X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fgradient%2Fgradient-visual.cpp;h=d5af5a4f08d7d5d5fd34341b672ffc4f2b96d0b0;hb=6e79b1b333af799839c8e7b11a077f754132dc24;hp=9c19049e678fc78f64e1835f2f139c9cda069e6b;hpb=2ffec8b73989656f70411ef1a99a721b6f86cd14;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 9c19049..d5af5a4 100644 --- a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp +++ b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp @@ -158,6 +158,7 @@ DALI_COMPOSE_SHADER( varying mediump vec2 vTexCoord;\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 @@ -166,12 +167,16 @@ DALI_COMPOSE_SHADER( uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n uniform mediump float cornerRadius;\n + uniform mediump float cornerRadiusPolicy;\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 * 0.5 - cornerRadius;\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 * 0.5 - vCornerRadius;\n vPosition = aPosition * visualSize;\n return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n }\n @@ -194,6 +199,7 @@ DALI_COMPOSE_SHADER( varying mediump vec2 vTexCoord;\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 @@ -202,12 +208,16 @@ DALI_COMPOSE_SHADER( uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n uniform mediump float cornerRadius;\n + uniform mediump float cornerRadiusPolicy;\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 * 0.5 - cornerRadius;\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 * 0.5 - vCornerRadius;\n vPosition = aPosition * visualSize;\n return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n }\n @@ -256,14 +266,14 @@ DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n // sampler1D? uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform mediump float cornerRadius;\n varying mediump vec2 vTexCoord;\n varying mediump vec2 vPosition;\n varying mediump vec2 vRectSize;\n + varying mediump float vCornerRadius;\n \n void main()\n {\n - mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n }\n @@ -274,14 +284,14 @@ DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n // sampler1D? uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform mediump float cornerRadius;\n varying mediump vec2 vTexCoord;\n varying mediump vec2 vPosition;\n varying mediump vec2 vRectSize;\n + varying mediump float vCornerRadius;\n \n void main()\n {\n - mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n }\n @@ -364,7 +374,7 @@ void GradientVisual::OnSetTransform() } } -void GradientVisual::DoSetOnStage( Actor& actor ) +void GradientVisual::DoSetOnScene( Actor& actor ) { InitializeRenderer();