/*
- * 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/object/handle-devel.h>
//INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/color-visual-properties.h>
-#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/devel-api/visuals/color-visual-properties-devel.h>
+#include <dali-toolkit/devel-api/visuals/color-visual-actions-devel.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("mixColor");
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp mat4 uMvpMatrix;\n
+ uniform highp vec3 uSize;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
+ uniform highp vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
+ uniform mediump vec2 extraSize;\n
vec4 ComputeVertexPosition()\n
{\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
}\n
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
- uniform lowp vec4 mixColor;\n
+ uniform lowp vec3 mixColor;\n
\n
void main()\n
{\n
- gl_FragColor = mixColor*uColor;\n
+ gl_FragColor = vec4(mixColor, 1.0)*uColor;\n
}\n
);
+
+const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform highp mat4 uMvpMatrix;\n
+ uniform highp vec3 uSize;\n
+ varying mediump vec2 vPosition;\n
+ varying mediump vec2 vRectSize;\n
+ varying mediump float vCornerRadius;\n
+ \n
+ //Visual size and offset
+ uniform mediump vec2 offset;\n
+ uniform highp vec2 size;\n
+ uniform mediump vec2 extraSize;\n
+ uniform mediump vec4 offsetSizeMode;\n
+ uniform mediump vec2 origin;\n
+ uniform mediump vec2 anchorPoint;\n
+ uniform mediump float cornerRadius;\n
+ uniform mediump float cornerRadiusPolicy;\n
+ \n
+ vec4 ComputeVertexPosition()\n
+ {\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
+ vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
+ mediump float minSize = min( visualSize.x, visualSize.y );\n
+ vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
+ vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
+ vRectSize = visualSize / 2.0 - vCornerRadius;\n
+ vPosition = aPosition* visualSize;\n
+ return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
+ }\n
+ \n
+ void main()\n
+ {\n
+ gl_Position = uMvpMatrix * ComputeVertexPosition();\n
+ }\n
+);
+
+//float distance = length( max( abs( position - center ), size ) - size ) - radius;
+const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vPosition;\n
+ varying mediump vec2 vRectSize;\n
+ varying mediump float vCornerRadius;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ \n
+ void main()\n
+ {\n
+ mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
+ gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
+ gl_FragColor.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
+ }\n
+);
+
+const char* VERTEX_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform highp mat4 uMvpMatrix;\n
+ uniform highp vec3 uSize;\n
+ varying mediump vec2 vPosition;\n
+ varying mediump vec2 vRectSize;\n
+ \n
+ //Visual size and offset
+ uniform mediump vec2 offset;\n
+ uniform highp vec2 size;\n
+ uniform mediump vec2 extraSize;\n
+ uniform mediump vec4 offsetSizeMode;\n
+ uniform mediump vec2 origin;\n
+ uniform mediump vec2 anchorPoint;\n
+ uniform mediump float blurRadius;\n
+ \n
+ vec4 ComputeVertexPosition()\n
+ {\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n
+ vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
+ vRectSize = visualSize / 2.0;\n
+ vPosition = aPosition* visualSize;\n
+ return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
+ }\n
+ \n
+ void main()\n
+ {\n
+ gl_Position = uMvpMatrix * ComputeVertexPosition();\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vPosition;\n
+ varying mediump vec2 vRectSize;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform mediump float blurRadius;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n
+ gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
+ gl_FragColor.a *= blur.x * blur.y;\n
+ }\n
+);
+
}
ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
}
ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache ),
- mMixColorIndex( Property::INVALID_INDEX )
+: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR ),
+ mBlurRadius( 0.0f ),
+ mRenderIfTransparent( false )
{
}
void ColorVisual::DoSetProperties( const Property::Map& propertyMap )
{
- Property::Value* color = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, COLOR_NAME );
- if( !( color && color->Get(mMixColor) ) )
+ // By virtue of DoSetProperties being called last, this will override
+ // anything set by Toolkit::Visual::Property::MIX_COLOR
+ Property::Value* colorValue = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR );
+ if( colorValue )
+ {
+ Vector4 color;
+ if( colorValue->Get( color ) )
+ {
+ Property::Type type = colorValue->GetType();
+ if( type == Property::VECTOR4 )
+ {
+ SetMixColor( color );
+ }
+ else if( type == Property::VECTOR3 )
+ {
+ Vector3 color3(color);
+ SetMixColor( color3 );
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n");
+ }
+ }
+
+ Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME );
+ if( renderIfTransparentValue )
+ {
+ if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) )
+ {
+ DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() );
+ }
+ }
+
+ Property::Value* blurRadiusValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME );
+ if( blurRadiusValue )
{
- DALI_LOG_ERROR( "Fail to provide a color to the ColorVisual object\n" );
+ if( !blurRadiusValue->Get( mBlurRadius ) )
+ {
+ DALI_LOG_ERROR( "ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType() );
+ }
}
}
-void ColorVisual::DoSetOnStage( Actor& actor )
+void ColorVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
- actor.AddRenderer( mImpl->mRenderer );
+ // Only add the renderer if it's not fully transparent
+ // We cannot avoid creating a renderer as it's used in the base class
+ if( mRenderIfTransparent || mImpl->mMixColor.a > 0.0f )
+ {
+ actor.AddRenderer( mImpl->mRenderer );
+ }
+
+ // Color Visual generated and ready to display
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::COLOR );
- map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mMixColor );
+ map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR );
+ map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor );
+ map.Insert( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, mRenderIfTransparent );
+ map.Insert( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius );
}
+void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+{
+ // Do nothing
+}
+
+
void ColorVisual::OnSetTransform()
{
if( mImpl->mRenderer )
}
}
+void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
+{
+ // Check if action is valid for this visual type and perform action if possible
+ switch( actionId )
+ {
+ case DevelColorVisual::Action::UPDATE_PROPERTY:
+ {
+ Property::Map* map = attributes.GetMap();
+ if( map )
+ {
+ DoSetProperties( *map );
+ }
+ break;
+ }
+ }
+}
+
void ColorVisual::InitializeRenderer()
{
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- if( !geometry )
+
+ Shader shader;
+ if( !EqualsZero( mBlurRadius ) )
{
- geometry = VisualFactoryCache::CreateQuadGeometry();
- mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry );
+ shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER_BLUR_EDGE, FRAGMENT_SHADER_BLUR_EDGE );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader );
+ }
}
-
- Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
- if( !shader )
+ else if( !IsRoundedCornerRequired() )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
+ shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
+ }
+ }
+ else
+ {
+ shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader );
+ }
}
mImpl->mRenderer = Renderer::New( geometry, shader );
- mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, COLOR_NAME, mMixColor );
- if( mMixColor.a < 1.f )
+ // ColorVisual has it's own index key for mix color - use this instead
+ // of using the new base index to avoid changing existing applications
+ // String keys will get to this property.
+ mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
+
+ mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius );
+
+ if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
- //Register transform properties
+ // Register transform properties
mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
}
-void ColorVisual::SetColor(const Vector4& color)
-{
- mMixColor = color;
-
- if( mImpl->mRenderer )
- {
- (mImpl->mRenderer).SetProperty( mMixColorIndex, color );
- if( color.a < 1.f )
- {
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
- }
- }
-}
-
} // namespace Internal
} // namespace Toolkit