X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fcolor%2Fcolor-visual.cpp;h=25ea34b389efe07a90ea56e5893e5c93f8791a97;hb=4cc02f3e2045755c2c65e64a6f5e126a4c6208ea;hp=9fa6a3076806b276fe7544e02ad9b087586ad5ed;hpb=80142a09456f71b826e4f557bfc8c0bb3abd45ff;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 9fa6a30..25ea34b 100644 --- a/dali-toolkit/internal/visuals/color/color-visual.cpp +++ b/dali-toolkit/internal/visuals/color/color-visual.cpp @@ -78,6 +78,53 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( 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 mediump vec3 uSize;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\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 + uniform mediump float cornerRadius;\n + \n + vec4 ComputeVertexPosition()\n + {\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n + vRectSize = visualSize / 2.0 - cornerRadius;\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 + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform mediump float cornerRadius;\n + \n + void main()\n + {\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n + gl_FragColor = uColor * vec4( mixColor, 1.0 );\n + gl_FragColor.a *= smoothstep( 1.0, -1.0, dist );\n + }\n +); + } ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) @@ -175,11 +222,24 @@ void ColorVisual::InitializeRenderer() { Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER ); - if( !shader ) + Shader shader; + if( !IsRoundedCornerRequired() ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); - mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader ); + shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader ); + } + } + else + { + 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 );