const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" );
const char * const UNIFORM_TEXTULRE_NAME("sTexture");
+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;
+ }
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
+ 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
-);
+),
-const char* FRAGMENT_SHADER_LINEAR = DALI_COMPOSE_SHADER(
+// 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[] =
+{
+// 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 )
{
}
-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( 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( 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 )
{
- mImpl->mGeometry = RendererFactoryCache::CreateQuadGeometry();
- factoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, mImpl->mGeometry );
+ gradientUnits = Gradient::USER_SPACE_ON_USE;
}
- Type gradientType;
+ mGradientType = LINEAR;
if( propertyMap.Find( GRADIENT_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 )
}
}
-void GradientRenderer::DoSetOnStage( Actor& actor )
+void GradientRenderer::InitializeRenderer( Dali::Renderer& renderer )
{
- 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 );
+ }
+
+ Material material;
+ if( !renderer )
+ {
+ material = Material::New( shader );
+ renderer = Renderer::New( geometry, material );
+ }
+ else
+ {
+ mImpl->mRenderer.SetGeometry( geometry );
+ material = mImpl->mRenderer.GetMaterial();
+ if( material )
+ {
+ material.SetShader( shader );
+ }
+ }
Dali::BufferImage lookupTexture = mGradient->GenerateLookupTexture();
Sampler sampler = Sampler::New( lookupTexture, UNIFORM_TEXTULRE_NAME );
Sampler::WrapMode wrap = GetWrapMode( mGradient->GetSpreadMethod() );
sampler.SetWrapMode( wrap, wrap );
- Material material = (mImpl->mRenderer).GetMaterial();
- if( material )
- {
- material.AddSampler( sampler );
- }
+ material.AddSampler( sampler );
+
+ renderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
}
bool GradientRenderer::NewGradient(Type gradientType, const Property::Map& propertyMap)
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 );
std::string stringValue ;
// The default spread method is PAD.