X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fcolor%2Fcolor-visual.cpp;h=0d5ad5454b45f41c1b1274bb1b4e07fafbc6e7c7;hb=f11be450471738b68f98fa4c552b3a22482ae4de;hp=2146e5096b2b1faf75d9ad426f8139791e1f2151;hpb=1972f043026a3e1bdcaad71c17859a8f324d1e6d;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/color/color-visual.cpp b/dali-toolkit/internal/visuals/color/color-visual.cpp index 2146e50..4fae268 100644 --- a/dali-toolkit/internal/visuals/color/color-visual.cpp +++ b/dali-toolkit/internal/visuals/color/color-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -22,10 +22,14 @@ #include //INTERNAL INCLUDES +#include +#include +#include +#include #include #include #include -#include +#include namespace Dali { @@ -38,35 +42,155 @@ namespace Internal namespace { -const char * const COLOR_NAME("mixColor"); const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n + uniform highp mat4 uMvpMatrix;\n + uniform highp vec3 uSize;\n \n + + //Visual size and offset + uniform mediump vec2 offset;\n + uniform highp vec2 size;\n + uniform mediump vec4 offsetSizeMode;\n + uniform mediump vec2 origin;\n + uniform mediump vec2 anchorPoint;\n + uniform mediump vec2 extraSize;\n + + vec4 ComputeVertexPosition()\n + {\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n + vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n + return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n + }\n + void main()\n {\n - mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n - vertexPosition.xyz *= uSize;\n - gl_Position = uMvpMatrix * vertexPosition;\n + gl_Position = uMvpMatrix * ComputeVertexPosition();\n }\n ); const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n - uniform lowp vec4 mixColor;\n + uniform lowp vec3 mixColor;\n \n void main()\n {\n - gl_FragColor = mixColor*uColor;\n + gl_FragColor = vec4(mixColor, 1.0)*uColor;\n }\n ); + +const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + uniform highp mat4 uMvpMatrix;\n + uniform highp vec3 uSize;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\n + varying mediump float vCornerRadius;\n + \n + //Visual size and offset + uniform mediump vec2 offset;\n + uniform highp vec2 size;\n + uniform mediump vec2 extraSize;\n + uniform mediump vec4 offsetSizeMode;\n + uniform mediump vec2 origin;\n + uniform mediump vec2 anchorPoint;\n + uniform mediump float cornerRadius;\n + uniform mediump float cornerRadiusPolicy;\n + \n + vec4 ComputeVertexPosition()\n + {\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n + vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n + mediump float minSize = min( visualSize.x, visualSize.y );\n + vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n + vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n + vRectSize = visualSize / 2.0 - vCornerRadius;\n + vPosition = aPosition* visualSize;\n + return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n + }\n + \n + void main()\n + {\n + gl_Position = uMvpMatrix * ComputeVertexPosition();\n + }\n +); + +//float distance = length( max( abs( position - center ), size ) - size ) - radius; +const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\n + varying mediump float vCornerRadius;\n + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + \n + void main()\n + {\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n + gl_FragColor = uColor * vec4( mixColor, 1.0 );\n + gl_FragColor.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n + }\n +); + +const char* VERTEX_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + uniform highp mat4 uMvpMatrix;\n + uniform highp vec3 uSize;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\n + \n + //Visual size and offset + uniform mediump vec2 offset;\n + uniform highp vec2 size;\n + uniform mediump vec2 extraSize;\n + uniform mediump vec4 offsetSizeMode;\n + uniform mediump vec2 origin;\n + uniform mediump vec2 anchorPoint;\n + uniform mediump float blurRadius;\n + \n + vec4 ComputeVertexPosition()\n + {\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n + vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n + vRectSize = visualSize / 2.0;\n + vPosition = aPosition* visualSize;\n + return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n + }\n + \n + void main()\n + {\n + gl_Position = uMvpMatrix * ComputeVertexPosition();\n + }\n +); + +const char* FRAGMENT_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER( + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\n + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform mediump float blurRadius;\n + \n + void main()\n + {\n + mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n + gl_FragColor = uColor * vec4( mixColor, 1.0 );\n + gl_FragColor.a *= blur.x * blur.y;\n + }\n +); + +} + +ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) +{ + ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) ); + colorVisualPtr->SetProperties( properties ); + return colorVisualPtr; } ColorVisual::ColorVisual( VisualFactoryCache& factoryCache ) -: Visual( factoryCache ), - mMixColorIndex( Property::INVALID_INDEX ) +: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR ), + mBlurRadius( 0.0f ), + mRenderIfTransparent( false ) { } @@ -74,83 +198,156 @@ ColorVisual::~ColorVisual() { } -void ColorVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap ) +void ColorVisual::DoSetProperties( const Property::Map& propertyMap ) { - Property::Value* color = propertyMap.Find( COLOR_NAME ); - if( !( color && color->Get(mMixColor) ) ) + // By virtue of DoSetProperties being called last, this will override + // anything set by Toolkit::Visual::Property::MIX_COLOR + Property::Value* colorValue = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR ); + if( colorValue ) { - DALI_LOG_ERROR( "Fail to provide a color to the ColorVisual object" ); + 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 ); + } + } + else + { + DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n"); + } + } + + Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME ); + if( renderIfTransparentValue ) + { + if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) ) + { + DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() ); + } + } + + Property::Value* blurRadiusValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME ); + if( blurRadiusValue ) + { + if( !blurRadiusValue->Get( mBlurRadius ) ) + { + DALI_LOG_ERROR( "ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType() ); + } } } -void ColorVisual::SetSize( const Vector2& size ) +void ColorVisual::DoSetOnScene( Actor& actor ) { - Visual::SetSize( size ); + InitializeRenderer(); + + // Only add the renderer if it's not fully transparent + // We cannot avoid creating a renderer as it's used in the base class + if( mRenderIfTransparent || mImpl->mMixColor.a > 0.0f ) + { + actor.AddRenderer( mImpl->mRenderer ); + } - // ToDo: renderer responds to the size change + // Color Visual generated and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); } -void ColorVisual::SetClipRect( const Rect& clipRect ) +void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const { - Visual::SetClipRect( clipRect ); - - //ToDo: renderer responds to the clipRect change + map.Clear(); + map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR ); + map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor ); + map.Insert( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, mRenderIfTransparent ); + map.Insert( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius ); } -void ColorVisual::SetOffset( const Vector2& offset ) +void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const { - //ToDo: renderer applies the offset + // Do nothing } -void ColorVisual::DoSetOnStage( Actor& actor ) + +void ColorVisual::OnSetTransform() { - InitializeRenderer(); + if( mImpl->mRenderer ) + { + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + } } -void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const +void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes ) { - map.Clear(); - map.Insert( RENDERER_TYPE, COLOR_RENDERER ); - map.Insert( COLOR_NAME, mMixColor ); + // Check if action is valid for this visual type and perform action if possible + switch( actionId ) + { + case DevelColorVisual::Action::UPDATE_PROPERTY: + { + const Property::Map* map = attributes.GetMap(); + if( map ) + { + DoSetProperties( *map ); + } + break; + } + } } void ColorVisual::InitializeRenderer() { Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - if( !geometry ) + + Shader shader; + if( !EqualsZero( mBlurRadius ) ) + { + shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER_BLUR_EDGE, FRAGMENT_SHADER_BLUR_EDGE ); + mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader ); + } + } + else if( !IsRoundedCornerRequired() ) { - geometry = VisualFactoryCache::CreateQuadGeometry(); - mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry ); + shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader ); + } } - - Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER ); - if( !shader ) + else { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); - mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader ); + shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER ); + mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader ); + } } mImpl->mRenderer = Renderer::New( geometry, shader ); - mMixColorIndex = mImpl->mRenderer.RegisterProperty( COLOR_NAME, mMixColor ); - if( mMixColor.a < 1.f ) - { - mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); - } -} + // ColorVisual has it's own index key for mix color - use this instead + // of using the new base index to avoid changing existing applications + // String keys will get to this property. + mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) ); -void ColorVisual::SetColor(const Vector4& color) -{ - mMixColor = color; + mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius ); - if( mImpl->mRenderer ) + if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) ) { - (mImpl->mRenderer).SetProperty( mMixColorIndex, color ); - if( color.a < 1.f ) - { - mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); - } + mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); } + + // Register transform properties + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); } } // namespace Internal