/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
#include "border-visual.h"
// EXTERNAL INCLUDES
+#include <dali/devel-api/rendering/renderer-devel.h>
#include <dali/integration-api/debug.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/graphics/builtin-shader-extern-gen.h>
+#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
+#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
-#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+#include <dali-toolkit/public-api/visuals/border-visual-properties.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
-const char * const POSITION_ATTRIBUTE_NAME("aPosition");
-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 highp vec3 uSize;\n
- uniform mediump float borderSize;\n
- \n
-
- //Visual size and offset
- 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
+const char* const POSITION_ATTRIBUTE_NAME("aPosition");
+const char* const DRIFT_ATTRIBUTE_NAME("aDrift");
+const char* const INDEX_NAME("indices");
+} // namespace
- 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 highp 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
-);
-}
-
-BorderVisualPtr BorderVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
+BorderVisualPtr BorderVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties)
{
- BorderVisualPtr borderVisualPtr( new BorderVisual( factoryCache ) );
- borderVisualPtr->SetProperties( properties );
+ BorderVisualPtr borderVisualPtr(new BorderVisual(factoryCache));
+ borderVisualPtr->SetProperties(properties);
+ borderVisualPtr->Initialize();
return borderVisualPtr;
}
-BorderVisual::BorderVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::BORDER ),
- mBorderColor( Color::TRANSPARENT ),
- mBorderSize( 0.f ),
- mBorderColorIndex( Property::INVALID_INDEX ),
- mBorderSizeIndex( Property::INVALID_INDEX ),
- mAntiAliasing( false )
+BorderVisual::BorderVisual(VisualFactoryCache& factoryCache)
+: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::BORDER),
+ mBorderColor(Color::TRANSPARENT),
+ mBorderSize(0.f),
+ mBorderColorIndex(Property::INVALID_INDEX),
+ mBorderSizeIndex(Property::INVALID_INDEX),
+ mAntiAliasing(false)
{
}
{
}
-void BorderVisual::DoSetProperties( const Property::Map& propertyMap )
+void BorderVisual::DoSetProperties(const Property::Map& propertyMap)
{
- for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
+ for(Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter)
{
- KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
- if( keyValue.first.type == Property::Key::INDEX )
+ KeyValuePair keyValue = propertyMap.GetKeyValue(iter);
+ if(keyValue.first.type == Property::Key::INDEX)
{
- DoSetProperty( keyValue.first.indexKey, keyValue.second );
+ DoSetProperty(keyValue.first.indexKey, keyValue.second);
}
else
{
- if( keyValue.first == COLOR_NAME )
+ if(keyValue.first == COLOR_NAME)
{
- DoSetProperty( Toolkit::BorderVisual::Property::COLOR, keyValue.second );
+ DoSetProperty(Toolkit::BorderVisual::Property::COLOR, keyValue.second);
}
- else if( keyValue.first == SIZE_NAME )
+ else if(keyValue.first == SIZE_NAME)
{
- DoSetProperty( Toolkit::BorderVisual::Property::SIZE, keyValue.second );
+ DoSetProperty(Toolkit::BorderVisual::Property::SIZE, keyValue.second);
}
- else if( keyValue.first == ANTI_ALIASING )
+ else if(keyValue.first == ANTI_ALIASING)
{
- DoSetProperty( Toolkit::BorderVisual::Property::ANTI_ALIASING, keyValue.second );
+ DoSetProperty(Toolkit::BorderVisual::Property::ANTI_ALIASING, keyValue.second);
}
}
}
}
-void BorderVisual::DoSetProperty( Dali::Property::Index index,
- const Dali::Property::Value& value )
+void BorderVisual::DoSetProperty(Dali::Property::Index index,
+ const Dali::Property::Value& value)
{
- switch( index )
+ switch(index)
{
case Toolkit::BorderVisual::Property::COLOR:
{
- if( !value.Get( mBorderColor ) )
+ if(!value.Get(mBorderColor))
{
DALI_LOG_ERROR("BorderVisual: borderColor property has incorrect type\n");
}
}
case Toolkit::BorderVisual::Property::SIZE:
{
- if( !value.Get( mBorderSize ) )
+ if(!value.Get(mBorderSize))
{
DALI_LOG_ERROR("BorderVisual: borderSize property has incorrect type\n");
}
}
case Toolkit::BorderVisual::Property::ANTI_ALIASING:
{
- if( !value.Get( mAntiAliasing ) )
+ if(!value.Get(mAntiAliasing))
{
DALI_LOG_ERROR("BorderVisual: antiAliasing property has incorrect type\n");
}
}
}
-void BorderVisual::DoSetOnScene( Actor& actor )
+void BorderVisual::DoSetOnScene(Actor& actor)
{
- InitializeRenderer();
-
- mBorderColorIndex = mImpl->mRenderer.RegisterProperty( 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)
{
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
}
- mBorderSizeIndex = mImpl->mRenderer.RegisterProperty( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize );
+ mBorderSizeIndex = mImpl->mRenderer.RegisterProperty(Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize);
- actor.AddRenderer( mImpl->mRenderer );
+ actor.AddRenderer(mImpl->mRenderer);
// Border Visual Generated and ready to display
- ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
}
-void BorderVisual::DoCreatePropertyMap( Property::Map& map ) const
+void BorderVisual::DoCreatePropertyMap(Property::Map& map) const
{
map.Clear();
- map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::BORDER );
- map.Insert( Toolkit::BorderVisual::Property::COLOR, mBorderColor );
- map.Insert( Toolkit::BorderVisual::Property::SIZE, mBorderSize );
- map.Insert( Toolkit::BorderVisual::Property::ANTI_ALIASING, mAntiAliasing );
+ map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::BORDER);
+ map.Insert(Toolkit::BorderVisual::Property::COLOR, mBorderColor);
+ map.Insert(Toolkit::BorderVisual::Property::SIZE, mBorderSize);
+ map.Insert(Toolkit::BorderVisual::Property::ANTI_ALIASING, mAntiAliasing);
}
-void BorderVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+void BorderVisual::DoCreateInstancePropertyMap(Property::Map& map) const
{
// Do nothing
}
void BorderVisual::OnSetTransform()
{
- if( mImpl->mRenderer )
+ if(mImpl->mRenderer)
{
- mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
}
-void BorderVisual::InitializeRenderer()
+void BorderVisual::OnInitialize()
{
- Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::BORDER_GEOMETRY );
- if( !geometry )
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::BORDER_GEOMETRY);
+ if(!geometry)
{
- geometry = CreateBorderGeometry();
- mFactoryCache.SaveGeometry( VisualFactoryCache::BORDER_GEOMETRY, geometry );
+ geometry = CreateBorderGeometry();
+ mFactoryCache.SaveGeometry(VisualFactoryCache::BORDER_GEOMETRY, geometry);
}
- Shader shader = GetBorderShader();
- mImpl->mRenderer = Renderer::New( geometry, shader );
+ Shader shader = GetBorderShader();
+ mImpl->mRenderer = Renderer::New(geometry, shader);
//Register transform properties
- mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
Shader BorderVisual::GetBorderShader()
{
Shader shader;
- if( mAntiAliasing )
+ if(mAntiAliasing)
{
- shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING );
- if( !shader )
+ shader = mFactoryCache.GetShader(VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING);
+ if(!shader)
{
- shader = Shader::New( VERTEX_SHADER_ANTI_ALIASING, FRAGMENT_SHADER_ANTI_ALIASING );
- mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING, shader );
+ shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_BORDER_VISUAL_ANTI_ALIASING_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_BORDER_VISUAL_ANTI_ALIASING_SHADER_FRAG.data());
+ mFactoryCache.SaveShader(VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING, shader);
}
}
else
{
- shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER );
- if( !shader )
+ shader = mFactoryCache.GetShader(VisualFactoryCache::BORDER_SHADER);
+ if(!shader)
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER, shader );
+ shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_BORDER_VISUAL_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_BORDER_VISUAL_SHADER_FRAG.data());
+ mFactoryCache.SaveShader(VisualFactoryCache::BORDER_SHADER, shader);
}
}
*/
Geometry BorderVisual::CreateBorderGeometry()
{
- const float halfWidth = 0.5f;
+ const float halfWidth = 0.5f;
const float halfHeight = 0.5f;
- struct BorderVertex { Vector2 position; Vector2 drift;};
- BorderVertex borderVertexData[16] =
+ struct BorderVertex
{
- { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 0.f) },
- { Vector2(-halfWidth, -halfHeight), Vector2(1.f, 0.f) },
- { Vector2(halfWidth, -halfHeight), Vector2(-1.f, 0.f) },
- { Vector2(halfWidth, -halfHeight), Vector2(0.f, 0.f) },
-
- { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 1.f) },
- { Vector2(-halfWidth, -halfHeight), Vector2(1.f, 1.f) },
- { Vector2(halfWidth, -halfHeight), Vector2(-1.f, 1.f) },
- { Vector2(halfWidth, -halfHeight), Vector2(0.f, 1.f) },
-
- { Vector2(-halfWidth, halfHeight), Vector2(0.f, -1.f) },
- { Vector2(-halfWidth, halfHeight), Vector2(1.f, -1.f) },
- { Vector2(halfWidth, halfHeight), Vector2(-1.f, -1.f) },
- { Vector2(halfWidth, halfHeight), Vector2(0.f, -1.f) },
-
- { Vector2(-halfWidth, halfHeight), Vector2(0.f, 0.f) },
- { Vector2(-halfWidth, halfHeight), Vector2(1.f, 0.f) },
- { Vector2(halfWidth, halfHeight), Vector2(-1.f, 0.f) },
- { Vector2(halfWidth, halfHeight), Vector2(0.f, 0.f) },
+ Vector2 position;
+ Vector2 drift;
};
+ BorderVertex borderVertexData[16] =
+ {
+ {Vector2(-halfWidth, -halfHeight), Vector2(0.f, 0.f)},
+ {Vector2(-halfWidth, -halfHeight), Vector2(1.f, 0.f)},
+ {Vector2(halfWidth, -halfHeight), Vector2(-1.f, 0.f)},
+ {Vector2(halfWidth, -halfHeight), Vector2(0.f, 0.f)},
+
+ {Vector2(-halfWidth, -halfHeight), Vector2(0.f, 1.f)},
+ {Vector2(-halfWidth, -halfHeight), Vector2(1.f, 1.f)},
+ {Vector2(halfWidth, -halfHeight), Vector2(-1.f, 1.f)},
+ {Vector2(halfWidth, -halfHeight), Vector2(0.f, 1.f)},
+
+ {Vector2(-halfWidth, halfHeight), Vector2(0.f, -1.f)},
+ {Vector2(-halfWidth, halfHeight), Vector2(1.f, -1.f)},
+ {Vector2(halfWidth, halfHeight), Vector2(-1.f, -1.f)},
+ {Vector2(halfWidth, halfHeight), Vector2(0.f, -1.f)},
+
+ {Vector2(-halfWidth, halfHeight), Vector2(0.f, 0.f)},
+ {Vector2(-halfWidth, halfHeight), Vector2(1.f, 0.f)},
+ {Vector2(halfWidth, halfHeight), Vector2(-1.f, 0.f)},
+ {Vector2(halfWidth, halfHeight), Vector2(0.f, 0.f)},
+ };
Property::Map borderVertexFormat;
borderVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
- borderVertexFormat[DRIFT_ATTRIBUTE_NAME] = Property::VECTOR2;
- VertexBuffer borderVertices = VertexBuffer::New( borderVertexFormat );
- borderVertices.SetData( borderVertexData, 16 );
+ borderVertexFormat[DRIFT_ATTRIBUTE_NAME] = Property::VECTOR2;
+ VertexBuffer borderVertices = VertexBuffer::New(borderVertexFormat);
+ borderVertices.SetData(borderVertexData, 16);
// Create indices
- unsigned short indexData[24] = { 1,5,2,6,3,7,7,6,11,10,15,14,14,10,13,9,12,8,8,9,4,5,0,1};
+ unsigned short indexData[24] = {1, 5, 2, 6, 3, 7, 7, 6, 11, 10, 15, 14, 14, 10, 13, 9, 12, 8, 8, 9, 4, 5, 0, 1};
// Create the geometry object
Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( borderVertices );
- geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
- geometry.SetType( Geometry::TRIANGLE_STRIP );
+ geometry.AddVertexBuffer(borderVertices);
+ geometry.SetIndexBuffer(indexData, sizeof(indexData) / sizeof(indexData[0]));
+ geometry.SetType(Geometry::TRIANGLE_STRIP);
return geometry;
}