/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
#include <dali/integration-api/debug.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/common/constants.h>
+#include <dali/devel-api/object/handle-devel.h>
#include <dali/devel-api/scripting/enum-helper.h>
#include <dali/devel-api/scripting/scripting.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+#include <dali-toolkit/internal/visuals/visual-string-constants.h>
namespace Dali
{
//Property names
const char * const PRIMITIVE_SHAPE( "shape" );
-const char * const SHAPE_COLOR( "mixColor" );
const char * const SLICES( "slices" );
const char * const STACKS( "stacks" );
const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
-const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 0.0 ); ///< Grey, for all.
+const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 1.0 ); ///< Grey, for all.
//Property limits
-const int MIN_SLICES = 1; ///< Minimum number of slices for spheres and conics
-const int MIN_STACKS = 1; ///< Minimum number of stacks for spheres and conics
+const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics
+const int MIN_STACKS = 2; ///< Minimum number of stacks for spheres and conics
const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
//Shader properties
const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
-const char * const COLOR_UNIFORM_NAME( "uColor" );
const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
uniform mediump vec3 lightPosition;\n
uniform mediump vec2 uStageOffset;\n
- void main()\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
+
+ vec4 ComputeVertexPosition()\n
{\n
- float xRatio = uSize.x / uObjectDimensions.x;\n
- float yRatio = uSize.y / uObjectDimensions.y;\n
- float scaleFactor = min( xRatio, yRatio );\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.y );\n
+ vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
+ vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
+ vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
+
+ return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
+ }\n
- vec4 normalisedVertexPosition = vec4( aPosition * scaleFactor, 1.0 );\n
+ void main()\n
+ {\n
+ vec4 normalisedVertexPosition = ComputeVertexPosition();\n
vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
vertexPosition = uMvpMatrix * vertexPosition;\n
- //Illumination in Model-View space - Transform attributes and uniforms\n
- vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
- vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
+ //Illumination in Model-View space - Transform attributes and uniforms\n
+ vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
+ vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
- vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
- mvLightPosition = uViewMatrix * mvLightPosition;\n
- vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
+ vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
+ mvLightPosition = uViewMatrix * mvLightPosition;\n
+ vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
- float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
- vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
+ float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
+ vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
- gl_Position = vertexPosition;\n
+ gl_Position = vertexPosition;\n
}\n
);
precision mediump float;\n
varying mediump vec3 vIllumination;\n
uniform lowp vec4 uColor;\n
-
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
void main()\n
{\n
- gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );\n
+ vec4 baseColor = vec4(mixColor, opacity) * uColor;\n
+ gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
}\n
);
-} // namespace
+} // unnamed namespace
+
+PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
+{
+ PrimitiveVisualPtr primitiveVisualPtr( new PrimitiveVisual( factoryCache ) );
+ primitiveVisualPtr->SetProperties( properties );
+ return primitiveVisualPtr;
+}
PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
: Visual::Base( factoryCache ),
- mColor( DEFAULT_COLOR ),
mScaleDimensions( Vector3::ONE ),
mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
mStacks( DEFAULT_STACKS ),
mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
{
+ mImpl->mMixColor = DEFAULT_COLOR;
}
PrimitiveVisual::~PrimitiveVisual()
{
}
-void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap )
{
//Find out which shape to renderer.
Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
}
- //Read in other potential properties.
-
- Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, SHAPE_COLOR );
- if( color && !color->Get( mColor ) )
+ // By virtue of DoSetProperties being called last, this will override
+ // anything set by DevelVisual::Property::MIX_COLOR
+ Property::Value* colorValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR );
+ if( colorValue )
{
- DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
+ Vector4 color;
+ if( colorValue->Get( color ) )
+ {
+ Property::Type type = colorValue->GetType();
+ if( type == Property::VECTOR4 )
+ {
+ SetMixColor( color );
+ }
+ else if( type == Property::VECTOR3 )
+ {
+ Vector3 color3(color);
+ SetMixColor( color3 );
+ }
+ }
}
Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
if( mSlices > MAX_PARTITIONS )
{
mSlices = MAX_PARTITIONS;
+ DALI_LOG_WARNING( "Value for slices clamped.\n" );
}
else if ( mSlices < MIN_SLICES )
{
mSlices = MIN_SLICES;
+ DALI_LOG_WARNING( "Value for slices clamped.\n" );
}
}
else
if( mStacks > MAX_PARTITIONS )
{
mStacks = MAX_PARTITIONS;
+ DALI_LOG_WARNING( "Value for stacks clamped.\n" );
}
else if ( mStacks < MIN_STACKS )
{
mStacks = MIN_STACKS;
+ DALI_LOG_WARNING( "Value for stacks clamped.\n" );
}
}
else
if( mScaleDimensions.x <= 0.0 )
{
mScaleDimensions.x = 1.0;
+ DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
}
if( mScaleDimensions.y <= 0.0 )
{
mScaleDimensions.y = 1.0;
+ DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
}
if( mScaleDimensions.z <= 0.0 )
{
mScaleDimensions.z = 1.0;
+ DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
}
}
else
if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
{
mBevelPercentage = MIN_BEVEL_PERCENTAGE;
+ DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
}
else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
{
mBevelPercentage = MAX_BEVEL_PERCENTAGE;
+ DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
}
}
else
if( mBevelSmoothness < MIN_SMOOTHNESS )
{
mBevelSmoothness = MIN_SMOOTHNESS;
+ DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
}
else if( mBevelSmoothness > MAX_SMOOTHNESS )
{
mBevelSmoothness = MAX_SMOOTHNESS;
+ DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
}
}
else
}
}
-void PrimitiveVisual::SetSize( const Vector2& size )
+void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize )
{
- Visual::Base::SetSize( size );
-
- // ToDo: renderer responds to the size change
-}
+ if( !mGeometry )
+ {
+ CreateGeometry();
+ }
-void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) const
-{
naturalSize.x = mObjectDimensions.x;
naturalSize.y = mObjectDimensions.y;
}
void PrimitiveVisual::DoSetOnStage( Actor& actor )
{
InitializeRenderer();
+
+ actor.AddRenderer( mImpl->mRenderer );
}
void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
+ map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
+ map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mImpl->mMixColor );
map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
- map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor );
map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
}
+void PrimitiveVisual::OnSetTransform()
+{
+ if( mImpl->mRenderer )
+ {
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ }
+}
+
void PrimitiveVisual::InitializeRenderer()
{
if( !mGeometry )
mImpl->mRenderer = Renderer::New( mGeometry, mShader );
mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
+
+ // Register transform properties
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+
+ mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
}
void PrimitiveVisual::UpdateShaderUniforms()
mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
- mShader.RegisterProperty( Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor );
mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
}
}
void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
- float scaleBottomRadius, float scaleHeight, int slices )
+ float scaleBottomRadius, float scaleHeight, int slices )
{
ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
}
void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
- Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
+ Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
{
- dimensions.Normalize();
+ float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z );
+ dimensions = dimensions / maxDimension;
if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
{
}
void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
- bool halfCircle )
+ bool halfCircle )
{
if( divisions < 0 )
{
}
void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
- float scaleBottomRadius, float scaleHeight, int slices )
+ float scaleBottomRadius, float scaleHeight, int slices )
{
int vertexIndex = 0; //Track progress through vertices.
Vector<float> sinTable;
}
void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
- float scaleBottomRadius, int slices )
+ float scaleBottomRadius, int slices )
{
int indiceIndex = 0; //Track progress through indices.
int numTriangles = 0;
}
void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
- float bevelPercentage, float bevelSmoothness )
+ float bevelPercentage, float bevelSmoothness )
{
int numPositions = 24;
int numFaces = 26;
int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
- float bevelScale = 1.0 - bevelPercentage;
- float bevelAmount = 0.5 * bevelScale * minDimension;
+ float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
+ //Distances from centre to outer edge points.
float outerX = 0.5 * dimensions.x;
float outerY = 0.5 * dimensions.y;
float outerZ = 0.5 * dimensions.z;
- float bevelX = outerX - ( 0.5 * minDimension - bevelAmount );
- float bevelY = outerY - ( 0.5 * minDimension - bevelAmount );
- float bevelZ = outerZ - ( 0.5 * minDimension - bevelAmount );
+ //Distances from centre to bevelled points.
+ float bevelX = outerX - bevelAmount;
+ float bevelY = outerY - bevelAmount;
+ float bevelZ = outerZ - bevelAmount;
Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
positions.Resize( numPositions );