// EXTERNAL HEADERS
#include <cstring> // for strlen()
#include <dali/public-api/actors/layer.h>
-#include <dali/public-api/common/stage.h>
+#include <dali/devel-api/common/stage.h>
#include <dali/devel-api/adaptor-framework/image-loading.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
+#include <dali/devel-api/rendering/texture-devel.h>
#include <dali/devel-api/scripting/enum-helper.h>
#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
void ImageVisual::CreateRenderer( TextureSet& textureSet )
{
Geometry geometry;
- Shader shader;
- if( !mImpl->mCustomShader )
+ // Get the geometry
+ if( mImpl->mCustomShader )
{
- geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) );
-
- shader = mImageVisualShaderFactory.GetShader( mFactoryCache,
- mImpl->mFlags & Impl::IS_ATLASING_APPLIED,
- mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE,
- IsRoundedCornerRequired() );
+ geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize );
}
- else
+ else // Get any geometry associated with the texture
{
- geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize );
- if( mImpl->mCustomShader->mVertexShader.empty() && mImpl->mCustomShader->mFragmentShader.empty() )
- {
- // Use custom hints
- shader = Shader::New( mImageVisualShaderFactory.GetVertexShaderSource(), mImageVisualShaderFactory.GetFragmentShaderSource(), mImpl->mCustomShader->mHints );
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- }
- else
+ TextureManager& textureManager = mFactoryCache.GetTextureManager();
+
+ uint32_t firstElementCount {0u};
+ uint32_t secondElementCount {0u};
+ geometry = textureManager.GetRenderGeometry(mTextureId, firstElementCount, secondElementCount);
+
+ if(!firstElementCount && !secondElementCount) // Otherwise use quad
{
- shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
- mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
- mImpl->mCustomShader->mHints );
- if( mImpl->mCustomShader->mVertexShader.empty() )
- {
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- }
+ geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) );
}
}
- // Set pixel align off as default.
- // ToDo: Pixel align causes issues such as rattling image animation.
- // We should trun it off until issues are resolved
- shader.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF );
+ Shader shader = GetShader();
+ // Create the renderer
mImpl->mRenderer = Renderer::New( geometry, shader );
+
if( textureSet )
{
mImpl->mRenderer.SetTextures( textureSet );
EnablePreMultipliedAlpha( IsPreMultipliedAlphaEnabled() );
}
+
void ImageVisual::LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& textures, bool orientationCorrection,
TextureManager::ReloadPolicy forceReload )
{
}
}
-void ImageVisual::DoSetOnStage( Actor& actor )
+void ImageVisual::DoSetOnScene( Actor& actor )
{
if( mImageUrl.IsValid() )
{
}
}
-void ImageVisual::DoSetOffStage( Actor& actor )
+void ImageVisual::DoSetOffScene( Actor& actor )
{
- // Visual::Base::SetOffStage only calls DoSetOffStage if mRenderer exists (is on onstage)
+ // Visual::Base::SetOffScene only calls DoSetOffScene if mRenderer exists (is on onstage)
// Image release is dependent on the ReleasePolicy, renderer is destroyed.
actor.RemoveRenderer( mImpl->mRenderer);
mImpl->mResourceStatus == Toolkit::Visual::ResourceStatus::FAILED );
}
+void ImageVisual::UpdateShader()
+{
+ if(mImpl->mRenderer)
+ {
+ Shader shader = GetShader();
+ mImpl->mRenderer.SetShader(shader);
+ }
+}
+
// From existing atlas manager
void ImageVisual::UploadCompleted()
{
{
resourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
}
+
+ // use geometry if needed
+ if( loadingSuccess )
+ {
+ uint32_t firstElementCount{0u};
+ uint32_t secondElementCount{0u};
+ auto geometry = mFactoryCache.GetTextureManager().GetRenderGeometry(mTextureId, firstElementCount, secondElementCount);
+ if (mImpl->mRenderer && geometry)
+ {
+ mImpl->mRenderer.SetGeometry(geometry);
+ Dali::DevelRenderer::DrawCommand drawCommand{};
+ drawCommand.drawType = DevelRenderer::DrawType::INDEXED;
+
+ if (firstElementCount)
+ {
+ drawCommand.firstIndex = 0;
+ drawCommand.elementCount = firstElementCount;
+ drawCommand.queue = DevelRenderer::RENDER_QUEUE_OPAQUE;
+ DevelRenderer::AddDrawCommand(mImpl->mRenderer, drawCommand);
+ }
+
+ if (secondElementCount)
+ {
+ drawCommand.firstIndex = firstElementCount;
+ drawCommand.elementCount = secondElementCount;
+ drawCommand.queue = DevelRenderer::RENDER_QUEUE_TRANSPARENT;
+ DevelRenderer::AddDrawCommand(mImpl->mRenderer, drawCommand);
+ }
+ }
+ }
+
// Signal to observers ( control ) that resources are ready. Must be all resources.
ResourceReady( resourceStatus );
mLoading = false;
}
}
+Shader ImageVisual::GetShader()
+{
+ Shader shader;
+
+ std::string vertexShader;
+ bool usesWholeTexture = true;
+ if(mImpl->mCustomShader && !mImpl->mCustomShader->mVertexShader.empty())
+ {
+ vertexShader = mImpl->mCustomShader->mVertexShader;
+ usesWholeTexture = false; // Impossible to tell.
+ }
+ else
+ {
+ vertexShader = mImageVisualShaderFactory.GetVertexShaderSource().data();
+ }
+
+ std::string fragmentShader;
+ if(mImpl->mCustomShader && !mImpl->mCustomShader->mFragmentShader.empty())
+ {
+ fragmentShader = mImpl->mCustomShader->mFragmentShader;
+ }
+ else
+ {
+ fragmentShader = mImageVisualShaderFactory.GetFragmentShaderSource().data();
+ }
+
+ // If the texture is native, we may need to change prefix and sampler in
+ // the fragment shader
+ bool modifiedFragmentShader = false;
+ if(mTextures && DevelTexture::IsNative(mTextures.GetTexture(0)))
+ {
+ Texture nativeTexture = mTextures.GetTexture(0);
+ modifiedFragmentShader = DevelTexture::ApplyNativeFragmentShader(nativeTexture, fragmentShader);
+ }
+
+ const bool useStandardShader = !mImpl->mCustomShader && !modifiedFragmentShader;
+ if(useStandardShader)
+ {
+ // Create and cache the standard shader
+ shader = mImageVisualShaderFactory.GetShader(
+ mFactoryCache,
+ mImpl->mFlags & Impl::IS_ATLASING_APPLIED,
+ mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE,
+ IsRoundedCornerRequired());
+ }
+ else if(mImpl->mCustomShader)
+ {
+ shader = Shader::New(vertexShader, fragmentShader, mImpl->mCustomShader->mHints);
+ }
+ else
+ {
+ shader = Shader::New(vertexShader, fragmentShader);
+ }
+
+ if(usesWholeTexture)
+ {
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ }
+
+ // Set pixel align off as default.
+ // ToDo: Pixel align causes issues such as rattling image animation.
+ // We should trun it off until issues are resolved
+ shader.RegisterProperty(PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF);
+
+ return shader;
+}
+
} // namespace Internal
} // namespace Toolkit