#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>
DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\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
DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\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
DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\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 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 float cornerRadius;\n
+ uniform mediump float cornerRadiusPolicy;\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
- vRectSize = visualSize * 0.5 - cornerRadius;\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 * 0.5 - vCornerRadius;\n
vPosition = aPosition * visualSize;\n
return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
}\n
DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\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 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 float cornerRadius;\n
+ uniform mediump float cornerRadiusPolicy;\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
- vRectSize = visualSize * 0.5 - cornerRadius;\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 * 0.5 - vCornerRadius;\n
vPosition = aPosition * visualSize;\n
return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
}\n
uniform sampler2D sTexture;\n // sampler1D?
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform mediump float cornerRadius;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vPosition;\n
varying mediump vec2 vRectSize;\n
+ varying mediump float vCornerRadius;\n
\n
void main()\n
{\n
- mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
+ mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
}\n
uniform sampler2D sTexture;\n // sampler1D?
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform mediump float cornerRadius;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vPosition;\n
varying mediump vec2 vRectSize;\n
+ varying mediump float vCornerRadius;\n
\n
void main()\n
{\n
- mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
+ mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n
gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
}\n
}
GradientVisual::GradientVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache, Visual::FittingMode::FILL ),
+: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::GRADIENT ),
mGradientType( LINEAR ),
mIsOpaque( true )
{
}
}
-void GradientVisual::DoSetOnStage( Actor& actor )
+void GradientVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetTextures( textureSet );
- // If opaque then no need to have blending
- if( mIsOpaque )
+ // If opaque and then no need to have blending
+ if( mIsOpaque && !IsAdvancedBlendEquationApplied() )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
}
}
case Property::ARRAY:
{
- Property::Array* offsetArray = value->GetArray();
+ const Property::Array* offsetArray = value->GetArray();
if( offsetArray )
{
unsigned int numStop = offsetArray->Count();