X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fgradient%2Fgradient-visual.cpp;h=504b0e0542203fa2e36bbdf60bb74cf736508f12;hb=refs%2Fchanges%2F03%2F251703%2F2;hp=b75b3596e2cd8767ef9cb7ac99bd6e14d5a281b1;hpb=6e05d2da56fde9a67ff3ead673493879deaab301;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp index b75b359..504b0e0 100644 --- a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp +++ b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 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. @@ -22,20 +22,28 @@ #include #include #include -#include #include #include #include +#include // INTERNAL INCLUDES #include -#include +#include #include #include #include #include #include #include +#include +#include +#include +#include +#include +#include +#include +#include namespace Dali { @@ -48,19 +56,6 @@ namespace Internal namespace { -// properties: linear gradient -const char * const START_POSITION_NAME("startPosition"); // Property::VECTOR2 -const char * const END_POSITION_NAME("endPosition"); // Property::VECTOR2 - -// properties: radial gradient -const char * const CENTER_NAME("center"); // Property::VECTOR2 -const char * const RADIUS_NAME("radius"); // Property::FLOAT - -// properties: linear&radial gradient -const char * const STOP_OFFSET_NAME("stopOffset"); // Property::Array FLOAT -const char * const STOP_COLOR_NAME("stopColor"); // Property::Array VECTOR4 -const char * const UNITS_NAME("units"); // Property::String "userSpaceOnUse | objectBoundingBox" -const char * const SPREAD_METHOD_NAME("spreadMethod"); // Property::String "pad | reflect | repeat" DALI_ENUM_TO_STRING_TABLE_BEGIN( UNITS ) DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::Units, OBJECT_BOUNDING_BOX ) @@ -80,121 +75,50 @@ const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" ); const unsigned int DEFAULT_OFFSET_MINIMUM = 0.0f; const unsigned int DEFAULT_OFFSET_MAXIMUM = 1.0f; -VisualFactoryCache::ShaderType GetShaderType( GradientVisual::Type type, Toolkit::GradientVisual::Units::Type units ) +VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[][4] = { - if( type == GradientVisual::LINEAR ) { - if( units == Toolkit::GradientVisual::Units::USER_SPACE ) - { - return VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE; - } - return VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX; - } - else if( units == Toolkit::GradientVisual::Units::USER_SPACE ) + VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE, + VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX, + VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER, + VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_CORNER + }, { - return VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE; + VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE, + VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX, + VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER, + VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_CORNER } +}; - return VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX; -} - -const char* VERTEX_SHADER[] = +const std::string_view VERTEX_SHADER[] = { -// vertex shader for gradient units as OBJECT_BOUNDING_BOX - DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - uniform mediump mat3 uAlignmentMatrix;\n - varying mediump vec2 vTexCoord;\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 - - vec4 ComputeVertexPosition()\n - {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\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 - vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n - \n - gl_Position = uMvpMatrix * ComputeVertexPosition();\n - }\n -), - -// vertex shader for gradient units as USER_SPACE -DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - uniform mediump mat3 uAlignmentMatrix;\n - varying mediump vec2 vTexCoord;\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 - - vec4 ComputeVertexPosition()\n - {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\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 * ComputeVertexPosition();\n - \n - vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n - }\n -) + // vertex shader for gradient units as OBJECT_BOUNDING_BOX + SHADER_GRADIENT_VISUAL_BOUNDING_BOX_SHADER_VERT, + + // vertex shader for gradient units as USER_SPACE + SHADER_GRADIENT_VISUAL_USER_SPACE_SHADER_VERT, + + // vertex shader for gradient units as OBJECT_BOUNDING_BOX with corner radius + SHADER_GRADIENT_VISUAL_BOUNDING_BOX_ROUNDED_CORNER_SHADER_VERT, + + // vertex shader for gradient units as USER_SPACE with corner radius + SHADER_GRADIENT_VISUAL_USER_SPACE_ROUNDED_CORNER_SHADER_VERT }; -const char* FRAGMENT_SHADER[] = +const std::string_view FRAGMENT_SHADER[] = { -// fragment shader for linear gradient -DALI_COMPOSE_SHADER( - uniform sampler2D sTexture;\n // sampler1D? - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n - varying mediump vec2 vTexCoord;\n - \n - void main()\n - {\n - gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor*opacity, opacity) * uColor;\n - }\n -), - -// fragment shader for radial gradient -DALI_COMPOSE_SHADER( - uniform sampler2D sTexture;\n // sampler1D? - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n - varying mediump vec2 vTexCoord;\n - \n - void main()\n - {\n - gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor*opacity, opacity) * uColor;\n - }\n -) + // fragment shader for linear gradient + SHADER_GRADIENT_VISUAL_LINEAR_SHADER_FRAG, + + // fragment shader for radial gradient + SHADER_GRADIENT_VISUAL_RADIAL_SHADER_FRAG, + + // fragment shader for linear gradient with corner radius + SHADER_GRADIENT_VISUAL_LINEAR_ROUNDED_CORNER_SHADER_FRAG, + + // fragment shader for radial gradient with corner radius + SHADER_GRADIENT_VISUAL_RADIAL_ROUNDED_CORNER_SHADER_FRAG }; Dali::WrapMode::Type GetWrapMode( Toolkit::GradientVisual::SpreadMethod::Type spread ) @@ -227,7 +151,7 @@ GradientVisualPtr GradientVisual::New( VisualFactoryCache& factoryCache, const P } GradientVisual::GradientVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), +: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::GRADIENT ), mGradientType( LINEAR ), mIsOpaque( true ) { @@ -273,20 +197,29 @@ void GradientVisual::OnSetTransform() } } -void GradientVisual::DoSetOnStage( Actor& actor ) +void GradientVisual::DoSetOnScene( Actor& actor ) { InitializeRenderer(); actor.AddRenderer( mImpl->mRenderer ); // Gradient Visual generated and ready to display - ResourceReady(); + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); +} + +void GradientVisual::UpdateShader() +{ + if(mImpl->mRenderer) + { + Shader shader = GetShader(); + mImpl->mRenderer.SetShader(shader); + } } void GradientVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::GRADIENT ); + map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::GRADIENT ); map.Insert( Toolkit::GradientVisual::Property::UNITS, mGradient->GetGradientUnits() ); map.Insert( Toolkit::GradientVisual::Property::SPREAD_METHOD, mGradient->GetSpreadMethod() ); @@ -334,15 +267,7 @@ void GradientVisual::DoCreateInstancePropertyMap( Property::Map& map ) const void GradientVisual::InitializeRenderer() { Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - - Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits(); - VisualFactoryCache::ShaderType shaderType = GetShaderType( mGradientType, gradientUnits ); - Shader shader = mFactoryCache.GetShader( shaderType ); - if( !shader ) - { - shader = Shader::New( VERTEX_SHADER[gradientUnits], FRAGMENT_SHADER[ mGradientType ] ); - mFactoryCache.SaveShader( shaderType, shader ); - } + Shader shader = GetShader(); //Set up the texture set TextureSet textureSet = TextureSet::New(); @@ -356,7 +281,7 @@ void GradientVisual::InitializeRenderer() mImpl->mRenderer = Renderer::New( geometry, shader ); mImpl->mRenderer.SetTextures( textureSet ); - // If opaque then no need to have blending + // If opaque and then no need to have blending if( mIsOpaque ) { mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF ); @@ -451,6 +376,21 @@ bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propert return true; } +Shader GradientVisual::GetShader() +{ + Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits(); + int roundedCorner = IsRoundedCornerRequired() ? 1 : 0; + VisualFactoryCache::ShaderType shaderType = SHADER_TYPE_TABLE[mGradientType][gradientUnits + roundedCorner * 2]; + Shader shader = mFactoryCache.GetShader(shaderType); + if(!shader) + { + shader = Shader::New(VERTEX_SHADER[gradientUnits + roundedCorner * 2], FRAGMENT_SHADER[mGradientType + roundedCorner * 2]); + mFactoryCache.SaveShader(shaderType, shader); + } + + return shader; +} + void GradientVisual::GetStopOffsets(const Property::Value* value, Vector& stopOffsets) { @@ -487,7 +427,7 @@ void GradientVisual::GetStopOffsets(const Property::Value* value, Vector& } case Property::ARRAY: { - Property::Array* offsetArray = value->GetArray(); + const Property::Array* offsetArray = value->GetArray(); if( offsetArray ) { unsigned int numStop = offsetArray->Count();