X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fprimitive%2Fprimitive-visual.cpp;h=7ad7bf5e5e983e78c331d682b59f2c85e4b0f893;hb=70510385d88cfbd5c232117d8436ca74c523e172;hp=ede8ce0c29165fb05924a31b8733fe02a0f50168;hpb=6fa08daf440e496896babb230e404aae7e77a5bb;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp b/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp index ede8ce0..7ad7bf5 100644 --- a/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp +++ b/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 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. @@ -20,16 +20,16 @@ // EXTERNAL INCLUDES #include -#include +#include #include -#include #include #include // INTERNAL INCLUDES -#include +#include #include #include +#include namespace Dali { @@ -46,32 +46,19 @@ namespace // shapes DALI_ENUM_TO_STRING_TABLE_BEGIN( SHAPE_TYPE ) DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, SPHERE ) -DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTRUM ) DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONE ) DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CYLINDER ) DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CUBE ) DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, OCTAHEDRON ) DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTUM ) DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE ) -//Property names -const char * const PRIMITIVE_SHAPE( "shape" ); -const char * const SLICES( "slices" ); -const char * const STACKS( "stacks" ); -const char * const SCALE_TOP_RADIUS( "scaleTopRadius" ); -const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" ); -const char * const SCALE_HEIGHT( "scaleHeight" ); -const char * const SCALE_RADIUS( "scaleRadius" ); -const char * const SCALE_DIMENSIONS( "scaleDimensions" ); -const char * const BEVEL_PERCENTAGE( "bevelPercentage" ); -const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" ); -const char * const LIGHT_POSITION_UNIFORM_NAME( "lightPosition" ); - //Primitive property defaults const int DEFAULT_SLICES = 128; ///< For spheres and conics const int DEFAULT_STACKS = 128; ///< For spheres and conics -const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums -const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums +const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustums +const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustums const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes @@ -90,11 +77,11 @@ const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevell //Specific shape labels. const char * const SPHERE_LABEL( "SPHERE" ); const char * const CONE_LABEL( "CONE" ); -const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" ); const char * const CYLINDER_LABEL( "CYLINDER" ); const char * const CUBE_LABEL( "CUBE" ); const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" ); const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" ); +const char * const CONICAL_FRUSTUM_LABEL( "CONICAL_FRUSTUM" ); //Shader properties const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" ); @@ -106,75 +93,6 @@ const char * const POSITION( "aPosition"); const char * const NORMAL( "aNormal" ); const char * const INDICES( "aIndices" ); -//A simple shader that applies diffuse lighting to a mono-coloured object. -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute highp vec3 aPosition;\n - attribute highp vec2 aTexCoord;\n - attribute highp vec3 aNormal;\n - varying mediump vec3 vIllumination;\n - uniform mediump vec3 uSize;\n - uniform mediump vec3 uObjectDimensions;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump mat4 uModelView;\n - uniform mediump mat4 uViewMatrix;\n - uniform mediump mat3 uNormalMatrix;\n - uniform mediump mat4 uObjectMatrix;\n - uniform mediump vec3 lightPosition;\n - uniform mediump vec2 uStageOffset;\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 - - vec4 ComputeVertexPosition()\n - {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n - float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.y );\n - vec3 originFlipY = vec3(origin.x, -origin.y, 0.0); - vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0); - vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n - - return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n - }\n - - void main()\n - {\n - vec4 normalisedVertexPosition = ComputeVertexPosition();\n - vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n - vertexPosition = uMvpMatrix * vertexPosition;\n - - //Illumination in Model-View space - Transform attributes and uniforms\n - vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n - vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n - - vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n - mvLightPosition = uViewMatrix * mvLightPosition;\n - vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n - - float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n - vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n - - gl_Position = vertexPosition;\n - }\n -); - -//Very simple fragment shader that merely applies the vertex shading to the color at each fragment. -const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( - precision mediump float;\n - varying mediump vec3 vIllumination;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n - void main()\n - {\n - vec4 baseColor = vec4(mixColor, opacity) * uColor;\n - gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n - }\n -); - } // unnamed namespace PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) @@ -185,7 +103,7 @@ PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const } PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), +: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::PRIMITIVE ), mScaleDimensions( Vector3::ONE ), mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ), mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ), @@ -218,7 +136,7 @@ void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap ) } // By virtue of DoSetProperties being called last, this will override - // anything set by DevelVisual::Property::MIX_COLOR + // anything set by Toolkit::Visual::Property::MIX_COLOR Property::Value* colorValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR ); if( colorValue ) { @@ -413,20 +331,20 @@ void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) naturalSize.y = mObjectDimensions.y; } -void PrimitiveVisual::DoSetOnStage( Actor& actor ) +void PrimitiveVisual::DoSetOnScene( Actor& actor ) { InitializeRenderer(); actor.AddRenderer( mImpl->mRenderer ); // Primitive generated and ready to display - ResourceReady(); + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); } void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::PRIMITIVE ); + map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE ); map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mImpl->mMixColor ); map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType ); map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices ); @@ -472,7 +390,7 @@ void PrimitiveVisual::InitializeRenderer() // Register transform properties mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); - mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) ); + mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) ); } void PrimitiveVisual::UpdateShaderUniforms() @@ -493,7 +411,7 @@ void PrimitiveVisual::UpdateShaderUniforms() void PrimitiveVisual::CreateShader() { - mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + mShader = Shader::New( SHADER_PRIMITIVE_VISUAL_SHADER_VERT, SHADER_PRIMITIVE_VISUAL_SHADER_FRAG ); UpdateShaderUniforms(); } @@ -515,11 +433,6 @@ void PrimitiveVisual::CreateGeometry() CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices ); break; } - case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM: - { - CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices ); - break; - } case Toolkit::PrimitiveVisual::Shape::CYLINDER: { //Create a conic with equal radii on the top and bottom. @@ -543,6 +456,11 @@ void PrimitiveVisual::CreateGeometry() CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness ); break; } + case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTUM: + { + CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices ); + break; + } } mGeometry = Geometry::New(); @@ -551,7 +469,7 @@ void PrimitiveVisual::CreateGeometry() Property::Map vertexFormat; vertexFormat[POSITION] = Property::VECTOR3; vertexFormat[NORMAL] = Property::VECTOR3; - PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat ); + VertexBuffer surfaceVertices = VertexBuffer::New( vertexFormat ); surfaceVertices.SetData( &vertices[0], vertices.Size() ); mGeometry.AddVertexBuffer( surfaceVertices );