X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fnpatch%2Fnpatch-visual.cpp;h=8bbdb09b12131f69d2bd984d8b0584f9540a2a29;hb=refs%2Fchanges%2F03%2F251703%2F2;hp=afb517b35d4a8c2140d396577991368d1ccaa282;hpb=ae40f5742410f8308e066fd926a88abfcf9d1c39;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp b/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp old mode 100755 new mode 100644 index afb517b..8bbdb09 --- a/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp +++ b/dali-toolkit/internal/visuals/npatch/npatch-visual.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. @@ -19,15 +19,11 @@ #include "npatch-visual.h" // EXTERNAL INCLUDES -#include -#include -#include -#include +#include #include #include // INTERNAL INCLUDES -#include #include #include #include @@ -36,6 +32,8 @@ #include #include #include +#include +#include namespace Dali { @@ -48,140 +46,6 @@ namespace Internal namespace { -const char * const BORDER_ONLY( "borderOnly" ); -const char * const BORDER( "border" ); -const char * const AUXILIARY_IMAGE_NAME( "auxiliaryImage" ); -const char * const AUXILIARY_IMAGE_ALPHA_NAME( "auxiliaryImageAlpha" ); - -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - varying mediump vec2 vTexCoord;\n - varying mediump vec2 vMaskTexCoord;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n - uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\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 - - void main()\n - {\n - mediump vec2 fixedFactor = vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x );\n - mediump vec2 stretch = vec2( uNinePatchFactorsX[ int( ( aPosition.x ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y ) * 0.5 ) ].y );\n - \n - mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n - mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n - \n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n - vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n - \n - mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );\n - mediump vec4 vertexPosition = gridPosition;\n - vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n - vertexPosition.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;\n - vertexPosition = uMvpMatrix * vertexPosition;\n - \n - vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n - vMaskTexCoord = gridPosition.xy / visualSize;\n - \n - gl_Position = vertexPosition;\n - }\n -); - -const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - varying mediump vec2 vTexCoord;\n - varying mediump vec2 vMaskTexCoord;\n - uniform mediump mat4 uModelMatrix;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - uniform mediump vec2 uFixed[ 3 ];\n - uniform mediump vec2 uStretchTotal;\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 - void main()\n - {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n - vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n - \n - mediump vec2 size = visualSize.xy;\n - \n - mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y );\n - mediump vec2 stretch = floor( aPosition * 0.5 );\n - mediump vec2 fixedTotal = uFixed[ 2 ];\n - \n - mediump vec4 gridPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );\n - mediump vec4 vertexPosition = gridPosition;\n - vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n - vertexPosition.xy += anchorPoint*size + (visualOffset + origin)*uSize.xy;\n - \n - vertexPosition = uMvpMatrix * vertexPosition;\n - \n - vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n - \n - vMaskTexCoord = gridPosition.xy / size;\n - gl_Position = vertexPosition;\n - }\n -); - -const char* FRAGMENT_SHADER = 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 opacity;\n - uniform lowp float preMultipliedAlpha;\n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n - void main()\n - {\n - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * visualMixColor();\n - }\n -); - -const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - varying mediump vec2 vMaskTexCoord;\n - uniform sampler2D sTexture;\n - uniform sampler2D sMask;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n - uniform lowp float preMultipliedAlpha;\n - uniform mediump float auxiliaryImageAlpha;\n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n - void main()\n - {\n - // Where mask image is transparent, all of background image must show through. - // where mask image is opaque, only mask should be shown - // where mask is translucent, less of background should be shown. - // auxiliaryImageAlpha controls how much of mask is visible - - mediump vec4 color = texture2D( sTexture, vTexCoord );\n - mediump vec4 mask = texture2D( sMask, vMaskTexCoord );\n - - mediump vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha) - + mask.rgb*mask.a * auxiliaryImageAlpha;\n - gl_FragColor = vec4(mixedColor,1.0) * uColor * visualMixColor();\n - }\n -); /** * @brief Creates the geometry formed from the vertices and indices @@ -194,15 +58,15 @@ Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsi { Property::Map vertexFormat; vertexFormat[ "aPosition" ] = Property::VECTOR2; - PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat ); + VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat ); if( vertices.Size() > 0 ) { - vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() ); + vertexBuffer.SetData( &vertices[ 0 ], vertices.Size() ); } // Create the geometry object Geometry geometry = Geometry::New(); - geometry.AddVertexBuffer( vertexPropertyBuffer ); + geometry.AddVertexBuffer( vertexBuffer ); if( indices.Size() > 0 ) { geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() ); @@ -235,13 +99,13 @@ void AddVertex( Vector< Vector2 >& vertices, unsigned int x, unsigned int y ) vertices.PushBack( Vector2( x, y ) ); } -void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NinePatchImage::StretchRanges& stretchPixels, uint16_t imageExtent) +void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NPatchUtility::StretchRanges& stretchPixels, uint16_t imageExtent) { uint16_t prevEnd = 0; uint16_t prevFix = 0; uint16_t prevStretch = 0; unsigned int i = 1; - for( NinePatchImage::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i ) + for( NPatchUtility::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i ) { uint16_t start = it->GetX(); uint16_t end = it->GetY(); @@ -287,26 +151,30 @@ NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const Visua return nPatchVisual; } -NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, NinePatchImage image ) -{ - NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) ); - VisualUrl visualUrl( image.GetUrl() ); - nPatchVisual->mImageUrl = visualUrl; - return nPatchVisual; -} - void NPatchVisual::LoadImages() { - if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() ) + TextureManager& textureManager = mFactoryCache.GetTextureManager(); + bool synchronousLoading = mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING; + + if( mId == NPatchData::INVALID_NPATCH_DATA_ID && mImageUrl.IsLocalResource() ) { - mId = mLoader.Load( mImageUrl.GetUrl(), mBorder ); + bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false; + mId = mLoader.Load( textureManager, this, mImageUrl.GetUrl(), mBorder, preMultiplyOnLoad, synchronousLoading ); + + const NPatchData* data; + if( mLoader.GetNPatchData( mId, data ) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE ) + { + EnablePreMultipliedAlpha( data->IsPreMultiplied() ); + } } - if( ! mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() ) + if( !mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() ) { - // Load the auxiliary image synchronously - mAuxiliaryPixelBuffer = Dali::LoadImageFromFile( mAuxiliaryUrl.GetUrl(), ImageDimensions(), - FittingMode::DEFAULT, SamplingMode::BOX_THEN_LINEAR, true ); + // Load the auxiliary image + auto preMultiplyOnLoading = TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY; + mAuxiliaryPixelBuffer = textureManager.LoadPixelBuffer( mAuxiliaryUrl, Dali::ImageDimensions(), FittingMode::DEFAULT, + SamplingMode::BOX_THEN_LINEAR, synchronousLoading, + this, true, preMultiplyOnLoading ); } } @@ -316,13 +184,23 @@ void NPatchVisual::GetNaturalSize( Vector2& naturalSize ) naturalSize.y = 0u; // load now if not already loaded - LoadImages(); - - const NPatchLoader::Data* data; - if( mLoader.GetNPatchData( mId, data ) ) + const NPatchData* data; + if( mLoader.GetNPatchData( mId, data ) && data->GetLoadingState() != NPatchData::LoadingState::LOADING ) + { + naturalSize.x = data->GetCroppedWidth(); + naturalSize.y = data->GetCroppedHeight(); + } + else { - naturalSize.x = data->croppedWidth; - naturalSize.y = data->croppedHeight; + if( mImageUrl.IsValid() ) + { + ImageDimensions dimensions = Dali::GetOriginalImageSize( mImageUrl.GetUrl() ); + if( dimensions != ImageDimensions( 0, 0 ) ) + { + naturalSize.x = dimensions.GetWidth(); + naturalSize.y = dimensions.GetHeight(); + } + } } if( mAuxiliaryPixelBuffer ) @@ -371,29 +249,72 @@ void NPatchVisual::DoSetProperties( const Property::Map& propertyMap ) { auxImageAlpha->Get( mAuxiliaryImageAlpha ); } + + Property::Value* synchronousLoading = propertyMap.Find( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, SYNCHRONOUS_LOADING ); + if( synchronousLoading ) + { + bool sync = false; + synchronousLoading->Get( sync ); + if( sync ) + { + mImpl->mFlags |= Impl::IS_SYNCHRONOUS_RESOURCE_LOADING; + } + else + { + mImpl->mFlags &= ~Impl::IS_SYNCHRONOUS_RESOURCE_LOADING; + } + } + + Property::Value* releasePolicy = propertyMap.Find( Toolkit::ImageVisual::Property::RELEASE_POLICY, RELEASE_POLICY_NAME ); + if( releasePolicy ) + { + releasePolicy->Get( mReleasePolicy ); + } } -void NPatchVisual::DoSetOnStage( Actor& actor ) +void NPatchVisual::DoSetOnScene( Actor& actor ) { // load when first go on stage LoadImages(); - Geometry geometry = CreateGeometry(); - Shader shader = CreateShader(); - mImpl->mRenderer = Renderer::New( geometry, shader ); + const NPatchData* data; + if( mLoader.GetNPatchData( mId, data ) ) + { + Geometry geometry = CreateGeometry(); + Shader shader = CreateShader(); - ApplyTextureAndUniforms(); + mImpl->mRenderer = Renderer::New( geometry, shader ); - actor.AddRenderer( mImpl->mRenderer ); + mPlacementActor = actor; + if( data->GetLoadingState() != NPatchData::LoadingState::LOADING ) + { + if( RenderingAddOn::Get().IsValid() ) + { + RenderingAddOn::Get().SubmitRenderTask( mImpl->mRenderer, data->GetRenderingMap() ); + } + + ApplyTextureAndUniforms(); + actor.AddRenderer( mImpl->mRenderer ); + mPlacementActor.Reset(); - // npatch loaded and ready to display - ResourceReady( Toolkit::Visual::ResourceStatus::READY ); + // npatch loaded and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); + } + } } -void NPatchVisual::DoSetOffStage( Actor& actor ) +void NPatchVisual::DoSetOffScene( Actor& actor ) { + if((mId != NPatchData::INVALID_NPATCH_DATA_ID) && mReleasePolicy == Toolkit::ImageVisual::ReleasePolicy::DETACHED) + { + mLoader.Remove(mId, this); + mImpl->mResourceStatus = Toolkit::Visual::ResourceStatus::PREPARING; + mId = NPatchData::INVALID_NPATCH_DATA_ID; + } + actor.RemoveRenderer( mImpl->mRenderer ); mImpl->mRenderer.Reset(); + mPlacementActor.Reset(); } void NPatchVisual::OnSetTransform() @@ -407,10 +328,13 @@ void NPatchVisual::OnSetTransform() void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); + bool sync = IsSynchronousLoadingRequired(); + map.Insert( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, sync ); map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH ); map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() ); map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly ); map.Insert( Toolkit::ImageVisual::Property::BORDER, mBorder ); + map.Insert( Toolkit::ImageVisual::Property::RELEASE_POLICY, mReleasePolicy ); if( mAuxiliaryUrl.IsValid() ) { @@ -429,28 +353,36 @@ void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const } NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache, Visual::FittingMode::FILL ), +: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::N_PATCH ), + mPlacementActor(), mLoader( factoryCache.GetNPatchLoader() ), mImageUrl(), mAuxiliaryUrl(), - mId( NPatchLoader::UNINITIALIZED_ID ), + mId(NPatchData::INVALID_NPATCH_DATA_ID), mBorderOnly( false ), mBorder(), - mAuxiliaryImageAlpha( 0.0f ) + mAuxiliaryImageAlpha( 0.0f ), + mReleasePolicy( Toolkit::ImageVisual::ReleasePolicy::DETACHED ) { + EnablePreMultipliedAlpha( mFactoryCache.GetPreMultiplyOnLoad() ); } NPatchVisual::~NPatchVisual() { + if((mId != NPatchData::INVALID_NPATCH_DATA_ID) && ( mReleasePolicy != Toolkit::ImageVisual::ReleasePolicy::NEVER )) + { + mLoader.Remove(mId, this); + mId = NPatchData::INVALID_NPATCH_DATA_ID; + } } Geometry NPatchVisual::CreateGeometry() { Geometry geometry; - const NPatchLoader::Data* data; - if( mLoader.GetNPatchData( mId, data ) ) + const NPatchData* data; + if( mLoader.GetNPatchData( mId, data ) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE ) { - if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 ) + if( data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1 ) { if( DALI_UNLIKELY( mBorderOnly ) ) { @@ -458,13 +390,38 @@ Geometry NPatchVisual::CreateGeometry() } else { - geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY ); + if( data->GetRenderingMap() ) + { + uint32_t elementCount[2]; + geometry = RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), Uint16Pair(3, 3), elementCount ); + if( mImpl->mRenderer ) + { + RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap()); + } + } + else + { + geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY ); + } } } - else if( data->stretchPixelsX.Size() > 0 || data->stretchPixelsY.Size() > 0) + else if( data->GetStretchPixelsX().Size() > 0 || data->GetStretchPixelsY().Size() > 0) { - Uint16Pair gridSize( 2 * data->stretchPixelsX.Size() + 1, 2 * data->stretchPixelsY.Size() + 1 ); - geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize ); + Uint16Pair gridSize( 2 * data->GetStretchPixelsX().Size() + 1, 2 * data->GetStretchPixelsY().Size() + 1 ); + if( !data->GetRenderingMap() ) + { + geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize ); + } + else + { + uint32_t elementCount[2]; + geometry = !mBorderOnly ? + RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), gridSize, elementCount ) : CreateBorderGeometry(gridSize ); + if( mImpl->mRenderer ) + { + RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap()); + } + } } } else @@ -478,22 +435,22 @@ Geometry NPatchVisual::CreateGeometry() Shader NPatchVisual::CreateShader() { Shader shader; - const NPatchLoader::Data* data; + const NPatchData* data; // 0 is either no data (load failed?) or no stretch regions on image // for both cases we use the default shader - NinePatchImage::StretchRanges::SizeType xStretchCount = 0; - NinePatchImage::StretchRanges::SizeType yStretchCount = 0; + NPatchUtility::StretchRanges::SizeType xStretchCount = 0; + NPatchUtility::StretchRanges::SizeType yStretchCount = 0; - auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER - : FRAGMENT_SHADER; + auto fragmentShader = mAuxiliaryPixelBuffer ? SHADER_NPATCH_VISUAL_MASK_SHADER_FRAG + : SHADER_NPATCH_VISUAL_SHADER_FRAG; auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER : VisualFactoryCache::NINE_PATCH_SHADER; // ask loader for the regions if( mLoader.GetNPatchData( mId, data ) ) { - xStretchCount = data->stretchPixelsX.Count(); - yStretchCount = data->stretchPixelsY.Count(); + xStretchCount = data->GetStretchPixelsX().Count(); + yStretchCount = data->GetStretchPixelsY().Count(); } if( DALI_LIKELY( !mImpl->mCustomShader ) ) @@ -504,7 +461,7 @@ Shader NPatchVisual::CreateShader() shader = mFactoryCache.GetShader( shaderType ); if( DALI_UNLIKELY( !shader ) ) { - shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader ); + shader = Shader::New( SHADER_NPATCH_VISUAL_3X3_SHADER_VERT, fragmentShader ); // Only cache vanilla 9 patch shaders mFactoryCache.SaveShader( shaderType, shader ); } @@ -514,7 +471,7 @@ Shader NPatchVisual::CreateShader() std::stringstream vertexShader; vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n" << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n" - << VERTEX_SHADER; + << SHADER_NPATCH_VISUAL_SHADER_VERT; shader = Shader::New( vertexShader.str(), fragmentShader ); } @@ -533,7 +490,7 @@ Shader NPatchVisual::CreateShader() if( ( xStretchCount == 1 && yStretchCount == 1 ) || ( xStretchCount == 0 && yStretchCount == 0 ) ) { - const char* vertexShader = VERTEX_SHADER_3X3; + const char* vertexShader = SHADER_NPATCH_VISUAL_3X3_SHADER_VERT.data(); if( !mImpl->mCustomShader->mVertexShader.empty() ) { @@ -546,7 +503,7 @@ Shader NPatchVisual::CreateShader() std::stringstream vertexShader; vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n" << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n" - << VERTEX_SHADER; + << SHADER_NPATCH_VISUAL_SHADER_VERT; shader = Shader::New( vertexShader.str(), fragmentShader, hints ); } @@ -557,25 +514,25 @@ Shader NPatchVisual::CreateShader() void NPatchVisual::ApplyTextureAndUniforms() { - const NPatchLoader::Data* data; + const NPatchData* data; TextureSet textureSet; - if( mLoader.GetNPatchData( mId, data ) ) + if( mLoader.GetNPatchData( mId, data ) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE ) { - textureSet = data->textureSet; + textureSet = data->GetTextures(); - if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 ) + if( data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1 ) { //special case for 9 patch - Uint16Pair stretchX = data->stretchPixelsX[ 0 ]; - Uint16Pair stretchY = data->stretchPixelsY[ 0 ]; + Uint16Pair stretchX = data->GetStretchPixelsX()[ 0 ]; + Uint16Pair stretchY = data->GetStretchPixelsY()[ 0 ]; uint16_t stretchWidth = ( stretchX.GetY() >= stretchX.GetX() ) ? stretchX.GetY() - stretchX.GetX() : 0; uint16_t stretchHeight = ( stretchY.GetY() >= stretchY.GetX() ) ? stretchY.GetY() - stretchY.GetX() : 0; mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO ); mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) ); - mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->croppedWidth - stretchWidth, data->croppedHeight - stretchHeight ) ); + mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->GetCroppedWidth() - stretchWidth, data->GetCroppedHeight() - stretchHeight ) ); mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( stretchWidth, stretchHeight ) ); } else @@ -583,8 +540,8 @@ void NPatchVisual::ApplyTextureAndUniforms() mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsX[0]", Vector2::ZERO ); mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsY[0]", Vector2::ZERO ); - RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->stretchPixelsX, data->croppedWidth ); - RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->stretchPixelsY, data->croppedHeight ); + RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->GetStretchPixelsX(), data->GetCroppedWidth() ); + RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->GetStretchPixelsY(), data->GetCroppedHeight() ); } } else @@ -592,8 +549,8 @@ void NPatchVisual::ApplyTextureAndUniforms() DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() ); textureSet = TextureSet::New(); - Image croppedImage = VisualFactoryCache::GetBrokenVisualImage(); - TextureSetImage( textureSet, 0u, croppedImage ); + Texture croppedImage = mFactoryCache.GetBrokenVisualImage(); + textureSet.SetTexture( 0u, croppedImage ); mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO ); mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO ); mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2::ZERO ); @@ -605,10 +562,10 @@ void NPatchVisual::ApplyTextureAndUniforms() // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the // same size as the unstretched NPatch. This will give slightly higher quality results than just relying // on GL interpolation alone. - if( mAuxiliaryPixelBuffer.GetWidth() < data->croppedWidth && - mAuxiliaryPixelBuffer.GetHeight() < data->croppedHeight ) + if( mAuxiliaryPixelBuffer.GetWidth() < data->GetCroppedWidth() && + mAuxiliaryPixelBuffer.GetHeight() < data->GetCroppedHeight() ) { - mAuxiliaryPixelBuffer.Resize( data->croppedWidth, data->croppedHeight ); + mAuxiliaryPixelBuffer.Resize( data->GetCroppedWidth(), data->GetCroppedHeight() ); } // Note, this resets mAuxiliaryPixelBuffer handle @@ -619,8 +576,8 @@ void NPatchVisual::ApplyTextureAndUniforms() auxiliaryPixelData.GetHeight() ); texture.Upload( auxiliaryPixelData ); textureSet.SetTexture( 1, texture ); - DevelHandle::RegisterProperty( mImpl->mRenderer, DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, - AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha ); + mImpl->mRenderer.RegisterProperty( DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, + AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha ); } mImpl->mRenderer.SetTextures( textureSet ); @@ -777,6 +734,59 @@ Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize ) return GenerateGeometry( vertices, indices ); } +void NPatchVisual::SetResource() +{ + const NPatchData* data; + if( mImpl->mRenderer && mLoader.GetNPatchData( mId, data ) ) + { + Geometry geometry = CreateGeometry(); + Shader shader = CreateShader(); + + mImpl->mRenderer.SetGeometry( geometry ); + mImpl->mRenderer.SetShader( shader ); + + Actor actor = mPlacementActor.GetHandle(); + if( actor ) + { + ApplyTextureAndUniforms(); + actor.AddRenderer( mImpl->mRenderer ); + mPlacementActor.Reset(); + + // npatch loaded and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); + } + } +} + +void NPatchVisual::UploadComplete( bool loadSuccess, int32_t textureId, TextureSet textureSet, bool useAtlasing, const Vector4& atlasRect, bool preMultiplied ) +{ + EnablePreMultipliedAlpha( preMultiplied ); + if(!loadSuccess) + { + // Image loaded and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::FAILED ); + } + + if( mAuxiliaryPixelBuffer || !mAuxiliaryUrl.IsValid() ) + { + SetResource(); + } +} + +void NPatchVisual::LoadComplete( bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied ) +{ + if( loadSuccess && url.GetUrl() == mAuxiliaryUrl.GetUrl() ) + { + mAuxiliaryPixelBuffer = pixelBuffer; + SetResource(); + } + else + { + // Image loaded and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::FAILED ); + } +} + } // namespace Internal } // namespace Toolkit