X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Frenderers%2Fborder%2Fborder-renderer.cpp;h=19872bd350507ef9a2efa5ff7ec5ac9e429452de;hb=a4246093982a7c45fd622253d8245e447878a1af;hp=1450460d47a41798dbba92a2087cc932dfc6ea92;hpb=618c084142032296c60a188b9438d63a81a2d264;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/controls/renderers/border/border-renderer.cpp b/dali-toolkit/internal/controls/renderers/border/border-renderer.cpp index 1450460..19872bd 100644 --- a/dali-toolkit/internal/controls/renderers/border/border-renderer.cpp +++ b/dali-toolkit/internal/controls/renderers/border/border-renderer.cpp @@ -37,10 +37,11 @@ namespace Internal namespace { -const char * const COLOR_NAME("border-color"); -const char * const COLOR_UNIFORM_NAME("uBorderColor"); -const char * const SIZE_NAME("border-size"); -const char * const SIZE_UNIFORM_NAME("uBorderSize"); +const char * const RENDERER_TYPE("rendererType"); +const char * const RENDERER_TYPE_VALUE("borderRenderer"); + +const char * const COLOR_NAME("borderColor"); +const char * const SIZE_NAME("borderSize"); const char * const POSITION_ATTRIBUTE_NAME("aPosition"); const char * const DRIFT_ATTRIBUTE_NAME("aDrift"); @@ -52,28 +53,28 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aDrift;\n uniform mediump mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n - uniform mediump float uBorderSize;\n + uniform mediump float borderSize;\n \n void main()\n {\n - vec2 position = aPosition*uSize.xy + aDrift*uBorderSize;\n + vec2 position = aPosition*uSize.xy + aDrift*borderSize;\n gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n }\n ); const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n - uniform lowp vec4 uBorderColor;\n + uniform lowp vec4 borderColor;\n \n void main()\n {\n - gl_FragColor = uBorderColor*uColor;\n + gl_FragColor = borderColor*uColor;\n }\n ); } -BorderRenderer::BorderRenderer() -: ControlRenderer(), +BorderRenderer::BorderRenderer( RendererFactoryCache& factoryCache ) +: ControlRenderer( factoryCache ), mBorderColor( Color::TRANSPARENT ), mBorderSize( 0.f ), mBorderColorIndex( Property::INVALID_INDEX ), @@ -85,10 +86,8 @@ BorderRenderer::~BorderRenderer() { } -void BorderRenderer::Initialize( RendererFactoryCache& factoryCache, const Property::Map& propertyMap ) +void BorderRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap ) { - Initialize( factoryCache ); - Property::Value* color = propertyMap.Find( COLOR_NAME ); if( !( color && color->Get(mBorderColor) ) ) { @@ -111,36 +110,49 @@ void BorderRenderer::SetClipRect( const Rect& clipRect ) void BorderRenderer::DoSetOnStage( Actor& actor ) { - mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( COLOR_UNIFORM_NAME, mBorderColor ); + InitializeRenderer(); + + mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( COLOR_NAME, mBorderColor ); if( mBorderColor.a < 1.f ) { (mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON ); } - mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( SIZE_UNIFORM_NAME, mBorderSize ); + mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( SIZE_NAME, mBorderSize ); +} + +void BorderRenderer::DoCreatePropertyMap( Property::Map& map ) const +{ + map.Clear(); + map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE ); + map.Insert( COLOR_NAME, mBorderColor ); + map.Insert( SIZE_NAME, mBorderSize ); } -void BorderRenderer::Initialize( RendererFactoryCache& factoryCache) +void BorderRenderer::InitializeRenderer() { - mImpl->mGeometry = factoryCache.GetGeometry( RendererFactoryCache::BORDER_GEOMETRY ); - if( !(mImpl->mGeometry) ) + Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::BORDER_GEOMETRY ); + if( !geometry ) { - mImpl->mGeometry = CreateBorderGeometry(); - factoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, mImpl->mGeometry ); + geometry = CreateBorderGeometry(); + mFactoryCache.SaveGeometry( RendererFactoryCache::BORDER_GEOMETRY, geometry ); } - mImpl->mShader = factoryCache.GetShader( RendererFactoryCache::BORDER_SHADER ); - if( !(mImpl->mShader) ) + Shader shader = mFactoryCache.GetShader( RendererFactoryCache::BORDER_SHADER ); + if( !shader ) { - mImpl->mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); - factoryCache.SaveShader( RendererFactoryCache::COLOR_SHADER, mImpl->mShader ); + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + mFactoryCache.SaveShader( RendererFactoryCache::BORDER_SHADER, shader ); } + + Material material = Material::New( shader ); + mImpl->mRenderer = Renderer::New( geometry, material ); } void BorderRenderer::SetBorderColor(const Vector4& color) { mBorderColor = color; - if( mImpl->mIsOnStage ) + if( mImpl->mRenderer ) { (mImpl->mRenderer).SetProperty( mBorderColorIndex, color ); if( color.a < 1.f && (mImpl->mRenderer).GetMaterial().GetBlendMode() != BlendingMode::ON) @@ -154,7 +166,7 @@ void BorderRenderer::SetBorderSize( float size ) { mBorderSize = size; - if( mImpl->mIsOnStage ) + if( mImpl->mRenderer ) { (mImpl->mRenderer).SetProperty( mBorderSizeIndex, size ); } @@ -169,11 +181,11 @@ void BorderRenderer::SetBorderSize( float size ) * | /| /| /| * |/ |/ |/ | * 4--5--6--7 - * | /| | /| - * |/ | |/ | + * |\ | |\ | + * | \| | \| * 8--9--10-11 - * | /| /| /| - * |/ |/ |/ | + * | /| /|\ | + * |/ |/ | \| * 12-13-14-15 */ Geometry BorderRenderer::CreateBorderGeometry() @@ -211,19 +223,17 @@ Geometry BorderRenderer::CreateBorderGeometry() borderVertices.SetData(borderVertexData); // Create indices - unsigned int indexData[48] = { 0, 4, 1, 1, 4, 5, 1, 5, 2, 2, 5, 6, 2, 6,3, 3, 6, 7, - 4, 8, 5, 5, 8, 9, 6, 10, 7, 7, 10, 11, - 8, 12, 9, 9, 12, 13, 9, 13, 10, 10, 13, 14, 10, 11, 14, 11, 14, 15}; - + unsigned int indexData[24] = { 0,4,1,5,2,6,3,7,7,6,11,10,15,14,14,10,13,9,12,8,8,9,4,5 }; Property::Map indexFormat; indexFormat[INDEX_NAME] = Property::INTEGER; - PropertyBuffer indices = PropertyBuffer::New( indexFormat, 48 ); + PropertyBuffer indices = PropertyBuffer::New( indexFormat, 24 ); indices.SetData(indexData); // Create the geometry object Geometry geometry = Geometry::New(); geometry.AddVertexBuffer( borderVertices ); geometry.SetIndexBuffer( indices ); + geometry.SetGeometryType( Geometry::TRIANGLE_STRIP ); return geometry; }