/*
- * Copyright (c) 2021 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 <dali/integration-api/debug.h>
#include <dali/public-api/common/dali-vector.h>
#include <dali/public-api/object/property-array.h>
+#include <dali/public-api/rendering/decorated-visual-renderer.h>
#include <typeinfo>
// INTERNAL INCLUDES
{
namespace
{
+const int CUSTOM_PROPERTY_COUNT(1); // alignment
+
DALI_ENUM_TO_STRING_TABLE_BEGIN(UNITS)
DALI_ENUM_TO_STRING_WITH_SCOPE(Toolkit::GradientVisual::Units, OBJECT_BOUNDING_BOX)
DALI_ENUM_TO_STRING_WITH_SCOPE(Toolkit::GradientVisual::Units, USER_SPACE)
const unsigned int DEFAULT_OFFSET_MAXIMUM = 1.0f;
VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[16] =
-{
- VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX,
- VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_CORNER,
- VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_BORDERLINE,
- VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_BORDERLINE,
- VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE,
- VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER,
- VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_BORDERLINE,
- VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_BORDERLINE,
- VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX,
- VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_CORNER,
- VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_BORDERLINE,
- VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_BORDERLINE,
- VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE,
- VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER,
- VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_BORDERLINE,
- VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_BORDERLINE,
+ {
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_CORNER,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_CORNER,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_BORDERLINE,
+ VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_BORDERLINE,
};
// enum of required list when we select shader
{
if(mImpl->mRenderer)
{
- mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
}
{
if(mImpl->mRenderer)
{
- Shader shader = GetShader();
+ Shader shader = GenerateShader();
mImpl->mRenderer.SetShader(shader);
}
}
// Do nothing
}
+void GradientVisual::EnablePreMultipliedAlpha(bool preMultiplied)
+{
+ // Make always enable pre multiplied alpha whether preMultiplied value is false.
+ if(!preMultiplied)
+ {
+ DALI_LOG_WARNING("Note : GradientVisual cannot disable PreMultipliedAlpha\n");
+ }
+}
+
void GradientVisual::OnInitialize()
{
Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
- Shader shader = GetShader();
+ Shader shader = GenerateShader();
//Set up the texture set
TextureSet textureSet = TextureSet::New();
sampler.SetWrapMode(wrap, wrap);
textureSet.SetSampler(0u, sampler);
- mImpl->mRenderer = Renderer::New(geometry, shader);
+ mImpl->mRenderer = DecoratedVisualRenderer::New(geometry, shader);
+ mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
mImpl->mRenderer.SetTextures(textureSet);
// If opaque and then no need to have blending
mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::OFF);
}
- mImpl->mRenderer.RegisterProperty(UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform);
+ mImpl->mRenderer.RegisterUniqueProperty(UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform);
//Register transform properties
- mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propertyMap)
return true;
}
-Shader GradientVisual::GetShader()
+Shader GradientVisual::GenerateShader() const
{
bool userspaceUnit = (mGradient->GetGradientUnits() == Toolkit::GradientVisual::Units::USER_SPACE);
bool roundedCorner = IsRoundedCornerRequired();
bool borderline = IsBorderlineRequired();
bool radialGradient = (mGradientType == Type::RADIAL);
- int shaderTypeFlag = GradientVisualRequireFlag::DEFAULT;
+ int shaderTypeFlag = GradientVisualRequireFlag::DEFAULT;
if(roundedCorner)
{
shaderTypeFlag |= GradientVisualRequireFlag::ROUNDED_CORNER;
if(roundedCorner)
{
- vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
- fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER\n";
}
if(borderline)
{
- vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
- fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE\n";
}
if(radialGradient)
{
- fragmentShaderPrefixList += "#define RADIAL 1\n";
+ fragmentShaderPrefixList += "#define RADIAL\n";
}
if(userspaceUnit)
{
- vertexShaderPrefixList += "#define USER_SPACE 1\n";
+ vertexShaderPrefixList += "#define USER_SPACE\n";
}
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_GRADIENT_VISUAL_SHADER_VERT.data(),
+ shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_GRADIENT_VISUAL_SHADER_VERT.data(),
Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_GRADIENT_VISUAL_SHADER_FRAG.data());
mFactoryCache.SaveShader(shaderType, shader);
}