/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/video-view/video-view.h>
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
-#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
-#include <dali-toolkit/internal/visuals/visual-string-constants.h>
-#include <dali-toolkit/internal/visuals/visual-base-impl.h>
-#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
namespace Dali
DALI_PROPERTY_REGISTRATION( Toolkit, VideoView, "volume", MAP, VOLUME )
DALI_PROPERTY_REGISTRATION( Toolkit, VideoView, "underlay", BOOLEAN, UNDERLAY )
DALI_PROPERTY_REGISTRATION( Toolkit, VideoView, "playPosition", INTEGER, PLAY_POSITION )
+DALI_PROPERTY_REGISTRATION( Toolkit, VideoView, "displayMode", INTEGER, DISPLAY_MODE )
DALI_SIGNAL_REGISTRATION( Toolkit, VideoView, "finished", FINISHED_SIGNAL )
const char* const WINDOW_SURFACE_TARGET( "windowSurfaceTarget" );
const char* const NATIVE_IMAGE_TARGET( "nativeImageTarget" );
+const char* const CUSTOM_SHADER( "shader" );
+const char* const CUSTOM_VERTEX_SHADER( "vertexShader" );
+const char* const CUSTOM_FRAGMENT_SHADER( "fragmentShader" );
+const char* const DEFAULT_SAMPLER_TYPE_NAME( "sampler2D" );
+const char* const CUSTOM_SAMPLER_TYPE_NAME( "samplerExternalOES" );
+
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform mediump mat4 uMvpMatrix;\n
);
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
\n
void main()\n
{\n
- gl_FragColor = vec4(mixColor, opacity)*uColor;\n
+ gl_FragColor = vec4(0.0);\n
+ }\n
+);
+
+const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ varying mediump vec2 vTexCoord;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ varying mediump vec2 sTexCoordRect;\n
+ void main()\n
+ {\n
+ gl_Position = uMvpMatrix * vec4(aPosition * uSize.xy, 0.0, 1.0);\n
+ vTexCoord = aPosition + vec2(0.5);\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
+ uniform lowp vec4 uColor;\n
+ varying mediump vec2 vTexCoord;\n
+ uniform samplerExternalOES sTexture;\n
+ void main()\n
+ {\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
}\n
);
void VideoView::SetUrl( const std::string& url )
{
- if( mUrl != url || !mPropertyMap.Empty() )
- {
mUrl = url;
mPropertyMap.Clear();
- }
-
- if( !mIsUnderlay )
- {
- Actor self( Self() );
- Internal::InitializeVisual( self, mVisual, mNativeImage );
- }
mVideoPlayer.SetUrl( mUrl );
}
{
mPropertyMap = map;
- Actor self( Self() );
- Internal::InitializeVisual( self, mVisual, mPropertyMap );
-
- Property::Value* widthValue = mPropertyMap.Find( "width" );
- if( widthValue )
- {
- int width;
- if( widthValue->Get( width ) )
- {
- mVideoSize = ImageDimensions( width, mVideoSize.GetHeight() );
- }
- }
-
- Property::Value* heightValue = mPropertyMap.Find( "height" );
- if( heightValue )
- {
- int height;
- if( heightValue->Get( height ) )
- {
- mVideoSize = ImageDimensions( mVideoSize.GetWidth(), height );
- }
- }
-
Property::Value* target = map.Find( RENDERING_TARGET );
std::string targetType;
SetNativeImageTarget();
}
+ // Custom shader
+ Property::Value* shaderValue;
+ if( !map.Empty() )
+ {
+ shaderValue = map.Find( CUSTOM_SHADER );
+
+ if( shaderValue )
+ {
+ Property::Map* shaderMap = shaderValue->GetMap();
+ if( shaderMap )
+ {
+ mEffectPropertyMap = *shaderMap;
+ }
+ }
+ }
+
+ if( mTextureRenderer && !mEffectPropertyMap.Empty() )
+ {
+ Dali::Shader shader = CreateShader();
+ mTextureRenderer.SetShader( shader );
+ }
+
RelayoutRequest();
}
return mUrl;
}
-void VideoView::SetLooping(bool looping)
+void VideoView::SetLooping( bool looping )
{
mVideoPlayer.SetLooping( looping );
}
{
if( mIsUnderlay )
{
- Self().AddRenderer( mRenderer );
+ Self().AddRenderer( mOverlayRenderer );
}
mVideoPlayer.Play();
{
if( mIsUnderlay )
{
- Self().RemoveRenderer( mRenderer );
+ Self().RemoveRenderer( mOverlayRenderer );
}
if ( !mFinishedSignal.Empty() )
}
else if( value.Get( map ) )
{
- Property::Value* shaderValue = map.Find( Toolkit::Visual::Property::SHADER, CUSTOM_SHADER );
-
- if( map.Count() > 1u || !shaderValue )
- {
impl.SetPropertyMap( map );
}
- else if( impl.mVisual && map.Count() == 1u && shaderValue )
- {
- Property::Map shaderMap;
- if( shaderValue->Get( shaderMap ) )
- {
- Internal::Visual::Base& visual = Toolkit::GetImplementation( impl.mVisual );
- visual.SetCustomShader( shaderMap );
- if( videoView.OnStage() )
- {
- visual.SetOffStage( videoView );
- visual.SetOnStage( videoView );
- }
- }
- }
- }
break;
}
case Toolkit::VideoView::Property::LOOPING:
}
break;
}
+ case Toolkit::VideoView::Property::DISPLAY_MODE:
+ {
+ int mode;
+ if( value.Get( mode ) )
+ {
+ impl.SetDisplayMode( mode );
+ }
+ break;
+ }
}
}
}
value = impl.GetPlayPosition();
break;
}
+ case Toolkit::VideoView::Property::DISPLAY_MODE:
+ {
+ value = impl.GetDisplayMode();
+ break;
+ }
}
}
void VideoView::SetDepthIndex( int depthIndex )
{
- if( mVisual )
+ if( mTextureRenderer )
{
- mVisual.SetDepthIndex( depthIndex );
+ mTextureRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depthIndex );
}
}
void VideoView::OnStageConnection( int depth )
{
- if( mVisual )
- {
- CustomActor self = Self();
- Toolkit::GetImplementation(mVisual).SetOnStage( self );
- }
-
Control::OnStageConnection( depth );
}
void VideoView::OnStageDisconnection()
{
- if( mVisual )
- {
- CustomActor self = Self();
- Toolkit::GetImplementation(mVisual).SetOffStage( self );
- }
-
Control::OnStageDisconnection();
}
Actor self = Self();
int curPos = mVideoPlayer.GetPlayPosition();
- if( mVisual )
- {
- Toolkit::GetImplementation(mVisual).SetOffStage(self);
- mVisual.Reset();
- }
-
if( mIsPlay )
{
mVideoPlayer.Pause();
mSizeUpdateNotification.NotifySignal().Connect( this, &VideoView::UpdateDisplayArea );
mScaleUpdateNotification.NotifySignal().Connect( this, &VideoView::UpdateDisplayArea );
+ if( mTextureRenderer )
+ {
+ self.RemoveRenderer( mTextureRenderer );
+ }
+
mVideoPlayer.SetRenderingTarget( Dali::Adaptor::Get().GetNativeWindowHandle() );
mVideoPlayer.SetUrl( mUrl );
- if( !mRenderer )
+ if( !mOverlayRenderer )
{
// For underlay rendering mode, video display area have to be transparent.
Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mRenderer = Renderer::New( geometry, shader );
-
- mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
- mRenderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE );
- mRenderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ZERO );
- mRenderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE );
- mRenderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ZERO );
+ mOverlayRenderer = Renderer::New( geometry, shader );
+ mOverlayRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
}
if( mIsPlay )
}
Actor self( Self() );
- self.RemoveRenderer( mRenderer );
- Dali::Stage::GetCurrent().KeepRendering( 0.0f );
+
+ if( mOverlayRenderer )
+ {
+ self.RemoveRenderer( mOverlayRenderer );
+ }
self.RemovePropertyNotification( mPositionUpdateNotification );
self.RemovePropertyNotification( mSizeUpdateNotification );
Any source;
Dali::NativeImageSourcePtr nativeImageSourcePtr = Dali::NativeImageSource::New( source );
- mNativeImage = Dali::NativeImage::New( *nativeImageSourcePtr );
+ mNativeTexture = Dali::Texture::New( *nativeImageSourcePtr );
+
+ if( !mTextureRenderer )
+ {
+ Dali::Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
+ Dali::Shader shader = CreateShader();
+ Dali::TextureSet textureSet = Dali::TextureSet::New();
+ textureSet.SetTexture( 0u, mNativeTexture );
+
+ mTextureRenderer = Renderer::New( geometry, shader );
+ mTextureRenderer.SetTextures( textureSet );
+ }
+ else
+ {
+ Dali::TextureSet textureSet = mTextureRenderer.GetTextures();
+ textureSet.SetTexture( 0u, mNativeTexture );
+ }
+ Self().AddRenderer( mTextureRenderer );
mVideoPlayer.SetRenderingTarget( nativeImageSourcePtr );
mVideoPlayer.SetUrl( mUrl );
- Internal::InitializeVisual( self, mVisual, mNativeImage );
- Self().RemoveRenderer( mRenderer );
-
if( mIsPlay )
{
Play();
mVideoPlayer.SetPlayPosition( pos );
}
+void VideoView::SetDisplayMode( int mode )
+{
+ mVideoPlayer.SetDisplayMode( static_cast< Dali::VideoPlayerPlugin::DisplayMode::Type >( mode ) );
+}
+
+int VideoView::GetDisplayMode() const
+{
+ return static_cast< int >( mVideoPlayer.GetDisplayMode() );
+}
+
+Dali::Shader VideoView::CreateShader()
+{
+ std::string fragmentShader = "#extension GL_OES_EGL_image_external:require\n";
+ std::string vertexShader;
+ std::string customFragmentShader;
+ bool checkShader = false;
+
+ if( !mEffectPropertyMap.Empty() )
+ {
+ Property::Value* vertexShaderValue = mEffectPropertyMap.Find( CUSTOM_VERTEX_SHADER );
+ if( vertexShaderValue )
+ {
+ checkShader = GetStringFromProperty( *vertexShaderValue, vertexShader );
+ }
+
+ if( !vertexShaderValue || !checkShader )
+ {
+ vertexShader = VERTEX_SHADER_TEXTURE;
+ }
+
+ Property::Value* fragmentShaderValue = mEffectPropertyMap.Find( CUSTOM_FRAGMENT_SHADER );
+ if( fragmentShaderValue )
+ {
+ checkShader = GetStringFromProperty( *fragmentShaderValue, customFragmentShader );
+
+ if( checkShader )
+ {
+ fragmentShader = customFragmentShader;
+ }
+ }
+
+ if( !fragmentShaderValue || !checkShader )
+ {
+ fragmentShader += FRAGMENT_SHADER_TEXTURE;
+ }
+ }
+ else
+ {
+ vertexShader = VERTEX_SHADER_TEXTURE;
+ fragmentShader += FRAGMENT_SHADER_TEXTURE;
+ }
+
+ return Dali::Shader::New( vertexShader, fragmentShader );
+}
+
+bool VideoView::GetStringFromProperty( const Dali::Property::Value& value, std::string& output )
+{
+ bool extracted = false;
+ if( value.Get( output ) )
+ {
+ extracted = true;
+ }
+
+ return extracted;
+}
+
} // namespace Internal
} // namespace toolkit