- /*
- * Copyright (c) 2018 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.
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uModelMatrix;\n
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat4 uProjection;\n
- uniform mediump vec3 uSize;\n
+ uniform highp mat4 uMvpMatrix;\n
+ uniform highp 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 highp vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
+ uniform mediump vec2 extraSize;\n
\n
vec4 ComputeVertexPosition()\n
{\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\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 = uViewMatrix * uModelMatrix * ComputeVertexPosition();\n
- vec4 alignedVertexPosition = vertexPosition;\n
- alignedVertexPosition.xy = floor ( vertexPosition.xy );\n // Pixel alignment
- vertexPosition = uProjection * mix( vertexPosition, alignedVertexPosition, uPixelAligned );\n
+ gl_Position = uMvpMatrix * ComputeVertexPosition();\n
vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
- gl_Position = vertexPosition;\n
}\n
);
}\n
);
+const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform highp mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ uniform mediump vec4 pixelArea;
+ 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 mediump vec4 offsetSizeMode;\n
+ uniform mediump vec2 origin;\n
+ uniform mediump vec2 anchorPoint;\n
+ uniform mediump float cornerRadius;\n
+ uniform mediump float cornerRadiusPolicy;\n
+ uniform mediump vec2 extraSize;\n
+ \n
+ vec4 ComputeVertexPosition()\n
+ {\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
+ vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\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( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
+ }\n
+\n
+ void main()\n
+ {\n
+ gl_Position = uMvpMatrix * ComputeVertexPosition();\n
+ vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
+ }\n
+);
+
+//float distance = length( max( abs( position - center ), size ) - size ) - radius;
+const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ varying mediump vec2 vPosition;\n
+ varying mediump vec2 vRectSize;\n
+ varying mediump float vCornerRadius;\n
+ uniform sampler2D sTexture;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float preMultipliedAlpha;\n
+ \n
+ void main()\n
+ {\n
+ mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
+ mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
+ gl_FragColor.a *= opacity;\n
+ gl_FragColor.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n
+ }\n
+);
+
} // unnamed namespace
ImageVisualShaderFactory::ImageVisualShaderFactory()
{
}
-Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping )
+Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner )
{
Shader shader;
if( atlasing )
}
else
{
- shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
- if( !shader )
+ if( roundedCorner )
+ {
+ shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader );
+ }
+ }
+ else
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
+ shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
+ }
}
}