X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fcolor%2Fcolor-visual.cpp;h=2d8008f97687eeea23ceec67cc5f7f95445b3103;hb=48000ec3ab1ca2d1f8001d192112e32357bb1dfc;hp=6406bccd100b01b3c07e1fa5393d2cac8aaa3b7b;hpb=c3f9162ab11786380e2ec9c55f217c2daf7722e8;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 6406bcc..31e0c55 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) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 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. @@ -19,55 +19,60 @@ #include "color-visual.h" // EXTERNAL INCLUDES +#include #include //INTERNAL INCLUDES -#include -#include +#include +#include +#include +#include #include +#include #include -#include +#include +#include namespace Dali { - namespace Toolkit { - 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 - \n - void main()\n - {\n - mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n - vertexPosition.xyz *= uSize;\n - gl_Position = uMvpMatrix * vertexPosition;\n - }\n -); - -const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( - uniform lowp vec4 uColor;\n - uniform lowp vec4 mixColor;\n - \n - void main()\n - {\n - gl_FragColor = mixColor*uColor;\n - }\n -); +VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[6] = +{ + VisualFactoryCache::COLOR_SHADER, + VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, + VisualFactoryCache::COLOR_SHADER_BORDERLINE, + VisualFactoryCache::COLOR_SHADER_ROUNDED_BORDERLINE, + VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, + VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER_BLUR_EDGE, +}; + +// enum of required list when we select shader +enum ColorVisualRequireFlag +{ + DEFAULT = 0, + ROUNDED_CORNER = 1 << 0, + BORDERLINE = 1 << 1, + BLUR = 1 << 2, +}; +} // unnamed namespace +ColorVisualPtr ColorVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties) +{ + ColorVisualPtr colorVisualPtr(new ColorVisual(factoryCache)); + colorVisualPtr->SetProperties(properties); + colorVisualPtr->Initialize(); + return colorVisualPtr; } -ColorVisual::ColorVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), - mMixColorIndex( Property::INVALID_INDEX ) +ColorVisual::ColorVisual(VisualFactoryCache& factoryCache) +: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR), + mBlurRadius(0.0f), + mBlurRadiusIndex(Property::INVALID_INDEX), + mAlwaysUsingBlurRadius(false) { } @@ -75,73 +80,219 @@ ColorVisual::~ColorVisual() { } -void ColorVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap ) +void ColorVisual::DoSetProperties(const Property::Map& propertyMap) { - Property::Value* color = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, 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\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); + } + } + else + { + DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n"); + } + } + + 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()); + } + + if(mBlurRadiusIndex != Property::INVALID_INDEX) + { + mImpl->mRenderer.SetProperty(mBlurRadiusIndex, mBlurRadius); + } + else if(DALI_UNLIKELY(mImpl->mRenderer && (!EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius))) + { + // Unusual case. SetProperty called after OnInitialize(). + // Assume that DoAction call UPDATE_PROPERTY. + // We must regist properies into renderer, and update shader. + + // BlurRadius added by this action. Regist property to renderer. + mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius); + mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); + + // Change the shader must not be occured many times. we always have to use blur feature. + mAlwaysUsingBlurRadius = true; + + // Change shader + UpdateShader(); + } } } -void ColorVisual::SetSize( const Vector2& size ) +void ColorVisual::DoSetOnScene(Actor& actor) { - Visual::Base::SetSize( size ); + 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::DoSetOnStage( Actor& actor ) +void ColorVisual::DoSetOffScene(Actor& actor) { - InitializeRenderer(); - - actor.AddRenderer( mImpl->mRenderer ); + actor.RemoveRenderer(mImpl->mRenderer); } -void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const +void ColorVisual::DoCreatePropertyMap(Property::Map& map) const { map.Clear(); - map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR ); - map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mMixColor ); + map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR); + map.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor); + + if(mImpl->mRenderer && mBlurRadiusIndex != Property::INVALID_INDEX) + { + // Update values from Renderer + float blurRadius = mImpl->mRenderer.GetProperty(mBlurRadiusIndex); + map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, blurRadius); + } + else + { + map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius); + } } -void ColorVisual::InitializeRenderer() +void ColorVisual::DoCreateInstancePropertyMap(Property::Map& map) const { - Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - if( !geometry ) + // Do nothing +} + +void ColorVisual::OnSetTransform() +{ + if(mImpl->mRenderer) { - geometry = VisualFactoryCache::CreateQuadGeometry(); - mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry ); + mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); } +} - Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER ); - if( !shader ) +void ColorVisual::UpdateShader() +{ + if(mImpl->mRenderer) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); - mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader ); + Shader shader = GenerateShader(); + mImpl->mRenderer.SetShader(shader); } +} + +void ColorVisual::OnInitialize() +{ + Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY); + + Shader shader = GenerateShader(); + + mImpl->mRenderer = Renderer::New(geometry, shader); - mImpl->mRenderer = Renderer::New( geometry, shader ); + // 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)); - mMixColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::ColorVisual::Property::MIX_COLOR, COLOR_NAME, mMixColor ); - if( mMixColor.a < 1.f ) + if(!EqualsZero(mBlurRadius)) { - mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); + mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius); + mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); } + + // Register transform properties + mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); } -void ColorVisual::SetColor(const Vector4& color) +Shader ColorVisual::GenerateShader() const { - mMixColor = color; + Shader shader; + VisualFactoryCache::ShaderType shaderType; + + bool roundedCorner = IsRoundedCornerRequired(); + bool borderline = IsBorderlineRequired(); + bool blur = !EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius; + int shaderTypeFlag = ColorVisualRequireFlag::DEFAULT; + + if(roundedCorner) + { + shaderTypeFlag |= ColorVisualRequireFlag::ROUNDED_CORNER; + } + if(blur) + { + // If we use blur, just ignore borderline + borderline = false; + shaderTypeFlag |= ColorVisualRequireFlag::BLUR; + } + if(borderline) + { + shaderTypeFlag |= ColorVisualRequireFlag::BORDERLINE; + } - if( mImpl->mRenderer ) + shaderType = SHADER_TYPE_TABLE[shaderTypeFlag]; + shader = mFactoryCache.GetShader(shaderType); + if(!shader) { - (mImpl->mRenderer).SetProperty( mMixColorIndex, color ); - if( color.a < 1.f ) + std::string vertexShaderPrefixList; + std::string fragmentShaderPrefixList; + if(roundedCorner) { - mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); + vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n"; + fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n"; } + if(blur) + { + vertexShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n"; + fragmentShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n"; + } + if(borderline) + { + vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n"; + fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n"; + } + shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_VERT.data(), + Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_FRAG.data()); + mFactoryCache.SaveShader(shaderType, shader); + } + + return shader; +} + +Dali::Property ColorVisual::OnGetPropertyObject(Dali::Property::Key key) +{ + if(!mImpl->mRenderer) + { + Handle handle; + return Dali::Property(handle, Property::INVALID_INDEX); } + + if((key.type == Property::Key::INDEX && key.indexKey == DevelColorVisual::Property::BLUR_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == BLUR_RADIUS_NAME)) + { + mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius); + + // Blur is animated now. we always have to use blur feature. + mAlwaysUsingBlurRadius = true; + + mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); + + // Change shader + UpdateShader(); + + return Dali::Property(mImpl->mRenderer, mBlurRadiusIndex); + } + + Handle handle; + return Dali::Property(handle, Property::INVALID_INDEX); } } // namespace Internal