{
}
-Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner)
+Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, TextureAtlas atlasing, DefaultTextureWrapMode defaultTextureWrapping, RoundedCorner roundedCorner, Borderline borderline)
{
Shader shader;
- if(atlasing)
+ VisualFactoryCache::ShaderType shaderType = VisualFactoryCache::IMAGE_SHADER;
+ if(atlasing == TextureAtlas::ENABLED)
{
- if(defaultTextureWrapping)
+ if(defaultTextureWrapping == DefaultTextureWrapMode::APPLY)
{
- shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP);
- if(!shader)
+ shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP;
+ }
+ else
+ {
+ shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP;
+ }
+ }
+ else
+ {
+ if(roundedCorner == RoundedCorner::ENABLED)
+ {
+ if(borderline == Borderline::ENABLED)
{
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ATLAS_CLAMP_SHADER_FRAG.data());
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader);
+ shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE;
+ }
+ else
+ {
+ shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER;
}
}
else
{
- shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP);
- if(!shader)
+ if(borderline == Borderline::ENABLED)
{
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ATLAS_VARIOUS_WRAP_SHADER_FRAG.data());
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader);
+ shaderType = VisualFactoryCache::IMAGE_SHADER_BORDERLINE;
}
}
}
- else
+
+ shader = factoryCache.GetShader(shaderType);
+ if(!shader)
{
- if(roundedCorner)
+ std::string vertexShaderPrefixList;
+ std::string fragmentShaderPrefixList;
+ if(atlasing == TextureAtlas::ENABLED)
{
- shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER);
- if(!shader)
+ if(defaultTextureWrapping == DefaultTextureWrapMode::APPLY)
+ {
+ fragmentShaderPrefixList += "#define ATLAS_DEFAULT_WARP 1\n";
+ }
+ else
{
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_ROUNDED_CORNER_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ROUNDED_CORNER_SHADER_FRAG.data());
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader);
+ fragmentShaderPrefixList += "#define ATLAS_CUSTOM_WARP 1\n";
}
}
else
{
- shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER);
- if(!shader)
+ if(roundedCorner == RoundedCorner::ENABLED)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ }
+ if(borderline == Borderline::ENABLED)
{
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
- Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG.data());
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER, shader);
+ vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
}
}
+
+ shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
+ Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data());
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ factoryCache.SaveShader(shaderType, shader);
}
return shader;
{
if(gFragmentShaderNoAtlas.empty())
{
- gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG.data();
+ gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data();
}
return gFragmentShaderNoAtlas;
}