X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fimage-visual-shader-factory.cpp;h=5bc09ce8db67bb11d1b5d4985eab1186261db368;hb=55e5ea8082729deca6f0f43f01aeae8dd51a4bdb;hp=3c3fc30f00a2924612d66ca43868e0fe8807a2ce;hpb=70cda53a32b66bcc77619835cc06049635043d91;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp b/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp index 3c3fc30..5bc09ce 100644 --- a/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp +++ b/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp @@ -1,5 +1,5 @@ - /* - * Copyright (c) 2018 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. @@ -21,6 +21,7 @@ // INTERNAL INCLUDES #include +#include namespace Dali { @@ -36,96 +37,160 @@ namespace const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f); -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform mediump mat4 uModelMatrix;\n - uniform mediump mat4 uViewMatrix;\n - uniform mediump mat4 uProjection;\n - uniform mediump vec3 uSize;\n - uniform mediump vec4 pixelArea; - varying mediump vec2 vTexCoord;\n - uniform lowp float uPixelAligned;\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 -\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 -\n - void main()\n - {\n - mediump vec4 vertexPosition = uViewMatrix * uModelMatrix * ComputeVertexPosition();\n - vec4 alignedVertexPosition = vertexPosition;\n - alignedVertexPosition.xy = floor ( vertexPosition.xy );\n // Pixel alignment - vertexPosition = uProjection * mix( vertexPosition, alignedVertexPosition, uPixelAligned );\n - vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n - gl_Position = vertexPosition;\n - }\n -); - -const char* FRAGMENT_SHADER_NO_ATLAS = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n - \n - void main()\n - {\n - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n - }\n -); - -const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform mediump vec4 uAtlasRect;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n - \n - void main()\n - {\n - mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n - gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n - }\n -); - -const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform mediump vec4 uAtlasRect;\n - // WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT; - uniform lowp vec2 wrapMode;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n - \n - mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n - {\n - mediump float coord;\n - if( wrap > 1.5 )\n // REFLECT - coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n - else \n// warp == 0 or 1 - coord = mix(coordinate, fract( coordinate ), wrap);\n - return clamp( mix(range.x, range.y, coord), range.x, range.y ); - }\n - \n - void main()\n - {\n - mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ), - wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n - gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n - }\n -); +const char* VERTEX_SHADER = + "INPUT mediump vec2 aPosition;\n" + "OUTPUT mediump vec2 vTexCoord;\n" + + "uniform highp mat4 uMvpMatrix;\n" + "uniform highp vec3 uSize;\n" + "uniform mediump vec4 pixelArea;" + "//Visual size and offset\n" + + "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" + "\n" + "void main()\n" + "{\n" + " gl_Position = uMvpMatrix * ComputeVertexPosition();\n" + " vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n" + "}\n"; + +const char* FRAGMENT_SHADER_NO_ATLAS = + "INPUT mediump vec2 vTexCoord;\n" + + "uniform sampler2D sTexture;\n" + "uniform lowp vec4 uColor;\n" + "uniform lowp vec3 mixColor;\n" + "uniform lowp float preMultipliedAlpha;\n" + + "void main()\n" + "{\n" + " OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n" + "}\n"; + + +const char* FRAGMENT_SHADER_ATLAS_CLAMP = + "INPUT mediump vec2 vTexCoord;\n" + + "uniform sampler2D sTexture;\n" + "uniform mediump vec4 uAtlasRect;\n" + "uniform lowp vec4 uColor;\n" + "uniform lowp vec3 mixColor;\n" + "uniform lowp float preMultipliedAlpha;\n" + + "void main()\n" + "{\n" + " mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n" + " OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n" + "}\n"; + + +const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP = + "INPUT mediump vec2 vTexCoord;\n" + + "uniform sampler2D sTexture;\n" + "uniform mediump vec4 uAtlasRect;\n" + "// WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;" + "uniform lowp vec2 wrapMode;\n" + "uniform lowp vec4 uColor;\n" + "uniform lowp vec3 mixColor;\n" + "uniform lowp float preMultipliedAlpha;\n" + "mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n" + + "{\n" + " mediump float coord;\n" + " if( wrap > 1.5 )\n // REFLECT" + " coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n" + " else \n// warp == 0 or 1" + " coord = mix(coordinate, fract( coordinate ), wrap);\n" + " return clamp( mix(range.x, range.y, coord), range.x, range.y );" + "}\n" + + "void main()\n" + "{\n" + " mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x )," + " wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n" + " OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n" + "}\n"; + +const char* VERTEX_SHADER_ROUNDED_CORNER = + "INPUT mediump vec2 aPosition;\n" + "OUTPUT mediump vec2 vTexCoord;\n" + "OUTPUT mediump vec2 vPosition;\n" + "OUTPUT mediump vec2 vRectSize;\n" + "OUTPUT mediump float vCornerRadius;\n" + + "uniform highp mat4 uMvpMatrix;\n" + "uniform highp vec3 uSize;\n" + "uniform mediump vec4 pixelArea;" + + "//Visual size and offset\n" + "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 float cornerRadius;\n" + "uniform mediump float cornerRadiusPolicy;\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" + " 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( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n" + "}\n" + + "void main()\n" + "{\n" + " gl_Position = uMvpMatrix * ComputeVertexPosition();\n" + " vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n" + "}\n"; + + +//float distance = length( max( abs( position - center ), size ) - size ) - radius; +const char* FRAGMENT_SHADER_ROUNDED_CORNER = + "INPUT mediump vec2 vTexCoord;\n" + "INPUT mediump vec2 vPosition;\n" + "INPUT mediump vec2 vRectSize;\n" + "INPUT mediump float vCornerRadius;\n" + + "uniform sampler2D sTexture;\n" + "uniform lowp vec4 uColor;\n" + "uniform lowp vec3 mixColor;\n" + "uniform lowp float preMultipliedAlpha;\n" + + "void main()\n" + "{\n" + " mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n" + " mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n" + + " OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n" + " OUT_COLOR.a *= opacity;\n" + " OUT_COLOR.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n" + "}\n"; + +// global string variable to caching complate vertex shader +static std::string gVertexShader; + +// global string variable to caching complate fragment shader (no atlas) +static std::string gFragmentShaderNoAtlas; } // unnamed namespace @@ -137,7 +202,7 @@ ImageVisualShaderFactory::~ImageVisualShaderFactory() { } -Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping ) +Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner ) { Shader shader; if( atlasing ) @@ -147,7 +212,7 @@ Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bo shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP ); + shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ATLAS_CLAMP ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader ); } @@ -157,7 +222,7 @@ Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bo shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP ); + shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader ); } @@ -165,26 +230,48 @@ Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bo } else { - shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER ); - if( !shader ) + if( roundedCorner ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader ); + shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER ); + if( !shader ) + { + shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ROUNDED_CORNER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUNDED_CORNER ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader ); + } + } + else + { + shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER ); + if( !shader ) + { + shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader ); + } } } return shader; } -const char* ImageVisualShaderFactory::GetVertexShaderSource() +std::string_view ImageVisualShaderFactory::GetVertexShaderSource() { - return VERTEX_SHADER; + if(gVertexShader.empty()) + { + gVertexShader = Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER; + } + + return gVertexShader; } -const char* ImageVisualShaderFactory::GetFragmentShaderSource() +std::string_view ImageVisualShaderFactory::GetFragmentShaderSource() { - return FRAGMENT_SHADER_NO_ATLAS; + if(gFragmentShaderNoAtlas.empty()) + { + gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS; + } + return gFragmentShaderNoAtlas; } } // namespace Internal