// EXTERNAL INCLUDES
#include <dali/public-api/images/buffer-image.h>
#include <dali/public-api/images/resource-image.h>
+#include <dali/devel-api/object/handle-devel.h>
#include <dali/devel-api/images/texture-set-image.h>
+#include <dali/devel-api/adaptor-framework/image-loading.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
-#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/internal/visuals/npatch-loader.h>
#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
-
namespace Dali
{
{
const char * const BORDER_ONLY( "borderOnly" );
const char * const BORDER( "border" );
+const char * const AUXILIARY_IMAGE_NAME( "auxiliaryImage" );
+const char * const AUXILIARY_IMAGE_ALPHA_NAME( "auxiliaryImageAlpha" );
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
\n
- //Visual size and offset
+ // Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n
\n
-
vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
-
- mediump vec4 vertexPosition = vec4( ( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal ) + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
+ \n
+ mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );\n
+ mediump vec4 vertexPosition = gridPosition;\n
vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n
-
+ vertexPostion.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;\n
vertexPosition = uMvpMatrix * vertexPosition;\n
\n
vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
+ vMaskTexCoord = gridPosition.xy / visualSize;\n
\n
gl_Position = vertexPosition;\n
}\n
const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
varying mediump vec2 vTexCoord;\n
+ varying mediump vec2 vMaskTexCoord;\n
uniform mediump mat4 uModelMatrix;\n
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump vec2 uFixed[ 3 ];\n
uniform mediump vec2 uStretchTotal;\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
void main()\n
{\n
vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
-
+ \n
mediump vec2 size = visualSize.xy;\n
\n
mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y );\n
mediump vec2 stretch = floor( aPosition * 0.5 );\n
mediump vec2 fixedTotal = uFixed[ 2 ];\n
\n
- mediump vec4 vertexPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );
+ mediump vec4 gridPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );\n
+ mediump vec4 vertexPosition = gridPosition;\n
vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n
- vertexPosition.xy = vertexPosition.xy + anchorPoint*size + (visualOffset + origin)*uSize.xy;\
+ vertexPosition.xy += anchorPoint*size + (visualOffset + origin)*uSize.xy;\n
\n
vertexPosition = uMvpMatrix * vertexPosition;\n
\n
vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n
\n
+ vMaskTexCoord = gridPosition.xy / size;\n
gl_Position = vertexPosition;\n
}\n
);
}\n
);
+const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ varying mediump vec2 vMaskTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform sampler2D sMask;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
+ uniform lowp float preMultipliedAlpha;\n
+ uniform mediump float auxiliaryImageAlpha;\n
+ lowp vec4 visualMixColor()\n
+ {\n
+ return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
+ }\n
+ void main()\n
+ {\n
+ // Where mask image is transparent, all of background image must show through.
+ // where mask image is opaque, only mask should be shown
+ // where mask is translucent, less of background should be shown.
+ // auxiliaryImageAlpha controls how much of mask is visible
+
+ mediump vec4 color = texture2D( sTexture, vTexCoord );\n
+ mediump vec4 mask = texture2D( sMask, vMaskTexCoord );\n
+
+ mediump vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha)
+ + mask.rgb*mask.a * auxiliaryImageAlpha;\n
+ gl_FragColor = vec4(mixedColor,1.0) * uColor * visualMixColor();\n
+ }\n
+);
+
/**
* @brief Creates the geometry formed from the vertices and indices
*
return nPatchVisual;
}
+void NPatchVisual::LoadImages()
+{
+ if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
+ {
+ mId = mLoader.Load( mImageUrl.GetUrl(), mBorder );
+ }
+
+ if( ! mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() )
+ {
+ // Load the auxiliary image synchronously
+ mAuxiliaryPixelBuffer = Dali::LoadImageFromFile( mAuxiliaryUrl.GetUrl(), ImageDimensions(),
+ FittingMode::DEFAULT, SamplingMode::BOX_THEN_LINEAR, true );
+ }
+}
+
void NPatchVisual::GetNaturalSize( Vector2& naturalSize )
{
naturalSize.x = 0u;
naturalSize.y = 0u;
// load now if not already loaded
- if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
- {
- mId = mLoader.Load( mImageUrl.GetUrl(), mBorder );
- }
+ LoadImages();
+
const NPatchLoader::Data* data;
if( mLoader.GetNPatchData( mId, data ) )
{
naturalSize.x = data->croppedWidth;
naturalSize.y = data->croppedHeight;
}
+
+ if( mAuxiliaryPixelBuffer )
+ {
+ naturalSize.x = std::max( naturalSize.x, float(mAuxiliaryPixelBuffer.GetWidth()) );
+ naturalSize.y = std::max( naturalSize.y, float(mAuxiliaryPixelBuffer.GetHeight()) );
+ }
}
void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
borderOnlyValue->Get( mBorderOnly );
}
- Property::Value* borderValue = propertyMap.Find( Toolkit::DevelImageVisual::Property::BORDER, BORDER );
+ Property::Value* borderValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER, BORDER );
if( borderValue && ! borderValue->Get( mBorder ) ) // If value exists and is rect, just set mBorder
{
// Not a rect so try vector4
mBorder.top = static_cast< int >( border.w );
}
}
+
+ Property::Value* auxImage = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, AUXILIARY_IMAGE_NAME );
+ if( auxImage )
+ {
+ std::string url;
+ if( auxImage->Get( url ) )
+ {
+ mAuxiliaryUrl = url;
+ }
+ }
+
+ Property::Value* auxImageAlpha = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, AUXILIARY_IMAGE_ALPHA_NAME );
+ if( auxImageAlpha )
+ {
+ auxImageAlpha->Get( mAuxiliaryImageAlpha );
+ }
}
void NPatchVisual::DoSetOnStage( Actor& actor )
{
// load when first go on stage
- if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
- {
- mId = mLoader.Load( mImageUrl.GetUrl(), mBorder );
- }
+ LoadImages();
Geometry geometry = CreateGeometry();
Shader shader = CreateShader();
actor.AddRenderer( mImpl->mRenderer );
// npatch loaded and ready to display
- ResourceReady();
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
void NPatchVisual::DoSetOffStage( Actor& actor )
void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::N_PATCH );
+ map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH );
map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly );
- map.Insert( Toolkit::DevelImageVisual::Property::BORDER, mBorder );
+ map.Insert( Toolkit::ImageVisual::Property::BORDER, mBorder );
+
+ if( mAuxiliaryUrl.IsValid() )
+ {
+ map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
+ map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
+ }
}
void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
{
- // Do nothing
+ if( mAuxiliaryUrl.IsValid() )
+ {
+ map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
+ map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
+ }
}
NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
: Visual::Base( factoryCache ),
mLoader( factoryCache.GetNPatchLoader() ),
mImageUrl(),
+ mAuxiliaryUrl(),
mId( NPatchLoader::UNINITIALIZED_ID ),
mBorderOnly( false ),
- mBorder()
+ mBorder(),
+ mAuxiliaryImageAlpha( 0.0f )
{
}
NinePatchImage::StretchRanges::SizeType xStretchCount = 0;
NinePatchImage::StretchRanges::SizeType yStretchCount = 0;
+ auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
+ : FRAGMENT_SHADER;
+ auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
+ : VisualFactoryCache::NINE_PATCH_SHADER;
+
// ask loader for the regions
if( mLoader.GetNPatchData( mId, data ) )
{
if( DALI_LIKELY( ( xStretchCount == 1 && yStretchCount == 1 ) ||
( xStretchCount == 0 && yStretchCount == 0 ) ) )
{
- shader = mFactoryCache.GetShader( VisualFactoryCache::NINE_PATCH_SHADER );
+ shader = mFactoryCache.GetShader( shaderType );
if( DALI_UNLIKELY( !shader ) )
{
- shader = Shader::New( VERTEX_SHADER_3X3, FRAGMENT_SHADER );
- mFactoryCache.SaveShader( VisualFactoryCache::NINE_PATCH_SHADER, shader );
+ shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader );
+ // Only cache vanilla 9 patch shaders
+ mFactoryCache.SaveShader( shaderType, shader );
}
}
else if( xStretchCount > 0 || yStretchCount > 0)
<< "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
<< VERTEX_SHADER;
- shader = Shader::New( vertexShader.str(), FRAGMENT_SHADER );
+ shader = Shader::New( vertexShader.str(), fragmentShader );
}
}
else
{
- const char* fragmentShader = FRAGMENT_SHADER;
Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
if( !mImpl->mCustomShader->mFragmentShader.empty() )
void NPatchVisual::ApplyTextureAndUniforms()
{
const NPatchLoader::Data* data;
+ TextureSet textureSet;
+
if( mLoader.GetNPatchData( mId, data ) )
{
- TextureSet textures( data->textureSet );
- mImpl->mRenderer.SetTextures( textures );
+ textureSet = data->textureSet;
+
if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
{
//special case for 9 patch
else
{
DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() );
- TextureSet textureSet = TextureSet::New();
- mImpl->mRenderer.SetTextures( textureSet );
+ textureSet = TextureSet::New();
+
Image croppedImage = VisualFactoryCache::GetBrokenVisualImage();
TextureSetImage( textureSet, 0u, croppedImage );
mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( croppedImage.GetWidth(), croppedImage.GetHeight() ) );
}
- //Register transform properties
+ if( mAuxiliaryPixelBuffer )
+ {
+ // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
+ // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
+ // on GL interpolation alone.
+ if( mAuxiliaryPixelBuffer.GetWidth() < data->croppedWidth &&
+ mAuxiliaryPixelBuffer.GetHeight() < data->croppedHeight )
+ {
+ mAuxiliaryPixelBuffer.Resize( data->croppedWidth, data->croppedHeight );
+ }
+
+ // Note, this resets mAuxiliaryPixelBuffer handle
+ auto auxiliaryPixelData = Devel::PixelBuffer::Convert( mAuxiliaryPixelBuffer );
+
+ auto texture = Texture::New( TextureType::TEXTURE_2D,
+ auxiliaryPixelData.GetPixelFormat(), auxiliaryPixelData.GetWidth(),
+ auxiliaryPixelData.GetHeight() );
+ texture.Upload( auxiliaryPixelData );
+ textureSet.SetTexture( 1, texture );
+ DevelHandle::RegisterProperty( mImpl->mRenderer, DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
+ AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha );
+ }
+ mImpl->mRenderer.SetTextures( textureSet );
+
+ // Register transform properties
mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
}