From: Ferran Sole Date: Tue, 9 Jun 2015 11:32:51 +0000 (+0100) Subject: Ported control backgrounds to use new mesh API X-Git-Tag: dali_1.0.47~13^2~17 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=8fe34a7363271b35b631b07989c11845de7f190c;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git Ported control backgrounds to use new mesh API Change-Id: I10423d8e2c6b70c9a7e801804e2ac55809f8e3f7 --- diff --git a/dali-toolkit/public-api/controls/control-depth-index-ranges.h b/dali-toolkit/public-api/controls/control-depth-index-ranges.h new file mode 100644 index 0000000000..e9fc76ad1d --- /dev/null +++ b/dali-toolkit/public-api/controls/control-depth-index-ranges.h @@ -0,0 +1,37 @@ +#ifndef __DALI_TOOLKIT_CONTROL_DEPTH_INDEX_RANGES_H__ +#define __DALI_TOOLKIT_CONTROL_DEPTH_INDEX_RANGES_H__ + +/* + * Copyright (c) 2015 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. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + * + */ + +namespace Dali +{ +namespace Toolkit +{ +enum ControlDepthIndexRanges +{ + BACKGROUND_DEPTH_INDEX = -10000000, + CONTENT_DEPTH_INDEX = 0, + DECORATION_DEPTH_INDEX = 10000000 +}; + +} + +} + + +#endif diff --git a/dali-toolkit/public-api/controls/control-impl.cpp b/dali-toolkit/public-api/controls/control-impl.cpp index 65c4429e09..07d7f026e9 100644 --- a/dali-toolkit/public-api/controls/control-impl.cpp +++ b/dali-toolkit/public-api/controls/control-impl.cpp @@ -23,15 +23,20 @@ #include #include #include +#include #include #include +#include #include #include #include +#include +#include #include #include // INTERNAL INCLUDES +#include #include #include #include @@ -165,7 +170,7 @@ DALI_TYPE_REGISTRATION_END() */ struct Background { - Actor actor; ///< Either a MeshActor or an ImageActor + Actor actor; ///< Background actor Vector4 color; ///< The color of the actor. /** @@ -178,70 +183,147 @@ struct Background } }; -/** - * Creates a white coloured Mesh. - */ -Vector3 CreateMesh() -{ - Vector3 white( Color::WHITE ); - /* - MeshData meshData; - - // Create vertices with a white color (actual color is set by actor color) - MeshData::VertexContainer vertices(4); - vertices[ 0 ] = MeshData::Vertex( Vector3( -0.5f, -0.5f, 0.0f ), Vector2::ZERO, white ); - vertices[ 1 ] = MeshData::Vertex( Vector3( 0.5f, -0.5f, 0.0f ), Vector2::ZERO, white ); - vertices[ 2 ] = MeshData::Vertex( Vector3( -0.5f, 0.5f, 0.0f ), Vector2::ZERO, white ); - vertices[ 3 ] = MeshData::Vertex( Vector3( 0.5f, 0.5f, 0.0f ), Vector2::ZERO, white ); - - // Specify all the faces - MeshData::FaceIndices faces; - faces.reserve( 6 ); // 2 triangles in Quad - faces.push_back( 0 ); faces.push_back( 3 ); faces.push_back( 1 ); - faces.push_back( 0 ); faces.push_back( 2 ); faces.push_back( 3 ); - - // Create the mesh data from the vertices and faces - meshData.SetMaterial( Material::New( "ControlMaterial" ) ); - meshData.SetVertices( vertices ); - meshData.SetFaceIndices( faces ); - meshData.SetHasColor( true ); - */ - return white; - //return Mesh::New( meshData ); -} +unsigned int gQuadIndex[6] = { 0, 2, 1, 1, 2, 3 }; -/** - * Sets all the required properties for the background actor. - * - * @param[in] actor The actor to set the properties on. - * @param[in] color The required color of the actor. - */ -void SetupBackgroundActor( Actor actor, const Vector4& color ) +Vector2 gQuad[] = { + Vector2( -0.5f, -0.5f ), + Vector2( 0.5f, -0.5f ), + Vector2( -0.5f, 0.5f ), + Vector2( 0.5f, 0.5f ) +}; + +struct VertexWithTexture { - actor.SetColor( color ); - actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); - actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); - actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); -} + Vector2 position; + Vector2 texCoord; +}; + +VertexWithTexture gQuadWithTexture[] = { + { Vector2( -0.5f, -0.5f ), Vector2( 0.0f, 0.0f ) }, + { Vector2( 0.5f, -0.5f ), Vector2( 1.0f, 0.0f ) }, + { Vector2( -0.5f, 0.5f ), Vector2( 0.0f, 1.0f ) }, + { Vector2( 0.5f, 0.5f ), Vector2( 1.0f, 1.0f ) } +}; + +const char* VERTEX_SHADER_COLOR = DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + uniform mediump mat4 uMvpMatrix;\n + void main()\n + {\n + gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n + }\n +); + +const char* FRAGMENT_SHADER_COLOR = DALI_COMPOSE_SHADER( + uniform lowp vec4 uBackgroundColor;\n + uniform lowp vec4 uColor;\n + void main()\n + {\n + gl_FragColor = uBackgroundColor * uColor;\n + }\n +); + +const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + attribute mediump vec2 aTexCoord;\n + uniform mediump mat4 uMvpMatrix;\n + varying mediump vec2 vTexCoord;\n + void main()\n + {\n + gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n + vTexCoord = aTexCoord;\n + }\n +); + +const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER( + uniform lowp vec4 uBackgroundColor;\n + uniform lowp vec4 uColor;\n + uniform sampler2D sTexture;\n + varying mediump vec2 vTexCoord;\n + + void main()\n + {\n + gl_FragColor = texture2D( sTexture, vTexCoord ) * uBackgroundColor * uColor;\n + }\n +); /** - * Sets all the required properties for the background actor. + * @brief Create the background actor for the control. + * + * @param[in] actor The parent actor of the background + * @param[in] color The background color + * @param[in] image If a valid image is supplied this will be the texture used by the background + * + * @return An actor which will render the background * - * @param[in] actor The actor to set the properties on. - * @param[in] constrainingIndex The property index to constrain the parent's size on. - * @param[in] color The required color of the actor. */ -void SetupBackgroundActorConstrained( Actor actor, Property::Index constrainingIndex, const Vector4& color ) +Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() ) { - actor.SetColor( color ); - actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); - actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); + PropertyBuffer vertexBuffer; + Shader shader; + Material material; + if( image ) + { + Property::Map vertexFormat; + vertexFormat["aPosition"] = Property::VECTOR2; + vertexFormat["aTexCoord"] = Property::VECTOR2; + + //Create a vertex buffer for vertex positions and texture coordinates + vertexBuffer = PropertyBuffer::New( vertexFormat, 4u ); + vertexBuffer.SetData( gQuadWithTexture ); + + shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); + Sampler textureSampler = Sampler::New( image, "sTexture" ); + material = Material::New( shader ); + material.AddSampler(textureSampler); + } + else + { + Property::Map vertexFormat; + vertexFormat["aPosition"] = Property::VECTOR2; + + //Create a vertex buffer for vertex positions + vertexBuffer = PropertyBuffer::New( vertexFormat, 4u ); + vertexBuffer.SetData( gQuad ); + + shader = Shader::New( VERTEX_SHADER_COLOR, FRAGMENT_SHADER_COLOR ); + material = Material::New( shader ); + } - Constraint constraint = Constraint::New( actor, - constrainingIndex, + //Create the index buffer + Property::Map indexFormat; + indexFormat["indices"] = Property::UNSIGNED_INTEGER; + PropertyBuffer indexBuffer = PropertyBuffer::New( indexFormat, 6u ); + indexBuffer.SetData(gQuadIndex); + + //Create the geometry + Geometry mesh = Geometry::New(); + mesh.AddVertexBuffer( vertexBuffer ); + mesh.SetIndexBuffer( indexBuffer ); + + //Add uniforms to the shader + Property::Index backgroundColorIndex = shader.RegisterProperty( "uBackgroundColor", color ); + shader.AddUniformMapping( backgroundColorIndex, "uBackgroundColor" ); + + //Create the renderer + Renderer renderer = Renderer::New( mesh, material ); + renderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX ); + + //Create the actor + Actor meshActor = Actor::New(); + meshActor.SetSize( Vector3::ONE ); + meshActor.AddRenderer( renderer ); + meshActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); + meshActor.SetColorMode( USE_PARENT_COLOR ); + + //Constraint scale of the mesh actor to the size of the control + Constraint constraint = Constraint::New( meshActor, + Actor::Property::SCALE, EqualToConstraint() ); constraint.AddSource( ParentSource( Actor::Property::SIZE ) ); constraint.Apply(); + + return meshActor; } } // unnamed namespace @@ -255,21 +337,21 @@ public: // Construction & Destruction Impl(Control& controlImpl) - : mControlImpl( controlImpl ), - mStyleName(""), - mBackground( NULL ), - mStartingPinchScale( NULL ), - mKeyEventSignal(), - mPinchGestureDetector(), - mPanGestureDetector(), - mTapGestureDetector(), - mLongPressGestureDetector(), - mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ), - mIsKeyboardNavigationSupported( false ), - mIsKeyboardFocusGroup( false ), - mAddRemoveBackgroundChild( false ) - { - } +: mControlImpl( controlImpl ), + mStyleName(""), + mBackground( NULL ), + mStartingPinchScale( NULL ), + mKeyEventSignal(), + mPinchGestureDetector(), + mPanGestureDetector(), + mTapGestureDetector(), + mLongPressGestureDetector(), + mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ), + mIsKeyboardNavigationSupported( false ), + mIsKeyboardFocusGroup( false ), + mAddRemoveBackgroundChild( false ) +{ +} ~Impl() { @@ -416,12 +498,11 @@ public: Property::Map map; Background* back = controlImpl.mImpl->mBackground; - if( back ) + if ( back && back->actor && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0) { - ImageActor imageActor = ImageActor::DownCast( back->actor ); - if ( imageActor ) + Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage(); + if ( image ) { - Image image = imageActor.GetImage(); Property::Map imageMap; Scripting::CreatePropertyMap( image, imageMap ); map[ "image" ] = imageMap; @@ -520,25 +601,19 @@ void Control::SetBackgroundColor( const Vector4& color ) if ( background.actor ) { - // Just set the actor color - background.actor.SetColor( color ); + Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader(); + shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color ); } - /* else { // Create Mesh Actor - MeshActor meshActor = MeshActor::New( CreateMesh() ); - - SetupBackgroundActorConstrained( meshActor, Actor::Property::SCALE, color ); - - background.actor = meshActor; - // Set the flag to avoid notifying children + Actor actor = CreateBackground(Self(), color ); + background.actor = actor; mImpl->mAddRemoveBackgroundChild = true; // use insert to guarantee its the first child (so that OVERLAY mode works) - Self().Insert( 0, meshActor ); + Self().Insert( 0, actor ); mImpl->mAddRemoveBackgroundChild = false; } - */ background.color = color; } @@ -555,27 +630,31 @@ Vector4 Control::GetBackgroundColor() const void Control::SetBackgroundImage( Image image ) { Background& background( mImpl->GetBackground() ); - - if ( background.actor ) + if( !background.actor || background.actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() == 0) { - // Remove Current actor, unset AFTER removal + // Remove current actor as it has not texture coordinates + if( background.actor ) + { + mImpl->mAddRemoveBackgroundChild = true; + Self().Remove( background.actor ); + mImpl->mAddRemoveBackgroundChild = false; + background.actor.Reset(); + } + + //Create a new actor with texture coordinates + Actor actor = CreateBackground(Self(), background.color, image); mImpl->mAddRemoveBackgroundChild = true; - Self().Remove( background.actor ); + // use insert to guarantee its the first child (so that OVERLAY mode works) + Self().Insert( 0, actor ); mImpl->mAddRemoveBackgroundChild = false; - background.actor.Reset(); + background.actor = actor; + } + else + { + //Change sampler image + Sampler sampler = background.actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0); + sampler.SetImage(image); } - - /* - ImageActor imageActor = ImageActor::New( image ); - SetupBackgroundActor( imageActor, background.color ); - - // Set the background actor before adding so that we do not inform derived classes - background.actor = imageActor; - mImpl->mAddRemoveBackgroundChild = true; - // use insert to guarantee its the first child (so that OVERLAY mode works) - Self().Insert( 0, imageActor ); - mImpl->mAddRemoveBackgroundChild = false; - */ } void Control::ClearBackground() @@ -875,11 +954,11 @@ void Control::EmitKeyInputFocusSignal( bool focusGained ) if ( focusGained ) { - // signals are allocated dynamically when someone connects - if ( !mImpl->mKeyInputFocusGainedSignal.Empty() ) - { + // signals are allocated dynamically when someone connects + if ( !mImpl->mKeyInputFocusGainedSignal.Empty() ) + { mImpl->mKeyInputFocusGainedSignal.Emit( handle ); - } + } } else { @@ -893,6 +972,24 @@ void Control::EmitKeyInputFocusSignal( bool focusGained ) void Control::OnStageConnection( unsigned int depth ) { + unsigned int controlRendererCount = Self().GetRendererCount(); + for( unsigned int i(0); imBackground ) + { + Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 ); + if(backgroundRenderer) + { + backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth ); + } + } } void Control::OnStageDisconnection()