/*
- * 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/visuals/visual-string-constants.h>
#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);
// global string variable to caching complate vertex shader
{
}
-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() + 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 );
+ 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() + 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 );
+ 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() + 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 );
+ 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() + 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 );
+ 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);
}
}
}