// INTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
+#include <dali/integration-api/debug.h>
namespace Dali
{
const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- uniform mediump vec4 pixelArea;
- varying mediump vec2 vTexCoord;\n
- \n
- //Visual size and offset
- uniform mediump vec2 offset;\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 ) + 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
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_NO_ATLAS = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\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
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform mediump vec4 uAtlasRect;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- void main()\n
- {\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform mediump vec4 uAtlasRect;\n
- // WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;
- uniform lowp vec2 wrapMode;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n
- {\n
- mediump float coord;\n
- if( wrap > 1.5 )\n // REFLECT
- coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n
- else \n// warp == 0 or 1
- coord = mix(coordinate, fract( coordinate ), wrap);\n
- return clamp( mix(range.x, range.y, coord), range.x, range.y );
- }\n
- \n
- void main()\n
- {\n
- mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
- wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n
- gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\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
-);
+const char* VERTEX_SHADER =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vTexCoord;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+ "uniform mediump vec4 pixelArea;"
+ "//Visual size and offset\n"
+
+ "uniform mediump vec2 offset;\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"
+
+ "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"
+ " return vec4( (aPosition + 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";
+
+const char* FRAGMENT_SHADER_NO_ATLAS =
+ "INPUT mediump vec2 vTexCoord;\n"
+
+ "uniform sampler2D sTexture;\n"
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform lowp float preMultipliedAlpha;\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n"
+ "}\n";
+
+
+const char* FRAGMENT_SHADER_ATLAS_CLAMP =
+ "INPUT mediump vec2 vTexCoord;\n"
+
+ "uniform sampler2D sTexture;\n"
+ "uniform mediump vec4 uAtlasRect;\n"
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform lowp float preMultipliedAlpha;\n"
+
+ "void main()\n"
+ "{\n"
+ " mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n"
+ " OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n"
+ "}\n";
+
+
+const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP =
+ "INPUT mediump vec2 vTexCoord;\n"
+
+ "uniform sampler2D sTexture;\n"
+ "uniform mediump vec4 uAtlasRect;\n"
+ "// WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;"
+ "uniform lowp vec2 wrapMode;\n"
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform lowp float preMultipliedAlpha;\n"
+ "mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n"
+
+ "{\n"
+ " mediump float coord;\n"
+ " if( wrap > 1.5 )\n // REFLECT"
+ " coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n"
+ " else \n// warp == 0 or 1"
+ " coord = mix(coordinate, fract( coordinate ), wrap);\n"
+ " return clamp( mix(range.x, range.y, coord), range.x, range.y );"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),"
+ " wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n"
+ " OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n"
+ "}\n";
+
+const char* VERTEX_SHADER_ROUNDED_CORNER =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vTexCoord;\n"
+ "OUTPUT mediump vec2 vPosition;\n"
+ "OUTPUT mediump vec2 vRectSize;\n"
+ "OUTPUT mediump float vCornerRadius;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+ "uniform mediump vec4 pixelArea;"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\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"
+ "uniform mediump vec2 extraSize;\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"
+
+ "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
-);
+const char* FRAGMENT_SHADER_ROUNDED_CORNER =
+ "INPUT mediump vec2 vTexCoord;\n"
+ "INPUT mediump vec2 vPosition;\n"
+ "INPUT mediump vec2 vRectSize;\n"
+ "INPUT mediump float vCornerRadius;\n"
+
+ "uniform sampler2D sTexture;\n"
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform lowp float preMultipliedAlpha;\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"
+
+ " OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n"
+ " OUT_COLOR.a *= opacity;\n"
+ " OUT_COLOR.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n"
+ "}\n";
+
+// global string variable to caching complate vertex shader
+static std::string gVertexShader;
+
+// global string variable to caching complate fragment shader (no atlas)
+static std::string gFragmentShaderNoAtlas;
} // unnamed namespace
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ATLAS_CLAMP );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
}
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
}
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ROUNDED_CORNER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUNDED_CORNER );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader );
}
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
}
return shader;
}
-const char* ImageVisualShaderFactory::GetVertexShaderSource()
+std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
{
- return VERTEX_SHADER;
+ if(gVertexShader.empty())
+ {
+ gVertexShader = Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER;
+ }
+
+ return gVertexShader;
}
-const char* ImageVisualShaderFactory::GetFragmentShaderSource()
+std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
{
- return FRAGMENT_SHADER_NO_ATLAS;
+ if(gFragmentShaderNoAtlas.empty())
+ {
+ gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS;
+ }
+ return gFragmentShaderNoAtlas;
}
} // namespace Internal