/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
// EXTERNAL INCLUDES
// INTERNAL INCLUDES
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali/integration-api/debug.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
-
const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
-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 =
- "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;
{
}
-Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner )
+Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner)
{
Shader shader;
- if( atlasing )
+ if(atlasing)
{
- if( defaultTextureWrapping )
+ if(defaultTextureWrapping)
{
- shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
- if( !shader )
+ shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP);
+ if(!shader)
{
- 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 = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
+ Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ATLAS_CLAMP_SHADER_FRAG.data());
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader);
}
}
else
{
- shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP );
- if( !shader )
+ shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP);
+ if(!shader)
{
- 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 = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
+ Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ATLAS_VARIOUS_WRAP_SHADER_FRAG.data());
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader);
}
}
}
else
{
- if( roundedCorner )
+ if(roundedCorner)
{
- shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER );
- if( !shader )
+ shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER);
+ if(!shader)
{
- 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 = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_ROUNDED_CORNER_SHADER_VERT.data(),
+ Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ROUNDED_CORNER_SHADER_FRAG.data());
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader);
}
}
else
{
- shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
- if( !shader )
+ shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER);
+ if(!shader)
{
- 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 );
+ shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(),
+ Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG.data());
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER, shader);
}
}
}
{
if(gVertexShader.empty())
{
- gVertexShader = Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER;
+ gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data();
}
return gVertexShader;
{
if(gFragmentShaderNoAtlas.empty())
{
- gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS;
+ gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG.data();
}
return gFragmentShaderNoAtlas;
}