// EXTERNAL HEADERS
#include <cstring> // for strlen()
+#include <dali/public-api/actors/layer.h>
#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/images/native-image.h>
#include <dali/devel-api/images/texture-set-image.h>
#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/internal/visuals/texture-manager.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
const char* DEFAULT_SAMPLER_TYPENAME = "sampler2D";
+const float PIXEL_ALIGN_ON = 1.0f;
+const float PIXEL_ALIGN_OFF = 0.0f;
+
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump mat4 uModelMatrix;\n
+ uniform mediump mat4 uViewMatrix;\n
+ uniform mediump mat4 uProjection;\n
uniform mediump vec3 uSize;\n
uniform mediump vec4 pixelArea;
varying mediump vec2 vTexCoord;\n
+ uniform lowp float uPixelAligned;\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
-
+\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
-
+\n
void main()\n
{\n
- mediump vec4 vertexPosition = uMvpMatrix * ComputeVertexPosition();\n
+ mediump vec4 vertexPosition = uViewMatrix * uModelMatrix * ComputeVertexPosition();\n
+ vec4 alignedVertexPosition = vertexPosition;\n
+ alignedVertexPosition.xy = floor ( vertexPosition.xy );\n // Pixel alignment
+ vertexPosition = uProjection * mix( vertexPosition, alignedVertexPosition, uPixelAligned );\n
vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
gl_Position = vertexPosition;\n
}\n
mPlacementActor(),
mImageUrl( imageUrl ),
mDesiredSize( size ),
+ mTextureId( TextureManager::INVALID_TEXTURE_ID ),
mFittingMode( fittingMode ),
mSamplingMode( samplingMode ),
mWrapModeU( WrapMode::DEFAULT ),
mWrapModeV( WrapMode::DEFAULT ),
- mAttemptAtlasing( false )
+ mAttemptAtlasing( false ),
+ mTextureLoading( false )
{
}
mPlacementActor(),
mImageUrl(),
mDesiredSize(),
+ mTextureId( TextureManager::INVALID_TEXTURE_ID ),
mFittingMode( FittingMode::DEFAULT ),
mSamplingMode( SamplingMode::DEFAULT ),
mWrapModeU( WrapMode::DEFAULT ),
mWrapModeV( WrapMode::DEFAULT ),
- mAttemptAtlasing( false )
+ mAttemptAtlasing( false ),
+ mTextureLoading( false )
{
}
}
else if( mImageUrl.IsValid() && mImageUrl.GetLocation() == VisualUrl::LOCAL )
{
- ImageDimensions dimentions = Dali::GetClosestImageSize( mImageUrl.GetUrl() );
- naturalSize.x = dimentions.GetWidth();
- naturalSize.y = dimentions.GetHeight();
+ ImageDimensions dimensions = Dali::GetClosestImageSize( mImageUrl.GetUrl() );
+ naturalSize.x = dimensions.GetWidth();
+ naturalSize.y = dimensions.GetHeight();
return;
}
naturalSize = Vector2::ZERO;
}
-void ImageVisual::CreateRenderer( TextureSet& textures )
+void ImageVisual::CreateRenderer( TextureSet& textureSet )
{
Geometry geometry;
Shader shader;
}
}
+ shader.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_ON ); // Set default to align
+
mImpl->mRenderer = Renderer::New( geometry, shader );
- DALI_ASSERT_DEBUG( textures );
- mImpl->mRenderer.SetTextures( textures );
+ if( textureSet )
+ {
+ mImpl->mRenderer.SetTextures( textureSet );
+ }
+ // else still waiting for texture load to finish.
//Register transform properties
mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
BitmapLoader loader = BitmapLoader::New( mImageUrl.GetUrl(), mDesiredSize, mFittingMode, mSamplingMode );
loader.Load();
mPixels = loader.GetPixelData();
+ mTextureLoading = false;
}
}
TextureSet ImageVisual::CreateTextureSet( Vector4& textureRect, bool synchronousLoading, bool attemptAtlasing )
{
TextureSet textureSet;
+
+ mTextureLoading = false;
+
textureRect = FULL_TEXTURE_RECT;
if( synchronousLoading )
{
{
textureSet = mFactoryCache.GetAtlasManager()->Add( textureRect, mImageUrl.GetUrl(), mDesiredSize, mFittingMode, true, this );
mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
+ mTextureLoading = true;
}
if( !textureSet ) // big image, no atlasing or atlasing failed
{
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- ResourceImage resourceImage = Dali::ResourceImage::New( mImageUrl.GetUrl(), mDesiredSize, mFittingMode, mSamplingMode );
- resourceImage.LoadingFinishedSignal().Connect( this, &ImageVisual::OnImageLoaded );
- textureSet = TextureSet::New();
- TextureSetImage( textureSet, 0u, resourceImage );
+ TextureManager& textureManager = mFactoryCache.GetTextureManager();
+ mTextureId = textureManager.RequestLoad( mImageUrl, mDesiredSize, mFittingMode,
+ mSamplingMode, TextureManager::NO_ATLAS, this );
+
+ TextureManager::LoadState loadState = textureManager.GetTextureState( mTextureId );
+
+ mTextureLoading = ( loadState == TextureManager::LOADING );
+
+ if( loadState == TextureManager::UPLOADED )
+ {
+ // UploadComplete has already been called - keep the same texture set
+ textureSet = textureManager.GetTextureSet(mTextureId);
+ }
}
}
- if( !(mImpl->mFlags & Impl::IS_ATLASING_APPLIED) )
+ if( ! (mImpl->mFlags & Impl::IS_ATLASING_APPLIED) && textureSet )
{
Sampler sampler = Sampler::New();
sampler.SetWrapMode( mWrapModeU, mWrapModeV );
textureSet.SetSampler( 0u, sampler );
}
+
return textureSet;
}
{
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- if( !mImpl->mCustomShader && mImageUrl.GetLocation() == VisualUrl::LOCAL )
+ if( ! mImpl->mCustomShader && mImageUrl.GetLocation() == VisualUrl::LOCAL )
{
bool defaultWrapMode = mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE;
ApplyImageToSampler( image );
}
-void ImageVisual::UploadCompleted()
-{
- // Resource image is loaded. If weak handle is holding a placement actor, it is the time to add the renderer to actor.
- Actor actor = mPlacementActor.GetHandle();
- if( actor )
- {
- actor.AddRenderer( mImpl->mRenderer );
- // reset the weak handle so that the renderer only get added to actor once
- mPlacementActor.Reset();
- }
-}
-
void ImageVisual::DoSetOnStage( Actor& actor )
{
if( mImageUrl.IsValid() )
}
mPlacementActor = actor;
+ // Search the Actor tree to find if Layer UI behaviour set.
+ Layer layer = actor.GetLayer();
+ if ( layer && layer.GetBehavior() == Layer::LAYER_3D )
+ {
+ // Layer 3D set, do not align pixels
+ mImpl->mRenderer.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF );
+ }
if( mPixelArea != FULL_TEXTURE_RECT )
{
mImpl->mRenderer.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, mPixelArea );
}
- if( IsSynchronousResourceLoading() || !(mImpl->mFlags & Impl::IS_ATLASING_APPLIED) )
+ if( mTextureLoading == false )
{
actor.AddRenderer( mImpl->mRenderer );
mPlacementActor.Reset();
+
+ // Image loaded and ready to display
+ ResourceReady();
}
}
actor.RemoveRenderer( mImpl->mRenderer);
if( mImageUrl.IsValid() )
{
- RemoveFromAtlas( mImageUrl.GetUrl() );
+ RemoveTexture( mImageUrl.GetUrl() );
mImage.Reset();
}
-
+ mTextureLoading = false;
mImpl->mRenderer.Reset();
mPlacementActor.Reset();
}
}
}
-void ImageVisual::OnImageLoaded( ResourceImage image )
+// From existing atlas manager
+void ImageVisual::UploadCompleted()
{
- if( image.GetLoadingState() == Dali::ResourceLoadingFailed )
+ // Texture has been uploaded. If weak handle is holding a placement actor, it is the time to add the renderer to actor.
+ Actor actor = mPlacementActor.GetHandle();
+ if( actor )
+ {
+ actor.AddRenderer( mImpl->mRenderer );
+
+ // reset the weak handle so that the renderer only get added to actor once
+ mPlacementActor.Reset();
+ }
+ mTextureLoading = false;
+}
+
+// From Texture Manager
+void ImageVisual::UploadComplete( bool loadingSuccess, TextureSet textureSet, bool usingAtlas, const Vector4& atlasRectangle )
+{
+ Actor actor = mPlacementActor.GetHandle();
+ if( actor )
{
- Image brokenImage = VisualFactoryCache::GetBrokenVisualImage();
if( mImpl->mRenderer )
{
- ApplyImageToSampler( brokenImage );
+ actor.AddRenderer( mImpl->mRenderer );
+ // reset the weak handle so that the renderer only get added to actor once
+ mPlacementActor.Reset();
+
+ if( loadingSuccess )
+ {
+ Sampler sampler = Sampler::New();
+ sampler.SetWrapMode( mWrapModeU, mWrapModeV );
+ textureSet.SetSampler( 0u, sampler );
+ mImpl->mRenderer.SetTextures(textureSet);
+ }
+ else
+ {
+ Image brokenImage = VisualFactoryCache::GetBrokenVisualImage();
+ ApplyImageToSampler( brokenImage );
+ }
+ // Image loaded and ready to display
+ ResourceReady();
}
}
+ mTextureLoading = false;
}
-void ImageVisual::RemoveFromAtlas(const std::string& url)
+void ImageVisual::RemoveTexture(const std::string& url)
{
- Vector4 atlasRect( 0.f, 0.f, 1.f, 1.f );
- Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME );
- if( index != Property::INVALID_INDEX )
+ if( mTextureId != TextureManager::INVALID_TEXTURE_ID )
{
- Property::Value atlasRectValue = mImpl->mRenderer.GetProperty( index );
- atlasRectValue.Get( atlasRect );
+ mFactoryCache.GetTextureManager().Remove( mTextureId );
+ mTextureId = TextureManager::INVALID_TEXTURE_ID;
}
+ else
+ {
+ Vector4 atlasRect( 0.f, 0.f, 1.f, 1.f );
+ Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME );
+ if( index != Property::INVALID_INDEX )
+ {
+ Property::Value atlasRectValue = mImpl->mRenderer.GetProperty( index );
+ atlasRectValue.Get( atlasRect );
+ }
- TextureSet textureSet = mImpl->mRenderer.GetTextures();
- mImpl->mRenderer.Reset();
+ TextureSet textureSet = mImpl->mRenderer.GetTextures();
+ mImpl->mRenderer.Reset();
- if( index != Property::INVALID_INDEX )
- {
- mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect );
+ if( index != Property::INVALID_INDEX )
+ {
+ mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect );
+ }
}
}