/*
- * 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/color-visual-properties.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
- \n
- void main()\n
- {\n
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
- vertexPosition.xyz *= uSize;\n
- gl_Position = uMvpMatrix * vertexPosition;\n
- }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec4 mixColor;\n
- \n
- void main()\n
- {\n
- gl_FragColor = mixColor*uColor;\n
- }\n
-);
+
+const char* VERTEX_SHADER =
+ "INPUT mediump vec2 aPosition;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\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"
+ "uniform mediump vec2 extraSize;\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"
+ " return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ "}\n";
+
+
+const char* FRAGMENT_SHADER =
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
+ "}\n";
+
+const char* VERTEX_SHADER_ROUNDED_CORNER =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vPosition;\n"
+ "OUTPUT mediump vec2 vRectSize;\n"
+ "OUTPUT mediump float vCornerRadius;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+
+ "//Visual size and offset\n"
+ "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"
+
+ "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"
+
+ "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 =
+ "INPUT mediump vec2 vPosition;\n"
+ "INPUT mediump vec2 vRectSize;\n"
+ "INPUT mediump float vCornerRadius;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+
+ "void main()\n"
+ "{\n"
+ " mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
+ " OUT_COLOR.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n"
+ "}\n";
+
+const char* VERTEX_SHADER_BLUR_EDGE =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vPosition;\n"
+ "OUTPUT mediump vec2 vRectSize;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+
+ "//Visual size and offset\n"
+ "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"
+
+ "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"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER_BLUR_EDGE =
+ "INPUT mediump vec2 vPosition;\n"
+ "INPUT mediump vec2 vRectSize;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform mediump float blurRadius;\n"
+
+ "void main()\n"
+ "{\n"
+ " mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
+ " OUT_COLOR.a *= blur.x * blur.y;\n"
+ "}\n";
+
}
-ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache ),
- mMixColorIndex( Property::INVALID_INDEX )
+ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
+{
+ ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) );
+ colorVisualPtr->SetProperties( properties );
+ return colorVisualPtr;
+}
+
+ColorVisual::ColorVisual(VisualFactoryCache& factoryCache)
+: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR),
+ mBlurRadius(0.0f),
+ mBlurRadiusIndex(Property::INVALID_INDEX),
+ mRenderIfTransparent(false),
+ mNeedBlurRadius(false)
{
}
{
}
-void ColorVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+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 )
{
- DALI_LOG_ERROR( "Fail to provide a color to the ColorVisual object" );
+ 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 )
+ {
+ if( !blurRadiusValue->Get( mBlurRadius ) )
+ {
+ DALI_LOG_ERROR( "ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType() );
+ }
}
}
-void ColorVisual::SetSize( const Vector2& size )
+void ColorVisual::DoSetOnScene( Actor& actor )
{
- Visual::Base::SetSize( size );
+ InitializeRenderer();
+
+ // 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 );
+ }
- // ToDo: renderer responds to the size change
+ // Color Visual generated and ready to display
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
-void ColorVisual::SetClipRect( const Rect<int>& clipRect )
+void ColorVisual::DoSetOffScene(Actor& actor)
{
- Visual::Base::SetClipRect( clipRect );
+ if(mImpl->mRenderer && mBlurRadiusIndex != Property::INVALID_INDEX)
+ {
+ // Update values from Renderer
+ mBlurRadius = mImpl->mRenderer.GetProperty<float>(mBlurRadiusIndex);
+ }
- //ToDo: renderer responds to the clipRect change
+ actor.RemoveRenderer(mImpl->mRenderer);
+ mImpl->mRenderer.Reset();
+ mBlurRadiusIndex = Property::INVALID_INDEX;
}
-void ColorVisual::SetOffset( const Vector2& offset )
+void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
{
- //ToDo: renderer applies the offset
+ map.Clear();
+ 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 );
+
+ if(mImpl->mRenderer && mBlurRadiusIndex != Property::INVALID_INDEX)
+ {
+ // Update values from Renderer
+ float blurRadius = mImpl->mRenderer.GetProperty<float>(mBlurRadiusIndex);
+ map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, blurRadius);
+ }
+ else
+ {
+ map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius);
+ }
}
-void ColorVisual::DoSetOnStage( Actor& actor )
+void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
{
- InitializeRenderer();
+ // Do nothing
}
-void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
+void ColorVisual::OnSetTransform()
{
- map.Clear();
- map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR );
- map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mMixColor );
+ if( mImpl->mRenderer )
+ {
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ }
}
-void ColorVisual::InitializeRenderer()
+void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
{
- Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- if( !geometry )
+ // Check if action is valid for this visual type and perform action if possible
+ switch( actionId )
{
- geometry = VisualFactoryCache::CreateQuadGeometry();
- mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry );
+ case DevelColorVisual::Action::UPDATE_PROPERTY:
+ {
+ const Property::Map* map = attributes.GetMap();
+ if( map )
+ {
+ DoSetProperties( *map );
+ }
+ break;
+ }
}
+}
- Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
- if( !shader )
+void ColorVisual::UpdateShader()
+{
+ if(mImpl->mRenderer)
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
+ Shader shader = GetShader();
+ mImpl->mRenderer.SetShader(shader);
}
+}
+
+void ColorVisual::InitializeRenderer()
+{
+ Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
+
+ Shader shader = GetShader();
+
+ mImpl->mRenderer = Renderer::New(geometry, shader);
- mImpl->mRenderer = Renderer::New( geometry, shader );
+ // 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));
- mMixColorIndex = mImpl->mRenderer.RegisterProperty( COLOR_NAME, mMixColor );
- if( mMixColor.a < 1.f )
+ if(!EqualsZero(mBlurRadius))
{
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
}
+
+ // Register transform properties
+ mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
-void ColorVisual::SetColor(const Vector4& color)
+Shader ColorVisual::GetShader()
{
- mMixColor = color;
-
- if( mImpl->mRenderer )
+ Shader shader;
+ if(!EqualsZero(mBlurRadius) || mNeedBlurRadius)
+ {
+ shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE );
+ if( !shader )
+ {
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_BLUR_EDGE, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_BLUR_EDGE );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader );
+ }
+ }
+ else if( !IsRoundedCornerRequired() )
{
- (mImpl->mRenderer).SetProperty( mMixColorIndex, color );
- if( color.a < 1.f )
+ shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
+ if( !shader )
{
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
}
}
+ else
+ {
+ shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
+ if( !shader )
+ {
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ROUNDED_CORNER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUNDED_CORNER );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader );
+ }
+ }
+
+ return shader;
+}
+
+Dali::Property ColorVisual::OnGetPropertyObject(Dali::Property::Key key)
+{
+ if(!mImpl->mRenderer)
+ {
+ Handle handle;
+ return Dali::Property(handle, Property::INVALID_INDEX);
+ }
+
+ if((key.type == Property::Key::INDEX && key.indexKey == DevelColorVisual::Property::BLUR_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == BLUR_RADIUS_NAME))
+ {
+ mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
+
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ mNeedBlurRadius = true;
+
+ // Change shader
+ UpdateShader();
+
+ return Dali::Property(mImpl->mRenderer, mBlurRadiusIndex);
+ }
+
+ Handle handle;
+ return Dali::Property(handle, Property::INVALID_INDEX);
}
} // namespace Internal