/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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 "color-visual.h"
// EXTERNAL INCLUDES
+#include <dali/devel-api/rendering/renderer-devel.h>
#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/public-api/visuals/visual-properties.h>
#include <dali-toolkit/devel-api/visuals/color-visual-properties-devel.h>
-#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
+#include <dali-toolkit/devel-api/visuals/visual-actions-devel.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/color-visual-properties.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
+const int CUSTOM_PROPERTY_COUNT(6); // Blur Radius + border/corner
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\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
-
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\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 = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- \n
- void main()\n
- {\n
- gl_FragColor = vec4(mixColor, opacity)*uColor;\n
- }\n
-);
-}
-
-ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
+VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[6] =
+ {
+ VisualFactoryCache::COLOR_SHADER,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER,
+ VisualFactoryCache::COLOR_SHADER_BORDERLINE,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_BORDERLINE,
+ VisualFactoryCache::COLOR_SHADER_BLUR_EDGE,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER_BLUR_EDGE,
+};
+
+// enum of required list when we select shader
+enum ColorVisualRequireFlag
+{
+ DEFAULT = 0,
+ ROUNDED_CORNER = 1 << 0,
+ BORDERLINE = 1 << 1,
+ BLUR = 1 << 2,
+};
+} // unnamed namespace
+ColorVisualPtr ColorVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties)
{
- ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) );
- colorVisualPtr->SetProperties( properties );
+ ColorVisualPtr colorVisualPtr(new ColorVisual(factoryCache));
+ colorVisualPtr->SetProperties(properties);
+ colorVisualPtr->Initialize();
return colorVisualPtr;
}
-ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache ),
- mRenderIfTransparent( false )
+ColorVisual::ColorVisual(VisualFactoryCache& factoryCache)
+: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR),
+ mBlurRadius(0.0f),
+ mBlurRadiusIndex(Property::INVALID_INDEX),
+ mAlwaysUsingBlurRadius(false)
{
}
{
}
-void ColorVisual::DoSetProperties( const Property::Map& propertyMap )
+void ColorVisual::DoSetProperties(const Property::Map& propertyMap)
{
// 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 )
+ Property::Value* colorValue = propertyMap.Find(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR);
+ if(colorValue)
{
Vector4 color;
- if( colorValue->Get( color ) )
+ if(colorValue->Get(color))
{
Property::Type type = colorValue->GetType();
- if( type == Property::VECTOR4 )
+ if(type == Property::VECTOR4)
{
- SetMixColor( color );
+ SetMixColor(color);
}
- else if( type == Property::VECTOR3 )
+ else if(type == Property::VECTOR3)
{
Vector3 color3(color);
- SetMixColor( color3 );
+ SetMixColor(color3);
}
}
else
}
}
- Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME );
- if( renderIfTransparentValue )
+ Property::Value* blurRadiusValue = propertyMap.Find(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME);
+ if(blurRadiusValue)
{
- if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) )
+ if(!blurRadiusValue->Get(mBlurRadius))
{
- DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() );
+ DALI_LOG_ERROR("ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType());
+ }
+
+ if(mBlurRadiusIndex != Property::INVALID_INDEX)
+ {
+ mImpl->mRenderer.SetProperty(mBlurRadiusIndex, mBlurRadius);
+ }
+ else if(DALI_UNLIKELY(mImpl->mRenderer && (!EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius)))
+ {
+ // Unusual case. SetProperty called after OnInitialize().
+ // Assume that DoAction call UPDATE_PROPERTY.
+ // We must regist properies into renderer, and update shader.
+
+ // BlurRadius added by this action. Regist property to renderer.
+ mBlurRadiusIndex = mImpl->mRenderer.RegisterUniqueProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ // Change the shader must not be occured many times. we always have to use blur feature.
+ mAlwaysUsingBlurRadius = true;
+
+ // Change shader
+ UpdateShader();
}
}
}
-void ColorVisual::DoSetOnStage( Actor& actor )
+void ColorVisual::DoSetOnScene(Actor& actor)
{
- 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 );
- }
+ actor.AddRenderer(mImpl->mRenderer);
// Color Visual generated and ready to display
- ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
}
-void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
+void ColorVisual::DoSetOffScene(Actor& actor)
+{
+ actor.RemoveRenderer(mImpl->mRenderer);
+}
+
+void ColorVisual::DoCreatePropertyMap(Property::Map& map) const
{
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 );
+ map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ map.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor);
+
+ 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::DoCreateInstancePropertyMap( Property::Map& map ) const
+void ColorVisual::DoCreateInstancePropertyMap(Property::Map& map) const
{
// Do nothing
}
+void ColorVisual::EnablePreMultipliedAlpha(bool preMultiplied)
+{
+ // Make always disable pre multiplied alpha whether preMultiplied value is true.
+ if(preMultiplied)
+ {
+ DALI_LOG_WARNING("Note : ColorVisual cannot enable PreMultipliedAlpha\n");
+ }
+}
void ColorVisual::OnSetTransform()
{
- if( mImpl->mRenderer )
+ if(mImpl->mRenderer)
{
- mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
}
-void ColorVisual::InitializeRenderer()
+void ColorVisual::UpdateShader()
{
- Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
-
- Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
- if( !shader )
+ if(mImpl->mRenderer)
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
+ Shader shader = GenerateShader();
+ mImpl->mRenderer.SetShader(shader);
}
+}
+
+void ColorVisual::OnInitialize()
+{
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
- mImpl->mRenderer = Renderer::New( geometry, shader );
+ Shader shader = GenerateShader();
- // 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 = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
+ mImpl->mRenderer = VisualRenderer::New(geometry, shader);
+ mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
- if( mImpl->mMixColor.a < 1.f )
+ mImpl->mRenderer.SetProperty(VisualRenderer::Property::VISUAL_MIX_COLOR, Vector3(mImpl->mMixColor));
+
+ if(!EqualsZero(mBlurRadius))
{
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ mBlurRadiusIndex = mImpl->mRenderer.RegisterUniqueProperty(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 );
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+}
+
+Shader ColorVisual::GenerateShader() const
+{
+ Shader shader;
+ VisualFactoryCache::ShaderType shaderType;
+
+ bool roundedCorner = IsRoundedCornerRequired();
+ bool borderline = IsBorderlineRequired();
+ bool blur = !EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius;
+ int shaderTypeFlag = ColorVisualRequireFlag::DEFAULT;
+
+ if(roundedCorner)
+ {
+ shaderTypeFlag |= ColorVisualRequireFlag::ROUNDED_CORNER;
+ }
+ if(blur)
+ {
+ // If we use blur, just ignore borderline
+ borderline = false;
+ shaderTypeFlag |= ColorVisualRequireFlag::BLUR;
+ }
+ if(borderline)
+ {
+ shaderTypeFlag |= ColorVisualRequireFlag::BORDERLINE;
+ }
+
+ shaderType = SHADER_TYPE_TABLE[shaderTypeFlag];
+ shader = mFactoryCache.GetShader(shaderType);
+ if(!shader)
+ {
+ std::string vertexShaderPrefixList;
+ std::string fragmentShaderPrefixList;
+ if(roundedCorner)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ }
+ if(blur)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
+ }
+ if(borderline)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ }
+ shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_VERT.data(),
+ Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_FRAG.data());
+ mFactoryCache.SaveShader(shaderType, 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);
+
+ // Blur is animated now. we always have to use blur feature.
+ mAlwaysUsingBlurRadius = true;
+
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ // Change shader
+ UpdateShader();
+
+ return Dali::Property(mImpl->mRenderer, mBlurRadiusIndex);
+ }
+
+ Handle handle;
+ return Dali::Property(handle, Property::INVALID_INDEX);
}
} // namespace Internal