;
483 auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
485 auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
486 : VisualFactoryCache::NINE_PATCH_SHADER;
488 // ask loader for the regions
489 if( mLoader.GetNPatchData( mId, data ) )
491 xStretchCount = data->stretchPixelsX.Count();
492 yStretchCount = data->stretchPixelsY.Count();
495 if( DALI_LIKELY( !mImpl->mCustomShader ) )
497 if( DALI_LIKELY( ( xStretchCount == 1 && yStretchCount == 1 ) ||
498 ( xStretchCount == 0 && yStretchCount == 0 ) ) )
500 shader = mFactoryCache.GetShader( shaderType );
501 if( DALI_UNLIKELY( !shader ) )
503 shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader );
504 // Only cache vanilla 9 patch shaders
505 mFactoryCache.SaveShader( shaderType, shader );
508 else if( xStretchCount > 0 || yStretchCount > 0)
510 std::stringstream vertexShader;
511 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
512 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
515 shader = Shader::New( vertexShader.str(), fragmentShader );
520 Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
522 if( !mImpl->mCustomShader->mFragmentShader.empty() )
524 fragmentShader = mImpl->mCustomShader->mFragmentShader.c_str();
526 hints = mImpl->mCustomShader->mHints;
528 /* Apply Custom Vertex Shader only if image is 9-patch */
529 if( ( xStretchCount == 1 && yStretchCount == 1 ) ||
530 ( xStretchCount == 0 && yStretchCount == 0 ) )
532 const char* vertexShader = VERTEX_SHADER_3X3;
534 if( !mImpl->mCustomShader->mVertexShader.empty() )
536 vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
538 shader = Shader::New( vertexShader, fragmentShader, hints );
540 else if( xStretchCount > 0 || yStretchCount > 0)
542 std::stringstream vertexShader;
543 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
544 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
547 shader = Shader::New( vertexShader.str(), fragmentShader, hints );
554 void NPatchVisual::ApplyTextureAndUniforms()
556 const NPatchLoader::Data* data;
557 TextureSet textureSet;
559 if( mLoader.GetNPatchData( mId, data ) )
561 textureSet = data->textureSet;
563 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
565 //special case for 9 patch
566 Uint16Pair stretchX = data->stretchPixelsX[ 0 ];
567 Uint16Pair stretchY = data->stretchPixelsY[ 0 ];
569 uint16_t stretchWidth = ( stretchX.GetY() >= stretchX.GetX() ) ? stretchX.GetY() - stretchX.GetX() : 0;
570 uint16_t stretchHeight = ( stretchY.GetY() >= stretchY.GetX() ) ? stretchY.GetY() - stretchY.GetX() : 0;
572 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
573 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) );
574 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->croppedWidth - stretchWidth, data->croppedHeight - stretchHeight ) );
575 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( stretchWidth, stretchHeight ) );
579 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsX[0]", Vector2::ZERO );
580 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsY[0]", Vector2::ZERO );
582 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->stretchPixelsX, data->croppedWidth );
583 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->stretchPixelsY, data->croppedHeight );
588 DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() );
589 textureSet = TextureSet::New();
591 Image croppedImage = mFactoryCache.GetBrokenVisualImage();
592 TextureSetImage( textureSet, 0u, croppedImage );
593 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
594 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO );
595 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2::ZERO );
596 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( croppedImage.GetWidth(), croppedImage.GetHeight() ) );
599 if( mAuxiliaryPixelBuffer )
601 // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
602 // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
603 // on GL interpolation alone.
604 if( mAuxiliaryPixelBuffer.GetWidth() < data->croppedWidth &&
605 mAuxiliaryPixelBuffer.GetHeight() < data->croppedHeight )
607 mAuxiliaryPixelBuffer.Resize( data->croppedWidth, data->croppedHeight );
610 // Note, this resets mAuxiliaryPixelBuffer handle
611 auto auxiliaryPixelData = Devel::PixelBuffer::Convert( mAuxiliaryPixelBuffer );
613 auto texture = Texture::New( TextureType::TEXTURE_2D,
614 auxiliaryPixelData.GetPixelFormat(), auxiliaryPixelData.GetWidth(),
615 auxiliaryPixelData.GetHeight() );
616 texture.Upload( auxiliaryPixelData );
617 textureSet.SetTexture( 1, texture );
618 DevelHandle::RegisterProperty( mImpl->mRenderer, DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
619 AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha );
621 mImpl->mRenderer.SetTextures( textureSet );
623 // Register transform properties
624 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
627 Geometry NPatchVisual::GetNinePatchGeometry( VisualFactoryCache::GeometryType subType )
629 Geometry geometry = mFactoryCache.GetGeometry( subType );
632 if( DALI_LIKELY( VisualFactoryCache::NINE_PATCH_GEOMETRY == subType ) )
634 geometry = CreateGridGeometry( Uint16Pair( 3, 3 ) );
636 else if( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType )
638 geometry = CreateBorderGeometry( Uint16Pair( 3, 3 ) );
640 mFactoryCache.SaveGeometry( subType, geometry );
645 Geometry NPatchVisual::CreateGridGeometry( Uint16Pair gridSize )
647 uint16_t gridWidth = gridSize.GetWidth();
648 uint16_t gridHeight = gridSize.GetHeight();
651 Vector< Vector2 > vertices;
652 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
654 for( int y = 0; y < gridHeight + 1; ++y )
656 for( int x = 0; x < gridWidth + 1; ++x )
658 AddVertex( vertices, x, y );
663 Vector< unsigned short > indices;
664 indices.Reserve( gridWidth * gridHeight * 6 );
666 unsigned int rowIdx = 0;
667 unsigned int nextRowIdx = gridWidth + 1;
668 for( int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx )
670 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
672 AddQuadIndices( indices, rowIdx, nextRowIdx );
676 return GenerateGeometry( vertices, indices );
679 Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize )
681 uint16_t gridWidth = gridSize.GetWidth();
682 uint16_t gridHeight = gridSize.GetHeight();
685 Vector< Vector2 > vertices;
686 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
692 for( int x = 0; x < gridWidth + 1; ++x )
694 AddVertex( vertices, x, y );
698 for(; y < gridHeight - 1; ++y)
701 AddVertex( vertices, 0, y );
702 AddVertex( vertices, 1, y );
705 AddVertex( vertices, gridWidth - 1, y );
706 AddVertex( vertices, gridWidth, y );
710 for(; y < gridHeight + 1; ++y)
712 for( int x = 0; x < gridWidth + 1; ++x )
714 AddVertex( vertices, x, y );
719 Vector< unsigned short > indices;
720 indices.Reserve( gridWidth * gridHeight * 6 );
723 unsigned int rowIdx = 0 ;
724 unsigned int nextRowIdx = gridWidth + 1;
725 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
727 AddQuadIndices( indices, rowIdx, nextRowIdx );
732 rowIdx = gridWidth + 1;
733 nextRowIdx = ( gridWidth + 1 ) * 2;
735 unsigned increment = gridWidth - 1;
740 AddQuadIndices( indices, rowIdx, nextRowIdx );
742 rowIdx = gridWidth * 2;
743 nextRowIdx = ( gridWidth + 1 ) * 2 + 2;
745 AddQuadIndices( indices, rowIdx, nextRowIdx );
748 rowIdx = nextRowIdx - 2;
749 nextRowIdx = rowIdx + 4;
750 for(int y = 2; y < 2*(gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
752 AddQuadIndices( indices, rowIdx, nextRowIdx );
757 AddQuadIndices( indices, rowIdx, nextRowIdx );
760 nextRowIdx += gridWidth - 1;
762 AddQuadIndices( indices, rowIdx, nextRowIdx );
766 rowIdx = nextRowIdx - gridWidth + 1;
767 nextRowIdx = rowIdx + gridWidth + 1;
768 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
770 AddQuadIndices( indices, rowIdx, nextRowIdx );
773 return GenerateGeometry( vertices, indices );
776 } // namespace Internal
778 } // namespace Toolkit