Convert more shaders in dali-toolkit and dali-scene-loader to use shader compilation...
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / gradient / gradient-visual.cpp
index 1588b83..504b0e0 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * 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.
 #include <typeinfo>
 #include <dali/integration-api/debug.h>
 #include <dali/public-api/common/dali-vector.h>
-#include <dali/public-api/images/buffer-image.h>
 #include <dali/public-api/object/property-array.h>
 #include <dali/devel-api/scripting/enum-helper.h>
 #include <dali/devel-api/scripting/scripting.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
 
 // INTERNAL INCLUDES
 #include <dali-toolkit/public-api/visuals/gradient-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/visuals/visual-factory-cache.h>
 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
 #include <dali-toolkit/internal/visuals/gradient/linear-gradient.h>
 #include <dali-toolkit/internal/visuals/gradient/radial-gradient.h>
 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+#include <dali-toolkit/internal/graphics/generated/gradient-visual-bounding-box-rounded-corner-shader-vert.h>
+#include <dali-toolkit/internal/graphics/generated/gradient-visual-bounding-box-shader-vert.h>
+#include <dali-toolkit/internal/graphics/generated/gradient-visual-linear-rounded-corner-shader-frag.h>
+#include <dali-toolkit/internal/graphics/generated/gradient-visual-linear-shader-frag.h>
+#include <dali-toolkit/internal/graphics/generated/gradient-visual-radial-rounded-corner-shader-frag.h>
+#include <dali-toolkit/internal/graphics/generated/gradient-visual-radial-shader-frag.h>
+#include <dali-toolkit/internal/graphics/generated/gradient-visual-user-space-rounded-corner-shader-vert.h>
+#include <dali-toolkit/internal/graphics/generated/gradient-visual-user-space-shader-vert.h>
 
 namespace Dali
 {
@@ -47,19 +56,6 @@ namespace Internal
 
 namespace
 {
-// properties: linear gradient
-const char * const START_POSITION_NAME("startPosition"); // Property::VECTOR2
-const char * const END_POSITION_NAME("endPosition"); // Property::VECTOR2
-
-// properties: radial gradient
-const char * const CENTER_NAME("center"); // Property::VECTOR2
-const char * const RADIUS_NAME("radius"); // Property::FLOAT
-
-// properties: linear&radial gradient
-const char * const STOP_OFFSET_NAME("stopOffset"); // Property::Array FLOAT
-const char * const STOP_COLOR_NAME("stopColor"); // Property::Array VECTOR4
-const char * const UNITS_NAME("units"); // Property::String  "userSpaceOnUse | objectBoundingBox"
-const char * const SPREAD_METHOD_NAME("spreadMethod"); // Property::String  "pad | reflect | repeat"
 
 DALI_ENUM_TO_STRING_TABLE_BEGIN( UNITS )
 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::Units, OBJECT_BOUNDING_BOX )
@@ -79,88 +75,50 @@ const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" );
 const unsigned int DEFAULT_OFFSET_MINIMUM = 0.0f;
 const unsigned int DEFAULT_OFFSET_MAXIMUM = 1.0f;
 
-VisualFactoryCache::ShaderType GetShaderType( GradientVisual::Type type, Toolkit::GradientVisual::Units::Type units )
+VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[][4] =
 {
-  if( type == GradientVisual::LINEAR )
   {
-   if( units == Toolkit::GradientVisual::Units::USER_SPACE )
-   {
-     return VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE;
-   }
-   return VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX;
-  }
-  else if( units == Toolkit::GradientVisual::Units::USER_SPACE )
+    VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE,
+    VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX,
+    VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER,
+    VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_CORNER
+  },
   {
-    return VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE;
+    VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE,
+    VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX,
+    VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER,
+    VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_CORNER
   }
+};
 
-  return VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX;
-}
-
-const char* VERTEX_SHADER[] =
+const std::string_view VERTEX_SHADER[] =
 {
-// vertex shader for gradient units as OBJECT_BOUNDING_BOX
- DALI_COMPOSE_SHADER(
-  attribute mediump vec2 aPosition;\n
-  uniform mediump mat4 uMvpMatrix;\n
-  uniform mediump vec3 uSize;\n
-  uniform mediump mat3 uAlignmentMatrix;\n
-  varying mediump vec2 vTexCoord;\n
-  \n
-  void main()\n
-  {\n
-    mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
-    vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
-    \n
-    vertexPosition.xyz *= uSize;\n
-    gl_Position = uMvpMatrix * vertexPosition;\n
-  }\n
-),
-
-// vertex shader for gradient units as USER_SPACE
-DALI_COMPOSE_SHADER(
-  attribute mediump vec2 aPosition;\n
-  uniform mediump mat4 uMvpMatrix;\n
-  uniform mediump vec3 uSize;\n
-  uniform mediump mat3 uAlignmentMatrix;\n
-  varying mediump vec2 vTexCoord;\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
-    vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
-  }\n
-)
+  // vertex shader for gradient units as OBJECT_BOUNDING_BOX
+  SHADER_GRADIENT_VISUAL_BOUNDING_BOX_SHADER_VERT,
+
+  // vertex shader for gradient units as USER_SPACE
+  SHADER_GRADIENT_VISUAL_USER_SPACE_SHADER_VERT,
+
+  // vertex shader for gradient units as OBJECT_BOUNDING_BOX with corner radius
+  SHADER_GRADIENT_VISUAL_BOUNDING_BOX_ROUNDED_CORNER_SHADER_VERT,
+
+  // vertex shader for gradient units as USER_SPACE with corner radius
+  SHADER_GRADIENT_VISUAL_USER_SPACE_ROUNDED_CORNER_SHADER_VERT
 };
 
-const char* FRAGMENT_SHADER[] =
+const std::string_view FRAGMENT_SHADER[] =
 {
-// fragment shader for linear gradient
-DALI_COMPOSE_SHADER(
-  uniform sampler2D sTexture;\n // sampler1D?
-  uniform lowp vec4 uColor;\n
-  varying mediump vec2 vTexCoord;\n
-  \n
-  void main()\n
-  {\n
-    gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * uColor;\n
-  }\n
-),
-
-// fragment shader for radial gradient
-DALI_COMPOSE_SHADER(
-  uniform sampler2D sTexture;\n // sampler1D?
-  uniform lowp vec4 uColor;\n
-  varying mediump vec2 vTexCoord;\n
-  \n
-  void main()\n
-  {\n
-    gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * uColor;\n
-  }\n
-)
+  // fragment shader for linear gradient
+  SHADER_GRADIENT_VISUAL_LINEAR_SHADER_FRAG,
+
+  // fragment shader for radial gradient
+  SHADER_GRADIENT_VISUAL_RADIAL_SHADER_FRAG,
+
+  // fragment shader for linear gradient with corner radius
+  SHADER_GRADIENT_VISUAL_LINEAR_ROUNDED_CORNER_SHADER_FRAG,
+
+  // fragment shader for radial gradient with corner radius
+  SHADER_GRADIENT_VISUAL_RADIAL_ROUNDED_CORNER_SHADER_FRAG
 };
 
 Dali::WrapMode::Type GetWrapMode( Toolkit::GradientVisual::SpreadMethod::Type spread )
@@ -185,10 +143,17 @@ Dali::WrapMode::Type GetWrapMode( Toolkit::GradientVisual::SpreadMethod::Type sp
 
 } // unnamed namespace
 
+GradientVisualPtr GradientVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
+{
+  GradientVisualPtr gradientVisualPtr( new GradientVisual( factoryCache ) );
+  gradientVisualPtr->SetProperties( properties );
+  return gradientVisualPtr;
+}
 
 GradientVisual::GradientVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache ),
-  mGradientType( LINEAR )
+: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::GRADIENT ),
+  mGradientType( LINEAR ),
+  mIsOpaque( true )
 {
   mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
 }
@@ -197,7 +162,7 @@ GradientVisual::~GradientVisual()
 {
 }
 
-void GradientVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void GradientVisual::DoSetProperties( const Property::Map& propertyMap )
 {
   Toolkit::GradientVisual::Units::Type gradientUnits = Toolkit::GradientVisual::Units::OBJECT_BOUNDING_BOX;
 
@@ -224,14 +189,31 @@ void GradientVisual::DoInitialize( Actor& actor, const Property::Map& propertyMa
   }
 }
 
-void GradientVisual::SetSize( const Vector2& size )
+void GradientVisual::OnSetTransform()
 {
-  Visual::Base::SetSize( size );
+  if( mImpl->mRenderer )
+  {
+    mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+  }
 }
 
-void GradientVisual::DoSetOnStage( Actor& actor )
+void GradientVisual::DoSetOnScene( Actor& actor )
 {
   InitializeRenderer();
+
+  actor.AddRenderer( mImpl->mRenderer );
+
+  // Gradient Visual generated and ready to display
+  ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+}
+
+void GradientVisual::UpdateShader()
+{
+  if(mImpl->mRenderer)
+  {
+    Shader shader = GetShader();
+    mImpl->mRenderer.SetShader(shader);
+  }
 }
 
 void GradientVisual::DoCreatePropertyMap( Property::Map& map ) const
@@ -277,23 +259,15 @@ void GradientVisual::DoCreatePropertyMap( Property::Map& map ) const
   }
 }
 
+void GradientVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+{
+  // Do nothing
+}
+
 void GradientVisual::InitializeRenderer()
 {
   Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
-  if( !geometry )
-  {
-    geometry =  VisualFactoryCache::CreateQuadGeometry();
-    mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry );
-  }
-
-  Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits();
-  VisualFactoryCache::ShaderType shaderType = GetShaderType( mGradientType, gradientUnits );
-  Shader shader = mFactoryCache.GetShader( shaderType );
-  if( !shader )
-  {
-    shader = Shader::New( VERTEX_SHADER[gradientUnits], FRAGMENT_SHADER[ mGradientType ] );
-    mFactoryCache.SaveShader( shaderType, shader );
-  }
+  Shader   shader   = GetShader();
 
   //Set up the texture set
   TextureSet textureSet = TextureSet::New();
@@ -307,7 +281,16 @@ void GradientVisual::InitializeRenderer()
   mImpl->mRenderer = Renderer::New( geometry, shader );
   mImpl->mRenderer.SetTextures( textureSet );
 
+  // If opaque and then no need to have blending
+  if( mIsOpaque )
+  {
+    mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
+  }
+
   mImpl->mRenderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
+
+  //Register transform properties
+  mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
 }
 
 bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propertyMap)
@@ -365,6 +348,10 @@ bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propert
         {
           mGradient->AddStop( offsetArray[i], Vector4(color.r*color.a, color.g*color.a, color.b*color.a, color.a));
           numValidStop++;
+          if( ! Equals( color.a, 1.0f, Math::MACHINE_EPSILON_1 ) )
+          {
+            mIsOpaque = false;
+          }
         }
       }
     }
@@ -380,7 +367,7 @@ bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propert
   if( spread )
   {
     Toolkit::GradientVisual::SpreadMethod::Type spreadMethod = Toolkit::GradientVisual::SpreadMethod::PAD;
-    if( Scripting::GetEnumerationProperty( *spread, SPREAD_METHOD_TABLE, SPREAD_METHOD_TABLE_COUNT, spreadMethod ) );
+    if( Scripting::GetEnumerationProperty( *spread, SPREAD_METHOD_TABLE, SPREAD_METHOD_TABLE_COUNT, spreadMethod ) )
     {
       mGradient->SetSpreadMethod( spreadMethod );
     }
@@ -389,6 +376,21 @@ bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propert
   return true;
 }
 
+Shader GradientVisual::GetShader()
+{
+  Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits();
+  int                                  roundedCorner = IsRoundedCornerRequired() ? 1 : 0;
+  VisualFactoryCache::ShaderType       shaderType    = SHADER_TYPE_TABLE[mGradientType][gradientUnits + roundedCorner * 2];
+  Shader                               shader        = mFactoryCache.GetShader(shaderType);
+  if(!shader)
+  {
+    shader = Shader::New(VERTEX_SHADER[gradientUnits + roundedCorner * 2], FRAGMENT_SHADER[mGradientType + roundedCorner * 2]);
+    mFactoryCache.SaveShader(shaderType, shader);
+  }
+
+  return shader;
+}
+
 void GradientVisual::GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets)
 {
 
@@ -425,7 +427,7 @@ void GradientVisual::GetStopOffsets(const Property::Value* value, Vector<float>&
       }
       case Property::ARRAY:
       {
-        Property::Array* offsetArray = value->GetArray();
+        const Property::Array* offsetArray = value->GetArray();
         if( offsetArray )
         {
           unsigned int numStop = offsetArray->Count();