: Visual::Base( factoryCache ),
mImage(),
mPixels(),
- mTextureSet(),
mPixelArea( FULL_TEXTURE_RECT ),
mPlacementActor(),
mImageUrl(),
- mNativeFragmentShaderCode(),
mDesiredSize(),
mFittingMode( FittingMode::DEFAULT ),
mSamplingMode( SamplingMode::DEFAULT ),
mWrapModeU( WrapMode::DEFAULT ),
- mWrapModeV( WrapMode::DEFAULT ),
- mNativeImageFlag( false )
+ mWrapModeV( WrapMode::DEFAULT )
{
}
: Visual::Base( factoryCache ),
mImage(),
mPixels(),
- mTextureSet(),
mPixelArea( FULL_TEXTURE_RECT ),
mPlacementActor(),
mImageUrl( imageUrl ),
- mNativeFragmentShaderCode(),
mDesiredSize( size ),
mFittingMode( fittingMode ),
mSamplingMode( samplingMode ),
mWrapModeU( WrapMode::DEFAULT ),
- mWrapModeV( WrapMode::DEFAULT ),
- mNativeImageFlag( false )
+ mWrapModeV( WrapMode::DEFAULT )
{
}
mPixelArea( FULL_TEXTURE_RECT ),
mPlacementActor(),
mImageUrl(),
- mNativeFragmentShaderCode(),
mDesiredSize(),
mFittingMode( FittingMode::DEFAULT ),
mSamplingMode( SamplingMode::DEFAULT ),
mWrapModeU( WrapMode::DEFAULT ),
- mWrapModeV( WrapMode::DEFAULT ),
- mNativeImageFlag( false )
+ mWrapModeV( WrapMode::DEFAULT )
{
- NativeImage newNativeImage = NativeImage::DownCast( image );
- if( newNativeImage )
- {
- SetNativeFragmentShaderCode( newNativeImage );
- mNativeImageFlag = true;
- }
- else
- {
- mNativeImageFlag = false;
- }
}
ImageVisual::~ImageVisual()
void ImageVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
{
- std::string oldImageUrl = mImageUrl;
-
Property::Value* imageURLValue = propertyMap.Find( Toolkit::ImageVisual::Property::URL, IMAGE_URL_NAME );
if( imageURLValue )
{
if( sync )
{
mImpl->mFlags |= Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
+ // if sync loading is required, the loading should start immediately when new image url is set or the actor is off stage
+ // ( for on-stage actor with image url unchanged, resource loading is already finished)
+ if( imageURLValue )
+ {
+ LoadResourceSynchronously();
+ }
}
else
{
mImpl->mFlags &= ~Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
}
}
-
- // if sync loading is required, the loading should start immediately when new image url is set or the actor is off stage
- // ( for on-stage actor with image url unchanged, resource loading is already finished)
- if( imageURLValue && IsSynchronousResourceLoading() )
- {
- LoadResourceSynchronously();
- }
-
- NativeImage nativeImage = NativeImage::DownCast( mImage );
-
- if( nativeImage )
- {
- SetNativeFragmentShaderCode( nativeImage );
- }
-
- // if actor is on stage, create new renderer and apply to actor
- if( actor && actor.OnStage() )
- {
- SetOnStage( actor );
- }
}
void ImageVisual::GetNaturalSize( Vector2& naturalSize ) const
naturalSize = Vector2::ZERO;
}
-void ImageVisual::CreateRenderer()
+void ImageVisual::CreateRenderer( TextureSet& textures )
{
Geometry geometry;
Shader shader;
- // If mImage is nativeImage with custom sampler or prefix, mNativeFragmentShaderCode will be applied.
- // Renderer can't be shared between NativeImage and other image types.
- if( !mNativeFragmentShaderCode.empty() )
- {
- CreateNativeImageRenderer();
- return;
- }
-
if( !mImpl->mCustomShader )
{
geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) );
geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize );
if( mImpl->mCustomShader->mVertexShader.empty() && mImpl->mCustomShader->mFragmentShader.empty() )
{
- shader = GetImageShader(mFactoryCache, false, true);
+ shader = GetImageShader( mFactoryCache, false, true );
}
else
{
}
mImpl->mRenderer = Renderer::New( geometry, shader );
- // apply the texture set as well so it's only done in one place
- DALI_ASSERT_DEBUG( mTextureSet );
- mImpl->mRenderer.SetTextures( mTextureSet );
+ DALI_ASSERT_DEBUG( textures );
+ mImpl->mRenderer.SetTextures( textures );
}
-void ImageVisual::CreateNativeImageRenderer()
+void ImageVisual::CreateNativeImageRenderer( NativeImage& nativeImage )
{
Geometry geometry;
Shader shader;
+ std::string fragmentShader;
+ const char* fragmentPreFix = nativeImage.GetCustomFragmentPreFix();
+ const char* customSamplerTypename = nativeImage.GetCustomSamplerTypename();
+ if( fragmentPreFix )
+ {
+ fragmentShader = fragmentPreFix;
+ fragmentShader += "\n";
+ }
+ if( mImpl->mCustomShader && !mImpl->mCustomShader->mFragmentShader.empty() )
+ {
+ fragmentShader += mImpl->mCustomShader->mFragmentShader;
+ }
+ else
+ {
+ fragmentShader += FRAGMENT_SHADER_NO_ATLAS;
+ }
+ if( customSamplerTypename )
+ {
+ fragmentShader.replace( fragmentShader.find( DEFAULT_SAMPLER_TYPENAME ), strlen( DEFAULT_SAMPLER_TYPENAME ), customSamplerTypename );
+ }
+
if( !mImpl->mCustomShader )
{
geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) );
- shader = Shader::New( VERTEX_SHADER, mNativeFragmentShaderCode );
+ shader = Shader::New( VERTEX_SHADER, fragmentShader );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
}
else
{
geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize );
shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? VERTEX_SHADER : mImpl->mCustomShader->mVertexShader,
- mNativeFragmentShaderCode,
+ fragmentShader,
mImpl->mCustomShader->mHints );
if( mImpl->mCustomShader->mVertexShader.empty() )
{
}
mImpl->mRenderer = Renderer::New( geometry, shader );
- // apply the texture set as well so it's only done in one place
- DALI_ASSERT_DEBUG( mTextureSet );
- mImpl->mRenderer.SetTextures( mTextureSet );
}
}
}
-void ImageVisual::CreateTextureSet( Vector4& textureRect, const std::string& url, bool synchronousLoading, bool attemptAtlasing )
+TextureSet ImageVisual::CreateTextureSet( Vector4& textureRect, const std::string& url, bool synchronousLoading, bool attemptAtlasing )
{
+ TextureSet textureSet;
textureRect = FULL_TEXTURE_RECT;
if( synchronousLoading )
{
if( !mPixels )
{
// use broken image
- mTextureSet = TextureSet::New();
- TextureSetImage( mTextureSet, 0u, VisualFactoryCache::GetBrokenVisualImage() );
+ textureSet = TextureSet::New();
+ TextureSetImage( textureSet, 0u, VisualFactoryCache::GetBrokenVisualImage() );
}
else
{
if( attemptAtlasing )
{
- mTextureSet = mFactoryCache.GetAtlasManager()->Add(textureRect, mPixels );
+ textureSet = mFactoryCache.GetAtlasManager()->Add(textureRect, mPixels );
mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
}
- if( !mTextureSet ) // big image, no atlasing or atlasing failed
+ if( !textureSet ) // big image, no atlasing or atlasing failed
{
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, mPixels.GetPixelFormat(),
mPixels.GetWidth(), mPixels.GetHeight() );
texture.Upload( mPixels );
- mTextureSet = TextureSet::New();
- mTextureSet.SetTexture( 0u, texture );
+ textureSet = TextureSet::New();
+ textureSet.SetTexture( 0u, texture );
}
}
}
{
if( attemptAtlasing )
{
- mTextureSet = mFactoryCache.GetAtlasManager()->Add(textureRect, url, mDesiredSize, mFittingMode, true, this );
+ textureSet = mFactoryCache.GetAtlasManager()->Add(textureRect, url, mDesiredSize, mFittingMode, true, this );
mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
}
- if( !mTextureSet ) // big image, no atlasing or atlasing failed
+ if( !textureSet ) // big image, no atlasing or atlasing failed
{
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
ResourceImage resourceImage = Dali::ResourceImage::New( url, mDesiredSize, mFittingMode, mSamplingMode );
resourceImage.LoadingFinishedSignal().Connect( this, &ImageVisual::OnImageLoaded );
- mTextureSet = TextureSet::New();
- TextureSetImage( mTextureSet, 0u, resourceImage );
+ textureSet = TextureSet::New();
+ TextureSetImage( textureSet, 0u, resourceImage );
}
}
{
Sampler sampler = Sampler::New();
sampler.SetWrapMode( mWrapModeU, mWrapModeV );
- mTextureSet.SetSampler( 0u, sampler );
+ textureSet.SetSampler( 0u, sampler );
}
+ return textureSet;
}
void ImageVisual::InitializeRenderer( const std::string& imageUrl )
Vector4 atlasRect;
// texture set has to be created first as we need to know if atlasing succeeded or not
// when selecting the shader
- CreateTextureSet( atlasRect, imageUrl, IsSynchronousResourceLoading(), true );
- CreateRenderer();
+ TextureSet textures = CreateTextureSet( atlasRect, imageUrl, IsSynchronousResourceLoading(), true );
+ CreateRenderer( textures );
if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED ) // the texture is packed inside atlas
{
// for custom shader or remote image, renderer is not cached and atlas is not applied
mImpl->mFlags &= ~Impl::IS_FROM_CACHE;
Vector4 atlasRect; // ignored in this case
- CreateTextureSet( atlasRect, imageUrl, IsSynchronousResourceLoading(), false );
- CreateRenderer();
+ TextureSet textures = CreateTextureSet( atlasRect, imageUrl, IsSynchronousResourceLoading(), false );
+ CreateRenderer( textures );
}
}
mImpl->mFlags &= ~Impl::IS_FROM_CACHE;
// don't reuse CreateTextureSet
- mTextureSet = TextureSet::New();
- CreateRenderer();
+ TextureSet textures = TextureSet::New();
+ // Renderer can't be shared if mImage is NativeImage
+ NativeImage nativeImage = NativeImage::DownCast( image );
+ if( nativeImage )
+ {
+ CreateNativeImageRenderer( nativeImage );
+ DALI_ASSERT_DEBUG( textures );
+ mImpl->mRenderer.SetTextures( textures );
+ }
+ else
+ {
+ // reuse existing code for regular images
+ CreateRenderer( textures );
+ }
if( image )
{
mImpl->mRenderer.Reset();
}
mPlacementActor.Reset();
- mTextureSet.Reset(); // release texture when going offstage
}
void ImageVisual::DoCreatePropertyMap( Property::Map& map ) const
{
if( image )
{
- DALI_ASSERT_DEBUG( mTextureSet ); // texture set should always exist by this time
+ TextureSet textureSet = mImpl->mRenderer.GetTextures();
+ DALI_ASSERT_DEBUG( textureSet ); // texture set should always exist by this time
- TextureSetImage( mTextureSet, 0u, image );
+ TextureSetImage( textureSet, 0u, image );
Sampler sampler = Sampler::New();
sampler.SetWrapMode( mWrapModeU, mWrapModeV );
- mTextureSet.SetSampler( 0u, sampler );
+ textureSet.SetSampler( 0u, sampler );
}
}
atlasRectValue.Get( atlasRect );
}
+ TextureSet textureSet = mImpl->mRenderer.GetTextures();
mImpl->mRenderer.Reset();
if( mFactoryCache.CleanRendererCache( url ) && index != Property::INVALID_INDEX )
{
- mFactoryCache.GetAtlasManager()->Remove( mTextureSet, atlasRect );
+ mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect );
}
}
}
-void ImageVisual::SetNativeFragmentShaderCode( Dali::NativeImage& nativeImage )
-{
- const char* fragmentPreFix = nativeImage.GetCustomFragmentPreFix();
- const char* customSamplerTypename = nativeImage.GetCustomSamplerTypename();
-
- if( fragmentPreFix )
- {
- mNativeFragmentShaderCode = fragmentPreFix;
- mNativeFragmentShaderCode += "\n";
- }
-
- if( mImpl->mCustomShader && !mImpl->mCustomShader->mFragmentShader.empty() )
- {
- mNativeFragmentShaderCode += mImpl->mCustomShader->mFragmentShader;
- }
- else
- {
- mNativeFragmentShaderCode += FRAGMENT_SHADER_NO_ATLAS;
- }
-
- if( customSamplerTypename )
- {
- mNativeFragmentShaderCode.replace( mNativeFragmentShaderCode.find( DEFAULT_SAMPLER_TYPENAME ), strlen( DEFAULT_SAMPLER_TYPENAME ), customSamplerTypename );
- }
-}
-
} // namespace Internal
} // namespace Toolkit