2 * Copyright (c) 2017 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/images/texture-set-image.h>
25 #include <dali/integration-api/debug.h>
28 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
29 #include <dali-toolkit/public-api/visuals/visual-properties.h>
30 #include <dali-toolkit/internal/visuals/npatch-loader.h>
31 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
32 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
33 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
34 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
35 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
48 const char * const BORDER_ONLY( "borderOnly" );
49 const char * const BORDER( "border" );
51 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
52 attribute mediump vec2 aPosition;\n
53 varying mediump vec2 vTexCoord;\n
54 uniform mediump mat4 uMvpMatrix;\n
55 uniform mediump vec3 uSize;\n
56 uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
57 uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
60 //Visual size and offset
61 uniform mediump vec2 offset;\n
62 uniform mediump vec2 size;\n
63 uniform mediump vec4 offsetSizeMode;\n
64 uniform mediump vec2 origin;\n
65 uniform mediump vec2 anchorPoint;\n
69 mediump vec2 fixedFactor = vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x );\n
70 mediump vec2 stretch = vec2( uNinePatchFactorsX[ int( ( aPosition.x ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y ) * 0.5 ) ].y );\n
72 mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
73 mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n
76 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
77 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
79 mediump vec4 vertexPosition = vec4( ( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal ) + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
80 vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n
82 vertexPosition = uMvpMatrix * vertexPosition;\n
84 vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
86 gl_Position = vertexPosition;\n
90 const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
91 attribute mediump vec2 aPosition;\n
92 varying mediump vec2 vTexCoord;\n
93 uniform mediump mat4 uModelMatrix;\n
94 uniform mediump mat4 uMvpMatrix;\n
95 uniform mediump vec3 uSize;\n
96 uniform mediump vec2 uFixed[ 3 ];\n
97 uniform mediump vec2 uStretchTotal;\n
100 //Visual size and offset
101 uniform mediump vec2 offset;\n
102 uniform mediump vec2 size;\n
103 uniform mediump vec4 offsetSizeMode;\n
104 uniform mediump vec2 origin;\n
105 uniform mediump vec2 anchorPoint;\n
109 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
110 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
112 mediump vec2 size = visualSize.xy;\n
114 mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y );\n
115 mediump vec2 stretch = floor( aPosition * 0.5 );\n
116 mediump vec2 fixedTotal = uFixed[ 2 ];\n
118 mediump vec4 vertexPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );
119 vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n
120 vertexPosition.xy = vertexPosition.xy + anchorPoint*size + (visualOffset + origin)*uSize.xy;\
122 vertexPosition = uMvpMatrix * vertexPosition;\n
124 vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n
126 gl_Position = vertexPosition;\n
130 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
131 varying mediump vec2 vTexCoord;\n
132 uniform sampler2D sTexture;\n
133 uniform lowp vec4 uColor;\n
134 uniform lowp vec3 mixColor;\n
135 uniform lowp float opacity;\n
136 uniform lowp float preMultipliedAlpha;\n
137 lowp vec4 visualMixColor()\n
139 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
143 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * visualMixColor();\n
148 * @brief Creates the geometry formed from the vertices and indices
150 * @param[in] vertices The vertices to generate the geometry from
151 * @param[in] indices The indices to generate the geometry from
152 * @return The geometry formed from the vertices and indices
154 Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsigned short >& indices )
156 Property::Map vertexFormat;
157 vertexFormat[ "aPosition" ] = Property::VECTOR2;
158 PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
159 if( vertices.Size() > 0 )
161 vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
164 // Create the geometry object
165 Geometry geometry = Geometry::New();
166 geometry.AddVertexBuffer( vertexPropertyBuffer );
167 if( indices.Size() > 0 )
169 geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
177 * @brief Adds the indices to form a quad composed off two triangles where the indices are organised in a grid
179 * @param[out] indices The indices to add to
180 * @param[in] rowIdx The row index to start the quad
181 * @param[in] nextRowIdx The index to the next row
183 void AddQuadIndices( Vector< unsigned short >& indices, unsigned int rowIdx, unsigned int nextRowIdx )
185 indices.PushBack( rowIdx );
186 indices.PushBack( nextRowIdx + 1 );
187 indices.PushBack( rowIdx + 1 );
189 indices.PushBack( rowIdx );
190 indices.PushBack( nextRowIdx );
191 indices.PushBack( nextRowIdx + 1 );
194 void AddVertex( Vector< Vector2 >& vertices, unsigned int x, unsigned int y )
196 vertices.PushBack( Vector2( x, y ) );
199 void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NinePatchImage::StretchRanges& stretchPixels, uint16_t imageExtent)
201 uint16_t prevEnd = 0;
202 uint16_t prevFix = 0;
203 uint16_t prevStretch = 0;
205 for( NinePatchImage::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
207 uint16_t start = it->GetX();
208 uint16_t end = it->GetY();
210 uint16_t fix = prevFix + start - prevEnd;
211 uint16_t stretch = prevStretch + end - start;
213 std::stringstream uniform;
214 uniform << uniformName << "[" << i << "]";
215 renderer.RegisterProperty( uniform.str(), Vector2( fix, stretch ) );
219 prevStretch = stretch;
223 prevFix += imageExtent - prevEnd;
224 std::stringstream uniform;
225 uniform << uniformName << "[" << i << "]";
226 renderer.RegisterProperty( uniform.str(), Vector2( prevFix, prevStretch ) );
230 } //unnamed namespace
232 /////////////////NPatchVisual////////////////
234 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties )
236 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
237 nPatchVisual->mImageUrl = imageUrl;
238 nPatchVisual->SetProperties( properties );
243 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl )
245 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
246 nPatchVisual->mImageUrl = imageUrl;
251 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, NinePatchImage image )
253 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
254 VisualUrl visualUrl( image.GetUrl() );
255 nPatchVisual->mImageUrl = visualUrl;
259 void NPatchVisual::GetNaturalSize( Vector2& naturalSize )
264 // load now if not already loaded
265 if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
267 mId = mLoader.Load( mImageUrl.GetUrl(), mBorder );
269 const NPatchLoader::Data* data;
270 if( mLoader.GetNPatchData( mId, data ) )
272 naturalSize.x = data->croppedWidth;
273 naturalSize.y = data->croppedHeight;
277 void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
279 // URL is already passed in via constructor
281 Property::Value* borderOnlyValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY );
282 if( borderOnlyValue )
284 borderOnlyValue->Get( mBorderOnly );
287 Property::Value* borderValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER, BORDER );
288 if( borderValue && ! borderValue->Get( mBorder ) ) // If value exists and is rect, just set mBorder
290 // Not a rect so try vector4
292 if( borderValue->Get( border ) )
294 mBorder.left = static_cast< int >( border.x );
295 mBorder.right = static_cast< int >( border.y );
296 mBorder.bottom = static_cast< int >( border.z );
297 mBorder.top = static_cast< int >( border.w );
302 void NPatchVisual::DoSetOnStage( Actor& actor )
304 // load when first go on stage
305 if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
307 mId = mLoader.Load( mImageUrl.GetUrl(), mBorder );
310 Geometry geometry = CreateGeometry();
311 Shader shader = CreateShader();
312 mImpl->mRenderer = Renderer::New( geometry, shader );
314 ApplyTextureAndUniforms();
316 actor.AddRenderer( mImpl->mRenderer );
318 // npatch loaded and ready to display
319 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
322 void NPatchVisual::DoSetOffStage( Actor& actor )
324 actor.RemoveRenderer( mImpl->mRenderer );
325 mImpl->mRenderer.Reset();
328 void NPatchVisual::OnSetTransform()
330 if( mImpl->mRenderer )
332 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
336 void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const
339 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH );
340 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
341 map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly );
342 map.Insert( Toolkit::ImageVisual::Property::BORDER, mBorder );
345 void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
350 NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
351 : Visual::Base( factoryCache ),
352 mLoader( factoryCache.GetNPatchLoader() ),
354 mId( NPatchLoader::UNINITIALIZED_ID ),
355 mBorderOnly( false ),
360 NPatchVisual::~NPatchVisual()
364 Geometry NPatchVisual::CreateGeometry()
367 const NPatchLoader::Data* data;
368 if( mLoader.GetNPatchData( mId, data ) )
370 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
372 if( DALI_UNLIKELY( mBorderOnly ) )
374 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY );
378 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
381 else if( data->stretchPixelsX.Size() > 0 || data->stretchPixelsY.Size() > 0)
383 Uint16Pair gridSize( 2 * data->stretchPixelsX.Size() + 1, 2 * data->stretchPixelsY.Size() + 1 );
384 geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize );
389 // no N patch data so use default geometry
390 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
395 Shader NPatchVisual::CreateShader()
398 const NPatchLoader::Data* data;
399 // 0 is either no data (load failed?) or no stretch regions on image
400 // for both cases we use the default shader
401 NinePatchImage::StretchRanges::SizeType xStretchCount = 0;
402 NinePatchImage::StretchRanges::SizeType yStretchCount = 0;
404 // ask loader for the regions
405 if( mLoader.GetNPatchData( mId, data ) )
407 xStretchCount = data->stretchPixelsX.Count();
408 yStretchCount = data->stretchPixelsY.Count();
411 if( DALI_LIKELY( !mImpl->mCustomShader ) )
413 if( DALI_LIKELY( ( xStretchCount == 1 && yStretchCount == 1 ) ||
414 ( xStretchCount == 0 && yStretchCount == 0 ) ) )
416 shader = mFactoryCache.GetShader( VisualFactoryCache::NINE_PATCH_SHADER );
417 if( DALI_UNLIKELY( !shader ) )
419 shader = Shader::New( VERTEX_SHADER_3X3, FRAGMENT_SHADER );
420 mFactoryCache.SaveShader( VisualFactoryCache::NINE_PATCH_SHADER, shader );
423 else if( xStretchCount > 0 || yStretchCount > 0)
425 std::stringstream vertexShader;
426 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
427 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
430 shader = Shader::New( vertexShader.str(), FRAGMENT_SHADER );
435 const char* fragmentShader = FRAGMENT_SHADER;
436 Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
438 if( !mImpl->mCustomShader->mFragmentShader.empty() )
440 fragmentShader = mImpl->mCustomShader->mFragmentShader.c_str();
442 hints = mImpl->mCustomShader->mHints;
444 /* Apply Custom Vertex Shader only if image is 9-patch */
445 if( ( xStretchCount == 1 && yStretchCount == 1 ) ||
446 ( xStretchCount == 0 && yStretchCount == 0 ) )
448 const char* vertexShader = VERTEX_SHADER_3X3;
450 if( !mImpl->mCustomShader->mVertexShader.empty() )
452 vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
454 shader = Shader::New( vertexShader, fragmentShader, hints );
456 else if( xStretchCount > 0 || yStretchCount > 0)
458 std::stringstream vertexShader;
459 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
460 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
463 shader = Shader::New( vertexShader.str(), fragmentShader, hints );
470 void NPatchVisual::ApplyTextureAndUniforms()
472 const NPatchLoader::Data* data;
473 if( mLoader.GetNPatchData( mId, data ) )
475 TextureSet textures( data->textureSet );
476 mImpl->mRenderer.SetTextures( textures );
477 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
479 //special case for 9 patch
480 Uint16Pair stretchX = data->stretchPixelsX[ 0 ];
481 Uint16Pair stretchY = data->stretchPixelsY[ 0 ];
483 uint16_t stretchWidth = stretchX.GetY() - stretchX.GetX();
484 uint16_t stretchHeight = stretchY.GetY() - stretchY.GetX();
486 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
487 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) );
488 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->croppedWidth - stretchWidth, data->croppedHeight - stretchHeight ) );
489 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( stretchWidth, stretchHeight ) );
493 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsX[0]", Vector2::ZERO );
494 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsY[0]", Vector2::ZERO );
496 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->stretchPixelsX, data->croppedWidth );
497 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->stretchPixelsY, data->croppedHeight );
502 DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() );
503 TextureSet textureSet = TextureSet::New();
504 mImpl->mRenderer.SetTextures( textureSet );
505 Image croppedImage = VisualFactoryCache::GetBrokenVisualImage();
506 TextureSetImage( textureSet, 0u, croppedImage );
507 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
508 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO );
509 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2::ZERO );
510 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( croppedImage.GetWidth(), croppedImage.GetHeight() ) );
513 //Register transform properties
514 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
517 Geometry NPatchVisual::GetNinePatchGeometry( VisualFactoryCache::GeometryType subType )
519 Geometry geometry = mFactoryCache.GetGeometry( subType );
522 if( DALI_LIKELY( VisualFactoryCache::NINE_PATCH_GEOMETRY == subType ) )
524 geometry = CreateGridGeometry( Uint16Pair( 3, 3 ) );
526 else if( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType )
528 geometry = CreateBorderGeometry( Uint16Pair( 3, 3 ) );
530 mFactoryCache.SaveGeometry( subType, geometry );
535 Geometry NPatchVisual::CreateGridGeometry( Uint16Pair gridSize )
537 uint16_t gridWidth = gridSize.GetWidth();
538 uint16_t gridHeight = gridSize.GetHeight();
541 Vector< Vector2 > vertices;
542 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
544 for( int y = 0; y < gridHeight + 1; ++y )
546 for( int x = 0; x < gridWidth + 1; ++x )
548 AddVertex( vertices, x, y );
553 Vector< unsigned short > indices;
554 indices.Reserve( gridWidth * gridHeight * 6 );
556 unsigned int rowIdx = 0;
557 unsigned int nextRowIdx = gridWidth + 1;
558 for( int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx )
560 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
562 AddQuadIndices( indices, rowIdx, nextRowIdx );
566 return GenerateGeometry( vertices, indices );
569 Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize )
571 uint16_t gridWidth = gridSize.GetWidth();
572 uint16_t gridHeight = gridSize.GetHeight();
575 Vector< Vector2 > vertices;
576 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
582 for( int x = 0; x < gridWidth + 1; ++x )
584 AddVertex( vertices, x, y );
588 for(; y < gridHeight - 1; ++y)
591 AddVertex( vertices, 0, y );
592 AddVertex( vertices, 1, y );
595 AddVertex( vertices, gridWidth - 1, y );
596 AddVertex( vertices, gridWidth, y );
600 for(; y < gridHeight + 1; ++y)
602 for( int x = 0; x < gridWidth + 1; ++x )
604 AddVertex( vertices, x, y );
609 Vector< unsigned short > indices;
610 indices.Reserve( gridWidth * gridHeight * 6 );
613 unsigned int rowIdx = 0 ;
614 unsigned int nextRowIdx = gridWidth + 1;
615 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
617 AddQuadIndices( indices, rowIdx, nextRowIdx );
622 rowIdx = gridWidth + 1;
623 nextRowIdx = ( gridWidth + 1 ) * 2;
625 unsigned increment = gridWidth - 1;
630 AddQuadIndices( indices, rowIdx, nextRowIdx );
632 rowIdx = gridWidth * 2;
633 nextRowIdx = ( gridWidth + 1 ) * 2 + 2;
635 AddQuadIndices( indices, rowIdx, nextRowIdx );
638 rowIdx = nextRowIdx - 2;
639 nextRowIdx = rowIdx + 4;
640 for(int y = 2; y < 2*(gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
642 AddQuadIndices( indices, rowIdx, nextRowIdx );
647 AddQuadIndices( indices, rowIdx, nextRowIdx );
650 nextRowIdx += gridWidth - 1;
652 AddQuadIndices( indices, rowIdx, nextRowIdx );
656 rowIdx = nextRowIdx - gridWidth + 1;
657 nextRowIdx = rowIdx + gridWidth + 1;
658 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
660 AddQuadIndices( indices, rowIdx, nextRowIdx );
663 return GenerateGeometry( vertices, indices );
666 } // namespace Internal
668 } // namespace Toolkit