/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/border-visual-properties.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
namespace
{
-const char * const COLOR_NAME("borderColor");
-const char * const SIZE_NAME("borderSize");
-const char * const ANTI_ALIASING("antiAliasing");
-
const char * const POSITION_ATTRIBUTE_NAME("aPosition");
const char * const DRIFT_ATTRIBUTE_NAME("aDrift");
const char * const INDEX_NAME("indices");
+const char* VERTEX_SHADER =
+ "INPUT mediump vec2 aPosition;\n"
+ "INPUT mediump vec2 aDrift;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+ "uniform mediump float borderSize;\n"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+
+ "vec2 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " return (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy;\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " vec2 position = ComputeVertexPosition() + aDrift*borderSize;\n"
+ " gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER =
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec4 borderColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * borderColor * uColor;\n"
+ "}\n";
+
+const char* VERTEX_SHADER_ANTI_ALIASING =
+ "INPUT mediump vec2 aPosition;\n"
+ "INPUT mediump vec2 aDrift;\n"
+ "OUTPUT mediump float vAlpha;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+ "uniform mediump float borderSize;\n"
+
+ "void main()\n"
+ "{\n"
+ " vec2 position = aPosition*(uSize.xy+vec2(0.75)) + aDrift*(borderSize+1.5);\n"
+ " gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n"
+ " vAlpha = min( abs(aDrift.x), abs(aDrift.y) )*(borderSize+1.5);"
+ "}\n";
+
+const char* FRAGMENT_SHADER_ANTI_ALIASING =
+ "INPUT mediump float vAlpha;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec4 borderColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform mediump float borderSize;\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * borderColor * uColor;\n"
+ " OUT_COLOR.a *= smoothstep(0.0, 1.5, vAlpha) * smoothstep( borderSize + 1.5, borderSize, vAlpha );\n"
+ "}\n";
+}
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aDrift;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump float borderSize;\n
- \n
- void main()\n
- {\n
- vec2 position = aPosition*uSize.xy + aDrift*borderSize;\n
- gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
- }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec4 borderColor;\n
- \n
- void main()\n
- {\n
- gl_FragColor = borderColor*uColor;\n
- }\n
-);
-
-const char* VERTEX_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aDrift;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump float borderSize;\n
- varying mediump float vAlpha;\n
- \n
- void main()\n
- {\n
- vec2 position = aPosition*(uSize.xy+vec2(0.75)) + aDrift*(borderSize+1.5);\n
- gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
- vAlpha = min( abs(aDrift.x), abs(aDrift.y) )*(borderSize+1.5);
- }\n
-);
-
-const char* FRAGMENT_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec4 borderColor;\n
- uniform mediump float borderSize;\n
- varying mediump float vAlpha;\n
- \n
- void main()\n
- {\n
- gl_FragColor = borderColor*uColor;\n
- gl_FragColor.a *= smoothstep(0.0, 1.5, vAlpha)*smoothstep( borderSize+1.5, borderSize, vAlpha );\n
- }\n
-);
+BorderVisualPtr BorderVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
+{
+ BorderVisualPtr borderVisualPtr( new BorderVisual( factoryCache ) );
+ borderVisualPtr->SetProperties( properties );
+ return borderVisualPtr;
}
BorderVisual::BorderVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache ),
+: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::BORDER ),
mBorderColor( Color::TRANSPARENT ),
mBorderSize( 0.f ),
mBorderColorIndex( Property::INVALID_INDEX ),
{
}
-void BorderVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void BorderVisual::DoSetProperties( const Property::Map& propertyMap )
{
- Property::Value* color = propertyMap.Find( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME );
- if( !( color && color->Get(mBorderColor) ) )
- {
- DALI_LOG_ERROR( "Fail to provide a border color to the BorderVisual object\n" );
- }
-
- Property::Value* size = propertyMap.Find( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME );
- if( !( size && size->Get(mBorderSize) ) )
- {
- DALI_LOG_ERROR( "Fail to provide a border size to the BorderVisual object\n" );
- }
-
- Property::Value* antiAliasing = propertyMap.Find( Toolkit::BorderVisual::Property::ANTI_ALIASING, ANTI_ALIASING );
- if( antiAliasing )
+ for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
{
- antiAliasing->Get( mAntiAliasing );
+ KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
+ if( keyValue.first.type == Property::Key::INDEX )
+ {
+ DoSetProperty( keyValue.first.indexKey, keyValue.second );
+ }
+ else
+ {
+ if( keyValue.first == COLOR_NAME )
+ {
+ DoSetProperty( Toolkit::BorderVisual::Property::COLOR, keyValue.second );
+ }
+ else if( keyValue.first == SIZE_NAME )
+ {
+ DoSetProperty( Toolkit::BorderVisual::Property::SIZE, keyValue.second );
+ }
+ else if( keyValue.first == ANTI_ALIASING )
+ {
+ DoSetProperty( Toolkit::BorderVisual::Property::ANTI_ALIASING, keyValue.second );
+ }
+ }
}
}
-void BorderVisual::SetClipRect( const Rect<int>& clipRect )
+void BorderVisual::DoSetProperty( Dali::Property::Index index,
+ const Dali::Property::Value& value )
{
- Visual::Base::SetClipRect( clipRect );
-
- //ToDo: renderer responds to the clipRect change
+ switch( index )
+ {
+ case Toolkit::BorderVisual::Property::COLOR:
+ {
+ if( !value.Get( mBorderColor ) )
+ {
+ DALI_LOG_ERROR("BorderVisual: borderColor property has incorrect type\n");
+ }
+ break;
+ }
+ case Toolkit::BorderVisual::Property::SIZE:
+ {
+ if( !value.Get( mBorderSize ) )
+ {
+ DALI_LOG_ERROR("BorderVisual: borderSize property has incorrect type\n");
+ }
+ break;
+ }
+ case Toolkit::BorderVisual::Property::ANTI_ALIASING:
+ {
+ if( !value.Get( mAntiAliasing ) )
+ {
+ DALI_LOG_ERROR("BorderVisual: antiAliasing property has incorrect type\n");
+ }
+ break;
+ }
+ }
}
-void BorderVisual::DoSetOnStage( Actor& actor )
+void BorderVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
- mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( COLOR_NAME, mBorderColor );
- if( mBorderColor.a < 1.f || mAntiAliasing)
+ mBorderColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor );
+ if( ( mBorderColor.a < 1.f || mAntiAliasing ) || IsAdvancedBlendEquationApplied() )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
- mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( SIZE_NAME, mBorderSize );
+ mBorderSizeIndex = mImpl->mRenderer.RegisterProperty( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize );
+
+ actor.AddRenderer( mImpl->mRenderer );
+
+ // Border Visual Generated and ready to display
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
void BorderVisual::DoCreatePropertyMap( Property::Map& map ) const
map.Insert( Toolkit::BorderVisual::Property::ANTI_ALIASING, mAntiAliasing );
}
-void BorderVisual::InitializeRenderer()
+void BorderVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
{
- Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::BORDER_GEOMETRY );
- if( !geometry )
- {
- geometry = CreateBorderGeometry();
- mFactoryCache.SaveGeometry( VisualFactoryCache::BORDER_GEOMETRY, geometry );
- }
-
-
- Shader shader = GetBorderShader();
- mImpl->mRenderer = Renderer::New( geometry, shader );
-
+ // Do nothing
}
-void BorderVisual::SetBorderColor(const Vector4& color)
+void BorderVisual::OnSetTransform()
{
- mBorderColor = color;
-
if( mImpl->mRenderer )
{
- (mImpl->mRenderer).SetProperty( mBorderColorIndex, color );
- if( color.a < 1.f )
- {
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
- }
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
}
}
-void BorderVisual::SetBorderSize( float size )
+void BorderVisual::InitializeRenderer()
{
- mBorderSize = size;
-
- if( mImpl->mRenderer )
+ Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::BORDER_GEOMETRY );
+ if( !geometry )
{
- (mImpl->mRenderer).SetProperty( mBorderSizeIndex, size );
+ geometry = CreateBorderGeometry();
+ mFactoryCache.SaveGeometry( VisualFactoryCache::BORDER_GEOMETRY, geometry );
}
-}
-void BorderVisual::RequireAntiAliasing( bool antiAliasing )
-{
- if( mAntiAliasing != antiAliasing )
- {
- mAntiAliasing = antiAliasing;
- if( mImpl->mRenderer )
- {
- Shader borderShader( GetBorderShader() );
- mImpl->mRenderer.SetShader( borderShader );
- if( mAntiAliasing )
- {
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
- }
- }
- }
+ Shader shader = GetBorderShader();
+ mImpl->mRenderer = Renderer::New( geometry, shader );
+
+ //Register transform properties
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
}
Shader BorderVisual::GetBorderShader()
shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER_ANTI_ALIASING, FRAGMENT_SHADER_ANTI_ALIASING );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ANTI_ALIASING, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ANTI_ALIASING );
mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING, shader );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER );
mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER, shader );
}
}
Property::Map borderVertexFormat;
borderVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
borderVertexFormat[DRIFT_ATTRIBUTE_NAME] = Property::VECTOR2;
- PropertyBuffer borderVertices = PropertyBuffer::New( borderVertexFormat );
+ VertexBuffer borderVertices = VertexBuffer::New( borderVertexFormat );
borderVertices.SetData( borderVertexData, 16 );
// Create indices