#include <dali-toolkit/internal/controls/renderers/renderer-factory-impl.h>
#include <dali-toolkit/internal/controls/renderers/renderer-factory-cache.h>
#include <dali-toolkit/internal/controls/renderers/control-renderer-data-impl.h>
+#include <dali-toolkit/internal/controls/renderers/renderer-string-constants.h>
#include <dali-toolkit/internal/controls/renderers/gradient/linear-gradient.h>
#include <dali-toolkit/internal/controls/renderers/gradient/radial-gradient.h>
namespace
{
-const char * const RENDERER_TYPE("renderer-type");
-const char * const RENDERER_TYPE_VALUE("gradient-renderer");
-
// properties: linear gradient
-const char * const GRADIENT_START_POSITION_NAME("gradient-start-position"); // Property::VECTOR2
-const char * const GRADIENT_END_POSITION_NAME("gradient-end-position"); // Property::VECTOR2
+const char * const START_POSITION_NAME("startPosition"); // Property::VECTOR2
+const char * const END_POSITION_NAME("endPosition"); // Property::VECTOR2
// properties: radial gradient
-const char * const GRADIENT_CENTER_NAME("gradient-center"); // Property::VECTOR2
-const char * const GRADIENT_RADIUS_NAME("gradient-radius"); // Property::FLOAT
+const char * const CENTER_NAME("center"); // Property::VECTOR2
+const char * const RADIUS_NAME("radius"); // Property::FLOAT
// properties: linear&radial gradient
-const char * const GRADIENT_STOP_OFFSET_NAME("gradient-stop-offset"); // Property::Array FLOAT
-const char * const GRADIENT_STOP_COLOR_NAME("gradient-stop-color"); // Property::Array VECTOR4
-const char * const GRADIENT_UNITS_NAME("gradient-units"); // Property::String "userSpaceOnUse | objectBoundingBox"
-const char * const GRADIENT_SPREAD_METHOD_NAME("gradient-spread-method"); // Property::String "pad | reflect | repeat"
+const char * const STOP_OFFSET_NAME("stopOffset"); // Property::Array FLOAT
+const char * const STOP_COLOR_NAME("stopColor"); // Property::Array VECTOR4
+const char * const UNITS_NAME("units"); // Property::String "userSpaceOnUse | objectBoundingBox"
+const char * const SPREAD_METHOD_NAME("spreadMethod"); // Property::String "pad | reflect | repeat"
// string values
-const char * const UNIT_USER_SPACE("user-space");
-const char * const UNIT_BOUNDING_BOX("object-bounding-box");
+const char * const UNIT_USER_SPACE("userSpace");
+const char * const UNIT_BOUNDING_BOX("objectBoundingBox");
const char * const SPREAD_PAD("pad");
const char * const SPREAD_REFLECT("reflect");
const char * const SPREAD_REPEAT("repeat");
// uniform names
const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" );
-const char * const UNIFORM_TEXTULRE_NAME("sTexture");
+// default offset value
+const unsigned int DEFAULT_OFFSET_MINIMUM = 0.0f;
+const unsigned int DEFAULT_OFFSET_MAXIMUM = 1.0f;
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
+RendererFactoryCache::ShaderType GetShaderType( GradientRenderer::Type type, Gradient::GradientUnits units)
+{
+ if( type==GradientRenderer::LINEAR )
+ {
+ if( units == Gradient::USER_SPACE_ON_USE )
+ {
+ return RendererFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE;
+ }
+ return RendererFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX;
+ }
+ else if( units == Gradient::USER_SPACE_ON_USE )
+ {
+ return RendererFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE;
+ }
+
+ return RendererFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX;
+}
+
+const char* VERTEX_SHADER[] =
+{
+// vertex shader for gradient units as USER_SPACE_ON_USE
+DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
\n
vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
}\n
-);
+),
+
+// vertex shader for gradient units as OBJECT_BOUNDING_BOX
+ DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ uniform mediump mat3 uAlignmentMatrix;\n
+ varying mediump vec2 vTexCoord;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
+ vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
+ \n
+ vertexPosition.xyz *= uSize;\n
+ gl_Position = uMvpMatrix * vertexPosition;\n
+ }\n
+)
+};
-const char* FRAGMENT_SHADER_LINEAR = DALI_COMPOSE_SHADER(
+const char* FRAGMENT_SHADER[] =
+{
+// fragment shader for linear gradient
+DALI_COMPOSE_SHADER(
uniform sampler2D sTexture;\n // sampler1D?
uniform lowp vec4 uColor;\n
varying mediump vec2 vTexCoord;\n
{\n
gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * uColor;\n
}\n
-);
+),
-const char* FRAGMENT_SHADER_RADIAL = DALI_COMPOSE_SHADER(
+// fragment shader for radial gradient
+DALI_COMPOSE_SHADER(
uniform sampler2D sTexture;\n // sampler1D?
uniform lowp vec4 uColor;\n
varying mediump vec2 vTexCoord;\n
{\n
gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * uColor;\n
}\n
-);
+)
+};
-Sampler::WrapMode GetWrapMode( Gradient::SpreadMethod spread )
+Dali::WrapMode::Type GetWrapMode( Gradient::SpreadMethod spread )
{
switch(spread)
{
case Gradient::REPEAT:
{
- return Sampler::REPEAT;
+ return Dali::WrapMode::REPEAT;
}
case Gradient::REFLECT:
{
- return Sampler::MIRRORED_REPEAT;
+ return Dali::WrapMode::MIRRORED_REPEAT;
}
case Gradient::PAD:
default:
{
- return Sampler::CLAMP_TO_EDGE;
+ return Dali::WrapMode::CLAMP_TO_EDGE;
}
}
}
}
-GradientRenderer::GradientRenderer()
-:mGradientTransformIndex( Property::INVALID_INDEX )
+GradientRenderer::GradientRenderer( RendererFactoryCache& factoryCache )
+: ControlRenderer( factoryCache ),
+ mGradientType( LINEAR )
{
}
{
}
-void GradientRenderer::DoInitialize( RendererFactoryCache& factoryCache, const Property::Map& propertyMap )
+void GradientRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap )
{
- mImpl->mGeometry = factoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
- if( !(mImpl->mGeometry) )
+ Gradient::GradientUnits gradientUnits = Gradient::OBJECT_BOUNDING_BOX;
+ Property::Value* unitsValue = propertyMap.Find( UNITS_NAME );
+ std::string units;
+ // The default unit is OBJECT_BOUNDING_BOX.
+ // Only need to set new units if 'user-space'
+ if( unitsValue && unitsValue->Get( units ) && units == UNIT_USER_SPACE )
{
- mImpl->mGeometry = RendererFactoryCache::CreateQuadGeometry();
- factoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, mImpl->mGeometry );
+ gradientUnits = Gradient::USER_SPACE_ON_USE;
}
- Type gradientType;
- if( propertyMap.Find( GRADIENT_RADIUS_NAME ))
+ mGradientType = LINEAR;
+ if( propertyMap.Find( RADIUS_NAME ))
{
- mImpl->mShader = factoryCache.GetShader( RendererFactoryCache::GRADIENT_SHADER_RADIAL );
- if( !(mImpl->mShader) )
- {
- mImpl->mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_RADIAL );
- factoryCache.SaveShader( RendererFactoryCache::GRADIENT_SHADER_RADIAL, mImpl->mShader );
- }
- gradientType = RADIAL;
- }
- else
- {
- mImpl->mShader = factoryCache.GetShader( RendererFactoryCache::GRADIENT_SHADER_LINEAR );
- if( !(mImpl->mShader) )
- {
- mImpl->mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_LINEAR );
- factoryCache.SaveShader( RendererFactoryCache::GRADIENT_SHADER_LINEAR, mImpl->mShader );
- }
- gradientType = LINEAR;
+ mGradientType = RADIAL;
}
- if( NewGradient(gradientType, propertyMap) )
+ if( NewGradient( mGradientType, propertyMap ) )
{
+ mGradient->SetGradientUnits( gradientUnits );
mGradientTransform = mGradient->GetAlignmentTransform();
}
else
void GradientRenderer::SetSize( const Vector2& size )
{
ControlRenderer::SetSize( size );
-
- if( mGradient->GetGradientUnits() == Gradient::OBJECT_BOUNDING_BOX )
- {
- // Apply scaling
- Matrix3 scaling( 1.f/(size.x+Math::MACHINE_EPSILON_100), 0.f, 0.f,
- 0.f, 1.f/(size.y+Math::MACHINE_EPSILON_100), 0.f, 0.5f, 0.5f, 1.f );
- Matrix3::Multiply( mGradientTransform, scaling, mGradient->GetAlignmentTransform() );
-
- if( mImpl->mRenderer )
- {
- (mImpl->mRenderer).SetProperty( mGradientTransformIndex, mGradientTransform );
- }
- }
}
void GradientRenderer::SetClipRect( const Rect<int>& clipRect )
//ToDo: renderer applies the offset
}
+void GradientRenderer::DoSetOnStage( Actor& actor )
+{
+ InitializeRenderer();
+}
+
void GradientRenderer::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE );
+ map.Insert( RENDERER_TYPE, GRADIENT_RENDERER );
Gradient::GradientUnits units = mGradient->GetGradientUnits();
if( units == Gradient::USER_SPACE_ON_USE )
{
- map.Insert( GRADIENT_UNITS_NAME, UNIT_USER_SPACE );
+ map.Insert( UNITS_NAME, UNIT_USER_SPACE );
}
else // if( units == Gradient::OBJECT_BOUNDING_BOX )
{
- map.Insert( GRADIENT_UNITS_NAME, UNIT_BOUNDING_BOX );
+ map.Insert( UNITS_NAME, UNIT_BOUNDING_BOX );
}
Gradient::SpreadMethod spread = mGradient->GetSpreadMethod();
if( spread == Gradient::PAD )
{
- map.Insert( GRADIENT_SPREAD_METHOD_NAME, SPREAD_PAD );
+ map.Insert( SPREAD_METHOD_NAME, SPREAD_PAD );
}
else if( spread == Gradient::REFLECT )
{
- map.Insert( GRADIENT_SPREAD_METHOD_NAME, SPREAD_REFLECT );
+ map.Insert( SPREAD_METHOD_NAME, SPREAD_REFLECT );
}
else // if( units == Gradient::REPEAT )
{
- map.Insert( GRADIENT_SPREAD_METHOD_NAME, SPREAD_REPEAT );
+ map.Insert( SPREAD_METHOD_NAME, SPREAD_REPEAT );
}
const Vector<Gradient::GradientStop>& stops( mGradient->GetStops() );
colors.PushBack( stops[i].mStopColor );
}
- map.Insert( GRADIENT_STOP_OFFSET_NAME, offsets );
- map.Insert( GRADIENT_STOP_COLOR_NAME, colors );
+ map.Insert( STOP_OFFSET_NAME, offsets );
+ map.Insert( STOP_COLOR_NAME, colors );
if( &typeid( *mGradient ) == &typeid(LinearGradient) )
{
LinearGradient* gradient = static_cast<LinearGradient*>( mGradient.Get() );
- map.Insert( GRADIENT_START_POSITION_NAME, gradient->GetStartPosition() );
- map.Insert( GRADIENT_END_POSITION_NAME, gradient->GetEndPosition() );
+ map.Insert( START_POSITION_NAME, gradient->GetStartPosition() );
+ map.Insert( END_POSITION_NAME, gradient->GetEndPosition() );
}
else // if( &typeid( *mGradient ) == &typeid(RadialGradient) )
{
RadialGradient* gradient = static_cast<RadialGradient*>( mGradient.Get() );
- map.Insert( GRADIENT_CENTER_NAME, gradient->GetCenter() );
- map.Insert( GRADIENT_RADIUS_NAME, gradient->GetRadius() );
+ map.Insert( CENTER_NAME, gradient->GetCenter() );
+ map.Insert( RADIUS_NAME, gradient->GetRadius() );
}
}
-void GradientRenderer::DoSetOnStage( Actor& actor )
+void GradientRenderer::InitializeRenderer()
{
- mGradientTransformIndex = (mImpl->mRenderer).RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
+ Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
+ if( !geometry )
+ {
+ geometry = RendererFactoryCache::CreateQuadGeometry();
+ mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
+ }
+
+ Gradient::GradientUnits gradientUnits = mGradient->GetGradientUnits();
+ RendererFactoryCache::ShaderType shaderType = GetShaderType( mGradientType, gradientUnits );
+ Shader shader = mFactoryCache.GetShader( shaderType );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER[gradientUnits], FRAGMENT_SHADER[ mGradientType ] );
+ mFactoryCache.SaveShader( shaderType, shader );
+ }
+ //Set up the texture set
+ TextureSet textureSet = TextureSet::New();
Dali::BufferImage lookupTexture = mGradient->GenerateLookupTexture();
- Sampler sampler = Sampler::New( lookupTexture, UNIFORM_TEXTULRE_NAME );
- Sampler::WrapMode wrap = GetWrapMode( mGradient->GetSpreadMethod() );
+ textureSet.SetImage( 0u, lookupTexture );
+ Dali::WrapMode::Type wrap = GetWrapMode( mGradient->GetSpreadMethod() );
+ Sampler sampler = Sampler::New();
sampler.SetWrapMode( wrap, wrap );
+ textureSet.SetSampler( 0u, sampler );
- Material material = (mImpl->mRenderer).GetMaterial();
- if( material )
- {
- material.AddSampler( sampler );
- }
+ mImpl->mRenderer = Renderer::New( geometry, shader );
+ mImpl->mRenderer.SetTextures( textureSet );
+
+ mImpl->mRenderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
}
bool GradientRenderer::NewGradient(Type gradientType, const Property::Map& propertyMap)
{
if( gradientType==LINEAR )
{
- Property::Value* startPositionValue = propertyMap.Find( GRADIENT_START_POSITION_NAME );
- Property::Value* endPositionValue = propertyMap.Find( GRADIENT_END_POSITION_NAME );
+ Property::Value* startPositionValue = propertyMap.Find( START_POSITION_NAME );
+ Property::Value* endPositionValue = propertyMap.Find( END_POSITION_NAME );
Vector2 startPosition;
Vector2 endPosition;
}
else // type==RADIAL
{
- Property::Value* centerValue = propertyMap.Find( GRADIENT_CENTER_NAME );
- Property::Value* radiusValue = propertyMap.Find( GRADIENT_RADIUS_NAME );
+ Property::Value* centerValue = propertyMap.Find( CENTER_NAME );
+ Property::Value* radiusValue = propertyMap.Find( RADIUS_NAME );
Vector2 center;
float radius;
if( centerValue && centerValue->Get(center)
}
unsigned int numValidStop = 0u;
- Property::Value* stopOffsetValue = propertyMap.Find( GRADIENT_STOP_OFFSET_NAME );
- Property::Value* stopColorValue = propertyMap.Find( GRADIENT_STOP_COLOR_NAME );
- if( stopOffsetValue && stopColorValue )
+ Property::Value* stopOffsetValue = propertyMap.Find( STOP_OFFSET_NAME );
+ Property::Value* stopColorValue = propertyMap.Find( STOP_COLOR_NAME );
+ if( stopColorValue )
{
Vector<float> offsetArray;
Property::Array* colorArray = stopColorValue->GetArray();
- if( colorArray && GetStopOffsets( stopOffsetValue, offsetArray ))
+ if( colorArray )
{
+ GetStopOffsets( stopOffsetValue, offsetArray );
unsigned int numStop = offsetArray.Count() < colorArray->Count() ?
offsetArray.Count() : colorArray->Count();
Vector4 color;
return false;
}
- Property::Value* unitsValue = propertyMap.Find( GRADIENT_UNITS_NAME );
- std::string units;
- // The default unit is OBJECT_BOUNDING_BOX.
- // Only need to set new units if 'user-space'
- if( unitsValue && unitsValue->Get( units ) && units == UNIT_USER_SPACE )
- {
- mGradient->SetGradientUnits( Gradient::USER_SPACE_ON_USE );
- }
-
- Property::Value* spread = propertyMap.Find( GRADIENT_SPREAD_METHOD_NAME );
+ Property::Value* spread = propertyMap.Find( SPREAD_METHOD_NAME );
std::string stringValue ;
// The default spread method is PAD.
// Only need to set new spread if 'reflect' or 'repeat"
return true;
}
-bool GradientRenderer::GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets)
+void GradientRenderer::GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets)
{
- Vector2 offset2;
- if( value->Get( offset2 ) )
- {
- stopOffsets.PushBack( offset2.x );
- stopOffsets.PushBack( offset2.y );
- return true;
- }
-
- Vector3 offset3;
- if( value->Get( offset3 ) )
- {
- stopOffsets.PushBack( offset3.x );
- stopOffsets.PushBack( offset3.y );
- stopOffsets.PushBack( offset3.z );
- return true;
- }
- Vector4 offset4;
- if( value->Get( offset4 ) )
+ if ( value ) // Only check valve type if a valid Property has been passed in
{
- stopOffsets.PushBack( offset4.x );
- stopOffsets.PushBack( offset4.y );
- stopOffsets.PushBack( offset4.z );
- stopOffsets.PushBack( offset4.w );
- return true;
- }
-
- Property::Array* offsetArray = value->GetArray();
- if( offsetArray )
- {
- unsigned int numStop = offsetArray->Count();
- float offset;
- for( unsigned int i=0; i<numStop; i++ )
+ switch ( value->GetType() )
{
- if( offsetArray->GetElementAt(i).Get(offset) )
+ case Property::VECTOR2:
+ {
+ Vector2 offset2;
+ value->Get( offset2 );
+ stopOffsets.PushBack( offset2.x );
+ stopOffsets.PushBack( offset2.y );
+ break;
+ }
+ case Property::VECTOR3:
{
- stopOffsets.PushBack( offset );
+ Vector3 offset3;
+ value->Get( offset3 );
+ stopOffsets.PushBack( offset3.x );
+ stopOffsets.PushBack( offset3.y );
+ stopOffsets.PushBack( offset3.z );
+ break;
+ }
+ case Property::VECTOR4:
+ {
+ Vector4 offset4;
+ value->Get( offset4 );
+ stopOffsets.PushBack( offset4.x );
+ stopOffsets.PushBack( offset4.y );
+ stopOffsets.PushBack( offset4.z );
+ stopOffsets.PushBack( offset4.w );
+ break;
+ }
+ case Property::ARRAY:
+ {
+ Property::Array* offsetArray = value->GetArray();
+ unsigned int numStop = offsetArray->Count();
+ float offset;
+ for( unsigned int i=0; i<numStop; i++ )
+ {
+ if( offsetArray->GetElementAt(i).Get(offset) )
+ {
+ stopOffsets.PushBack( offset );
+ }
+ }
+ break;
+ }
+ default:
+ {
+ DALI_LOG_WARNING("GetStopOffsets passed unsupported Property Map\n");
+ // Unsupported Type
}
}
- return true;
}
- return false;
+ if ( stopOffsets.Empty() )
+ {
+ // Set default offset if none set by Property system, need a minimum and maximum
+ stopOffsets.PushBack( DEFAULT_OFFSET_MINIMUM );
+ stopOffsets.PushBack( DEFAULT_OFFSET_MAXIMUM );
+ }
}
} // namespace Internal