2 * Copyright (c) 2022 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 "visual-factory-cache.h"
21 #include <dali/devel-api/adaptor-framework/image-loading.h>
22 #include <dali/devel-api/common/hash.h>
25 #include <dali-toolkit/devel-api/utility/npatch-helper.h>
26 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
27 #include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-manager.h>
28 #include <dali-toolkit/internal/visuals/color/color-visual.h>
29 #include <dali-toolkit/internal/visuals/image-atlas-manager.h>
30 #include <dali-toolkit/internal/visuals/svg/svg-visual.h>
31 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
32 #include <dali/integration-api/debug.h>
42 const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
45 VisualFactoryCache::VisualFactoryCache(bool preMultiplyOnLoad)
46 : mSvgRasterizeThread(NULL),
47 mVectorAnimationManager(),
48 mPreMultiplyOnLoad(preMultiplyOnLoad),
49 mBrokenImageInfoContainer(),
50 mDefaultBrokenImageUrl(""),
51 mUseDefaultBrokenImageOnly(true)
55 VisualFactoryCache::~VisualFactoryCache()
57 SvgRasterizeThread::TerminateThread(mSvgRasterizeThread);
60 Geometry VisualFactoryCache::GetGeometry(GeometryType type)
62 if(!mGeometry[type] && type == QUAD_GEOMETRY)
64 mGeometry[type] = CreateQuadGeometry();
67 return mGeometry[type];
70 void VisualFactoryCache::SaveGeometry(GeometryType type, Geometry geometry)
72 mGeometry[type] = geometry;
75 Shader VisualFactoryCache::GetShader(ShaderType type)
80 void VisualFactoryCache::SaveShader(ShaderType type, Shader shader)
82 mShader[type] = shader;
85 Geometry VisualFactoryCache::CreateQuadGeometry()
87 const float halfWidth = 0.5f;
88 const float halfHeight = 0.5f;
93 QuadVertex quadVertexData[4] =
95 {Vector2(-halfWidth, -halfHeight)},
96 {Vector2(-halfWidth, halfHeight)},
97 {Vector2(halfWidth, -halfHeight)},
98 {Vector2(halfWidth, halfHeight)}};
100 Property::Map quadVertexFormat;
101 quadVertexFormat["aPosition"] = Property::VECTOR2;
102 VertexBuffer quadVertices = VertexBuffer::New(quadVertexFormat);
103 quadVertices.SetData(quadVertexData, 4);
105 // Create the geometry object
106 Geometry geometry = Geometry::New();
107 geometry.AddVertexBuffer(quadVertices);
108 geometry.SetType(Geometry::TRIANGLE_STRIP);
113 ImageAtlasManagerPtr VisualFactoryCache::GetAtlasManager()
117 mAtlasManager = new ImageAtlasManager();
118 mAtlasManager->SetBrokenImage(mDefaultBrokenImageUrl);
121 return mAtlasManager;
124 TextureManager& VisualFactoryCache::GetTextureManager()
126 return mTextureManager;
129 NPatchLoader& VisualFactoryCache::GetNPatchLoader()
131 return mNPatchLoader;
134 SvgRasterizeThread* VisualFactoryCache::GetSVGRasterizationThread()
136 if(!mSvgRasterizeThread)
138 mSvgRasterizeThread = new SvgRasterizeThread();
139 mSvgRasterizeThread->Start();
141 return mSvgRasterizeThread;
144 VectorAnimationManager& VisualFactoryCache::GetVectorAnimationManager()
146 if(!mVectorAnimationManager)
148 mVectorAnimationManager = std::unique_ptr<VectorAnimationManager>(new VectorAnimationManager());
150 return *mVectorAnimationManager;
153 Geometry VisualFactoryCache::CreateGridGeometry(Uint16Pair gridSize)
155 uint16_t gridWidth = gridSize.GetWidth();
156 uint16_t gridHeight = gridSize.GetHeight();
159 Vector<Vector2> vertices;
160 vertices.Reserve((gridWidth + 1) * (gridHeight + 1));
162 for(int y = 0; y < gridHeight + 1; ++y)
164 for(int x = 0; x < gridWidth + 1; ++x)
166 vertices.PushBack(Vector2((float)x / gridWidth - 0.5f, (float)y / gridHeight - 0.5f));
171 Vector<unsigned short> indices;
172 indices.Reserve((gridWidth + 2) * gridHeight * 2 - 2);
174 for(unsigned int row = 0u; row < gridHeight; ++row)
176 unsigned int rowStartIndex = row * (gridWidth + 1u);
177 unsigned int nextRowStartIndex = rowStartIndex + gridWidth + 1u;
179 if(row != 0u) // degenerate index on non-first row
181 indices.PushBack(rowStartIndex);
184 for(unsigned int column = 0u; column < gridWidth + 1u; column++) // main strip
186 indices.PushBack(rowStartIndex + column);
187 indices.PushBack(nextRowStartIndex + column);
190 if(row != gridHeight - 1u) // degenerate index on non-last row
192 indices.PushBack(nextRowStartIndex + gridWidth);
196 Property::Map vertexFormat;
197 vertexFormat["aPosition"] = Property::VECTOR2;
198 VertexBuffer vertexBuffer = VertexBuffer::New(vertexFormat);
199 if(vertices.Size() > 0)
201 vertexBuffer.SetData(&vertices[0], vertices.Size());
204 Property::Map indexFormat;
205 indexFormat["indices"] = Property::INTEGER;
206 VertexBuffer indexVertexBuffer = VertexBuffer::New(indexFormat);
208 // Create the geometry object
209 Geometry geometry = Geometry::New();
210 geometry.AddVertexBuffer(vertexBuffer);
211 if(indices.Size() > 0)
213 geometry.SetIndexBuffer(&indices[0], indices.Size());
216 geometry.SetType(Geometry::TRIANGLE_STRIP);
221 Texture VisualFactoryCache::GetBrokenVisualImage(uint32_t brokenIndex)
223 if(!(mBrokenImageInfoContainer[brokenIndex].texture))
226 Devel::PixelBuffer pixelBuffer = LoadImageFromFile(mBrokenImageInfoContainer[brokenIndex].url);
229 pixelData = Devel::PixelBuffer::Convert(pixelBuffer); // takes ownership of buffer
230 mBrokenImageInfoContainer[brokenIndex].texture = Texture::New(Dali::TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(), pixelData.GetHeight());
231 mBrokenImageInfoContainer[brokenIndex].texture.Upload(pixelData);
232 mBrokenImageInfoContainer[brokenIndex].width = pixelData.GetWidth();
233 mBrokenImageInfoContainer[brokenIndex].height = pixelData.GetHeight();
236 return mBrokenImageInfoContainer[brokenIndex].texture;
239 void VisualFactoryCache::SetPreMultiplyOnLoad(bool preMultiply)
241 mPreMultiplyOnLoad = preMultiply;
244 bool VisualFactoryCache::GetPreMultiplyOnLoad()
246 return mPreMultiplyOnLoad;
249 void VisualFactoryCache::SetBrokenImageUrl(std::string& defaultBrokenUrl, const std::vector<std::string>& brokenImageUrlList)
251 mUseDefaultBrokenImageOnly = false;
252 mBrokenImageInfoContainer.clear();
253 mBrokenImageInfoContainer.assign(brokenImageUrlList.size(), BrokenImageInfo());
254 for(unsigned int i = 0; i < brokenImageUrlList.size(); i++)
256 mBrokenImageInfoContainer[i].url = brokenImageUrlList[i];
259 mDefaultBrokenImageUrl = defaultBrokenUrl;
262 VisualUrl::Type VisualFactoryCache::GetBrokenImageVisualType(int index)
264 return mBrokenImageInfoContainer[index].visualType;
267 Geometry VisualFactoryCache::GetNPatchGeometry(int index)
270 const NPatchData* data;
271 if(mNPatchLoader.GetNPatchData(mBrokenImageInfoContainer[index].npatchId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
273 if(data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1)
275 geometry = GetGeometry(VisualFactoryCache::NINE_PATCH_GEOMETRY);
278 geometry = NPatchHelper::CreateGridGeometry(Uint16Pair(3, 3));
279 SaveGeometry(VisualFactoryCache::NINE_PATCH_GEOMETRY, geometry);
282 else if(data->GetStretchPixelsX().Size() > 0 || data->GetStretchPixelsY().Size() > 0)
284 Uint16Pair gridSize(2 * data->GetStretchPixelsX().Size() + 1, 2 * data->GetStretchPixelsY().Size() + 1);
285 geometry = NPatchHelper::CreateGridGeometry(gridSize);
290 // no N patch data so use default geometry
291 geometry = GetGeometry(VisualFactoryCache::NINE_PATCH_GEOMETRY);
294 geometry = NPatchHelper::CreateGridGeometry(Uint16Pair(3, 3));
295 SaveGeometry(VisualFactoryCache::NINE_PATCH_GEOMETRY, geometry);
301 Shader VisualFactoryCache::GetNPatchShader(int index)
304 const NPatchData* data;
305 // 0 is either no data (load failed?) or no stretch regions on image
306 // for both cases we use the default shader
307 NPatchUtility::StretchRanges::SizeType xStretchCount = 0;
308 NPatchUtility::StretchRanges::SizeType yStretchCount = 0;
310 // ask loader for the regions
311 if(mNPatchLoader.GetNPatchData(mBrokenImageInfoContainer[index].npatchId, data))
313 xStretchCount = data->GetStretchPixelsX().Count();
314 yStretchCount = data->GetStretchPixelsY().Count();
317 if(DALI_LIKELY((xStretchCount == 0 && yStretchCount == 0) || (xStretchCount == 1 && yStretchCount == 1)))
319 shader = GetShader(VisualFactoryCache::NINE_PATCH_SHADER);
320 if(DALI_UNLIKELY(!shader))
322 shader = Shader::New(SHADER_NPATCH_VISUAL_3X3_SHADER_VERT, SHADER_NPATCH_VISUAL_SHADER_FRAG);
324 // Only cache vanilla 9 patch shaders
325 SaveShader(VisualFactoryCache::NINE_PATCH_SHADER, shader);
328 else if(xStretchCount > 0 || yStretchCount > 0)
330 std::stringstream vertexShader;
331 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
332 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
333 << SHADER_NPATCH_VISUAL_SHADER_VERT;
334 shader = Shader::New(vertexShader.str(), SHADER_NPATCH_VISUAL_SHADER_FRAG);
339 void VisualFactoryCache::ApplyTextureAndUniforms(Renderer& renderer, int index)
341 const NPatchData* data;
342 TextureSet textureSet;
343 if(mNPatchLoader.GetNPatchData(mBrokenImageInfoContainer[index].npatchId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
345 textureSet = data->GetTextures();
346 mBrokenImageInfoContainer[index].texture = textureSet.GetTexture(0);
347 NPatchHelper::ApplyTextureAndUniforms(renderer, data);
348 renderer.SetTextures(textureSet);
352 void VisualFactoryCache::UpdateBrokenImageRenderer(Renderer& renderer, const Vector2& size, const bool& rendererIsImage)
354 bool useDefaultBrokenImage = false;
355 if(mBrokenImageInfoContainer.size() == 0)
357 useDefaultBrokenImage = true;
360 // Load Information for broken image
361 for(uint32_t index = 0; (index < mBrokenImageInfoContainer.size()) && !useDefaultBrokenImage; index++)
363 if(mBrokenImageInfoContainer[index].width == 0 && mBrokenImageInfoContainer[index].height == 0)
365 if(!mBrokenImageInfoContainer[index].url.empty())
367 VisualUrl visualUrl(mBrokenImageInfoContainer[index].url);
368 mBrokenImageInfoContainer[index].visualType = visualUrl.GetType();
369 if(mBrokenImageInfoContainer[index].visualType == VisualUrl::Type::N_PATCH)
371 const NPatchData* data;
373 mBrokenImageInfoContainer[index].npatchId = mNPatchLoader.Load(mTextureManager, NULL, mBrokenImageInfoContainer[index].url, border, mPreMultiplyOnLoad, true);
374 if(mNPatchLoader.GetNPatchData(mBrokenImageInfoContainer[index].npatchId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
376 mBrokenImageInfoContainer[index].width = data->GetCroppedWidth();
377 mBrokenImageInfoContainer[index].height = data->GetCroppedHeight();
381 DALI_LOG_ERROR("Can't update renderer for broken image. maybe image loading is failed [index:%d] [path:%s] \n", index, mBrokenImageInfoContainer[index].url.c_str());
382 useDefaultBrokenImage = true;
387 if(!GetBrokenVisualImage(index))
389 DALI_LOG_ERROR("Can't update renderer for broken image. maybe image loading is failed [index:%d] [path:%s] \n", index, mBrokenImageInfoContainer[index].url.c_str());
390 useDefaultBrokenImage = true;
397 if(!mUseDefaultBrokenImageOnly && useDefaultBrokenImage)
400 mBrokenImageInfoContainer.clear();
402 // assign for broken image
403 const int defaultBrokenIndex = 0;
404 mBrokenImageInfoContainer.assign(1, BrokenImageInfo());
405 mBrokenImageInfoContainer[defaultBrokenIndex].url = mDefaultBrokenImageUrl;
406 VisualUrl visualUrl(mBrokenImageInfoContainer[defaultBrokenIndex].url);
407 mBrokenImageInfoContainer[defaultBrokenIndex].visualType = visualUrl.GetType();
408 mUseDefaultBrokenImageOnly = true;
411 // Set Texutre to renderer
412 int brokenIndex = GetProperBrokenImageIndex(size);
413 if(GetBrokenImageVisualType(brokenIndex) == VisualUrl::N_PATCH)
415 // Set geometry and shader for npatch
416 Geometry geometry = GetNPatchGeometry(brokenIndex);
417 Shader shader = GetNPatchShader(brokenIndex);
418 renderer.SetGeometry(geometry);
419 renderer.SetShader(shader);
420 ApplyTextureAndUniforms(renderer, brokenIndex);
424 // Create single image renderer only if rederer is not use normal ImageShader. i.e. npatch visual.
427 Geometry geometry = GetGeometry(QUAD_GEOMETRY);
428 Shader shader = GetShader(IMAGE_SHADER);
431 std::string vertexShader = std::string(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data());
432 std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
433 shader = Shader::New(vertexShader, fragmentShader);
434 shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
435 SaveShader(IMAGE_SHADER, shader);
437 renderer.SetGeometry(geometry);
438 renderer.SetShader(shader);
440 Texture brokenImage = GetBrokenVisualImage(brokenIndex);
441 TextureSet textureSet = TextureSet::New();
442 textureSet.SetTexture(0u, brokenImage);
443 renderer.SetTextures(textureSet);
447 int32_t VisualFactoryCache::GetProperBrokenImageIndex(const Vector2& size)
449 // Sets the default broken type
450 int32_t returnIndex = 0;
451 if((size.width == 0 || size.height == 0) || mUseDefaultBrokenImageOnly)
453 // To do : Need to add observer about size
457 // Find the proper value if we know the size of the image
458 for(int32_t index = static_cast<int32_t>(mBrokenImageInfoContainer.size()) - 1; index >= 0; index--)
460 // Skip if the value is not set
461 if(mBrokenImageInfoContainer[index].width == 0 || mBrokenImageInfoContainer[index].height == 0)
466 if(mBrokenImageInfoContainer[index].width < size.width && mBrokenImageInfoContainer[index].height < size.height)
476 } // namespace Internal
478 } // namespace Toolkit