X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fimage-visual-shader-factory.cpp;h=f8f7e5e6b64cabd26b6072f9be74036c16c2182c;hb=3c6245ad032678461d6df519db63240016f43ed7;hp=5bc09ce8db67bb11d1b5d4985eab1186261db368;hpb=097d3a70079f836c1cc5022673b77aaf013f83bc;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 5bc09ce..f8f7e5e 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. @@ -20,172 +20,20 @@ // 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 = - "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; @@ -202,52 +50,56 @@ ImageVisualShaderFactory::~ImageVisualShaderFactory() { } -Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner ) +Shader ImageVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner) { Shader shader; - if( atlasing ) + if(atlasing) { - if( defaultTextureWrapping ) + if(defaultTextureWrapping) { - shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP ); - if( !shader ) + shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP); + if(!shader) { - 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 ); + shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(), + Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ATLAS_CLAMP_SHADER_FRAG.data()); + shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT); + factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader); } } else { - shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP ); - if( !shader ) + shader = factoryCache.GetShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP); + if(!shader) { - 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 ); + shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(), + Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ATLAS_VARIOUS_WRAP_SHADER_FRAG.data()); + shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT); + factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader); } } } else { - if( roundedCorner ) + if(roundedCorner) { - shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER ); - if( !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 ); + shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_ROUNDED_CORNER_SHADER_VERT.data(), + Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_ROUNDED_CORNER_SHADER_FRAG.data()); + 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 = 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 ); + shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(), + Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG.data()); + shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT); + factoryCache.SaveShader(VisualFactoryCache::IMAGE_SHADER, shader); } } } @@ -259,7 +111,7 @@ std::string_view ImageVisualShaderFactory::GetVertexShaderSource() { if(gVertexShader.empty()) { - gVertexShader = Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER; + gVertexShader = Dali::Shader::GetVertexShaderPrefix() + SHADER_IMAGE_VISUAL_SHADER_VERT.data(); } return gVertexShader; @@ -269,7 +121,7 @@ std::string_view ImageVisualShaderFactory::GetFragmentShaderSource() { if(gFragmentShaderNoAtlas.empty()) { - gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS; + gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG.data(); } return gFragmentShaderNoAtlas; }