/*
- * 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/visual-factory/devel-visual-properties.h>
+#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>
//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" );
//Shader properties
const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
-const char * const COLOR_UNIFORM_NAME( "mixColor" );
const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
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 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 vec4 mixColor;\n
-
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
void main()\n
{\n
- vec4 baseColor = mixColor * uColor;\n
+ vec4 baseColor = vec4(mixColor, opacity) * uColor;\n
gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
}\n
);
} // unnamed namespace
-PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache )
+PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
{
- return new PrimitiveVisual( factoryCache );
+ 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()
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 );
void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize )
{
+ if( !mGeometry )
+ {
+ CreateGeometry();
+ }
+
naturalSize.x = mObjectDimensions.x;
naturalSize.y = mObjectDimensions.y;
}
void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( Toolkit::VisualProperty::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::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
-{
- // TODO
-}
-
-Dali::Property::Value PrimitiveVisual::DoGetProperty( Dali::Property::Index index )
-{
- // TODO
- return Dali::Property::Value();
-}
-
void PrimitiveVisual::OnSetTransform()
{
if( mImpl->mRenderer )
mImpl->mRenderer = Renderer::New( mGeometry, mShader );
mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
- //Register transform properties
+ // 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 )
{
float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z );
dimensions = dimensions / maxDimension;
}
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;