X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fimage-visual-shader-factory.cpp;h=7f2cac7b82b9e19e10a8c013f6ce5ad6b4da8445;hb=78c772dd32c14bd500d6d3378ffa3a6e87dc60fa;hp=d9f273c8dcd72226752f06c8c09c847de2eaf045;hpb=b19cf78f1600ffa505de264f465865d18063dd5d;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 d9f273c..7f2cac7 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) 2020 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. @@ -20,161 +20,25 @@ // EXTERNAL INCLUDES // INTERNAL INCLUDES +#include #include +#include namespace Dali { - namespace Toolkit { - namespace Internal { - 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 highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - uniform mediump vec4 pixelArea; - 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 - uniform mediump vec2 extraSize;\n -\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 = 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_ROUNDED_CORNER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - uniform mediump vec4 pixelArea; - varying mediump vec2 vTexCoord;\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 - uniform mediump vec2 extraSize;\n - \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 - vRectSize = visualSize * 0.5 - 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 - vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n - }\n -); +// global string variable to caching complate vertex shader +static std::string gVertexShader; -//float distance = length( max( abs( position - center ), size ) - size ) - radius; -const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - varying mediump vec2 vPosition;\n - varying mediump vec2 vRectSize;\n - uniform sampler2D sTexture;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform mediump float cornerRadius;\n - uniform lowp float preMultipliedAlpha;\n - \n - void main()\n - {\n - mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n - mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n - gl_FragColor.a *= opacity;\n - gl_FragColor.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n - }\n -); +// global string variable to caching complate fragment shader (no atlas) +static std::string gFragmentShaderNoAtlas; } // unnamed namespace @@ -186,67 +50,99 @@ ImageVisualShaderFactory::~ImageVisualShaderFactory() { } -Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner ) +Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, TextureAtlas atlasing, DefaultTextureWrapMode defaultTextureWrapping, RoundedCorner roundedCorner, Borderline borderline) { Shader shader; - if( atlasing ) + VisualFactoryCache::ShaderType shaderType = VisualFactoryCache::IMAGE_SHADER; + if(atlasing == TextureAtlas::ENABLED) + { + if(defaultTextureWrapping == DefaultTextureWrapMode::APPLY) + { + shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP; + } + else + { + shaderType = VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP; + } + } + else { - if( defaultTextureWrapping ) + if(roundedCorner == RoundedCorner::ENABLED) { - shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP ); - if( !shader ) + if(borderline == Borderline::ENABLED) + { + shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE; + } + else { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader ); + shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER; } } else { - shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP ); - if( !shader ) + if(borderline == Borderline::ENABLED) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader ); + shaderType = VisualFactoryCache::IMAGE_SHADER_BORDERLINE; } } } - else + + shader = factoryCache.GetShader(shaderType); + if(!shader) { - if( roundedCorner ) + std::string vertexShaderPrefixList; + std::string fragmentShaderPrefixList; + if(atlasing == TextureAtlas::ENABLED) { - shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER ); - if( !shader ) + if(defaultTextureWrapping == DefaultTextureWrapMode::APPLY) + { + fragmentShaderPrefixList += "#define ATLAS_DEFAULT_WARP 1\n"; + } + else { - shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader ); + fragmentShaderPrefixList += "#define ATLAS_CUSTOM_WARP 1\n"; } } else { - shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER ); - if( !shader ) + if(roundedCorner == RoundedCorner::ENABLED) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader ); + vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n"; + fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n"; + } + if(borderline == Borderline::ENABLED) + { + vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n"; + fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n"; } } + + shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data(), + Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_FRAG.data()); + shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT); + factoryCache.SaveShader(shaderType, shader); } return shader; } -const char* ImageVisualShaderFactory::GetVertexShaderSource() +std::string_view ImageVisualShaderFactory::GetVertexShaderSource() { - return VERTEX_SHADER; + if(gVertexShader.empty()) + { + gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(); + } + + return gVertexShader; } -const char* ImageVisualShaderFactory::GetFragmentShaderSource() +std::string_view ImageVisualShaderFactory::GetFragmentShaderSource() { - return FRAGMENT_SHADER_NO_ATLAS; + if(gFragmentShaderNoAtlas.empty()) + { + gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_FRAG.data(); + } + return gFragmentShaderNoAtlas; } } // namespace Internal