/*
- * Copyright (c) 2018 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/object/handle-devel.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/border-visual-properties.h>
const char * const DRIFT_ATTRIBUTE_NAME("aDrift");
const char * const INDEX_NAME("indices");
-
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aDrift;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump float borderSize;\n
- \n
-
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform mediump 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 = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec4 borderColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\n
- gl_FragColor = vec4(mixColor, 1.0)*borderColor*uColor;\n
- }\n
-);
-
-const char* VERTEX_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aDrift;\n
- uniform highp 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 lowp vec3 mixColor;\n
- uniform mediump float borderSize;\n
- varying mediump float vAlpha;\n
- \n
- void main()\n
- {\n
- gl_FragColor = vec4(mixColor, 1.0)*borderColor*uColor;\n
- gl_FragColor.a *= smoothstep(0.0, 1.5, vAlpha)*smoothstep( borderSize+1.5, borderSize, vAlpha );\n
- }\n
-);
+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";
}
BorderVisualPtr BorderVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
}
BorderVisual::BorderVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache, Visual::FittingMode::FILL ),
+: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::BORDER ),
mBorderColor( Color::TRANSPARENT ),
mBorderSize( 0.f ),
mBorderColorIndex( Property::INVALID_INDEX ),
}
}
-void BorderVisual::DoSetOnStage( Actor& actor )
+void BorderVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
- mBorderColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::BorderVisual::Property::COLOR, 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 = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize );
+ mBorderSizeIndex = mImpl->mRenderer.RegisterProperty( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize );
actor.AddRenderer( mImpl->mRenderer );
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