2 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "border-renderer.h"
22 #include <dali/integration-api/debug.h>
25 #include <dali-toolkit/internal/controls/renderers/renderer-factory-impl.h>
26 #include <dali-toolkit/internal/controls/renderers/renderer-factory-cache.h>
27 #include <dali-toolkit/internal/controls/renderers/control-renderer-data-impl.h>
40 const char * const RENDERER_TYPE("rendererType");
41 const char * const RENDERER_TYPE_VALUE("border");
43 const char * const COLOR_NAME("borderColor");
44 const char * const SIZE_NAME("borderSize");
45 const char * const ANTI_ALIASING("antiAliasing");
47 const char * const POSITION_ATTRIBUTE_NAME("aPosition");
48 const char * const DRIFT_ATTRIBUTE_NAME("aDrift");
49 const char * const INDEX_NAME("indices");
52 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
53 attribute mediump vec2 aPosition;\n
54 attribute mediump vec2 aDrift;\n
55 uniform mediump mat4 uMvpMatrix;\n
56 uniform mediump vec3 uSize;\n
57 uniform mediump float borderSize;\n
61 vec2 position = aPosition*uSize.xy + aDrift*borderSize;\n
62 gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
66 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
67 uniform lowp vec4 uColor;\n
68 uniform lowp vec4 borderColor;\n
72 gl_FragColor = borderColor*uColor;\n
76 const char* VERTEX_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
77 attribute mediump vec2 aPosition;\n
78 attribute mediump vec2 aDrift;\n
79 uniform mediump mat4 uMvpMatrix;\n
80 uniform mediump vec3 uSize;\n
81 uniform mediump float borderSize;\n
82 varying mediump float vAlpha;\n
86 vec2 position = aPosition*(uSize.xy+vec2(0.75)) + aDrift*(borderSize+1.5);\n
87 gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
88 vAlpha = min( abs(aDrift.x), abs(aDrift.y) )*(borderSize+1.5);
92 const char* FRAGMENT_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
93 uniform lowp vec4 uColor;\n
94 uniform lowp vec4 borderColor;\n
95 uniform mediump float borderSize;\n
96 varying mediump float vAlpha;\n
100 gl_FragColor = borderColor*uColor;\n
101 gl_FragColor.a *= smoothstep(0.0, 1.5, vAlpha)*smoothstep( borderSize+1.5, borderSize, vAlpha );\n
106 BorderRenderer::BorderRenderer( RendererFactoryCache& factoryCache )
107 : ControlRenderer( factoryCache ),
108 mBorderColor( Color::TRANSPARENT ),
110 mBorderColorIndex( Property::INVALID_INDEX ),
111 mBorderSizeIndex( Property::INVALID_INDEX ),
112 mAntiAliasing( false )
116 BorderRenderer::~BorderRenderer()
120 void BorderRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap )
122 Property::Value* color = propertyMap.Find( COLOR_NAME );
123 if( !( color && color->Get(mBorderColor) ) )
125 DALI_LOG_ERROR( "Fail to provide a border color to the BorderRenderer object" );
128 Property::Value* size = propertyMap.Find( SIZE_NAME );
129 if( !( size && size->Get(mBorderSize) ) )
131 DALI_LOG_ERROR( "Fail to provide a border size to the BorderRenderer object" );
134 Property::Value* antiAliasing = propertyMap.Find( ANTI_ALIASING );
137 antiAliasing->Get( mAntiAliasing );
141 void BorderRenderer::SetClipRect( const Rect<int>& clipRect )
143 ControlRenderer::SetClipRect( clipRect );
145 //ToDo: renderer responds to the clipRect change
148 void BorderRenderer::DoSetOnStage( Actor& actor )
150 InitializeRenderer();
152 mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( COLOR_NAME, mBorderColor );
153 if( mBorderColor.a < 1.f || mAntiAliasing)
155 mImpl->mRenderer.SetProperty( Renderer::Property::BLENDING_MODE, BlendingMode::ON );
157 mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( SIZE_NAME, mBorderSize );
160 void BorderRenderer::DoCreatePropertyMap( Property::Map& map ) const
163 map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE );
164 map.Insert( COLOR_NAME, mBorderColor );
165 map.Insert( SIZE_NAME, mBorderSize );
168 void BorderRenderer::InitializeRenderer()
170 Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::BORDER_GEOMETRY );
173 geometry = CreateBorderGeometry();
174 mFactoryCache.SaveGeometry( RendererFactoryCache::BORDER_GEOMETRY, geometry );
177 Material material = Material::New( GetBorderShader() );
178 mImpl->mRenderer = Renderer::New( geometry, material );
181 void BorderRenderer::SetBorderColor(const Vector4& color)
183 mBorderColor = color;
185 if( mImpl->mRenderer )
187 (mImpl->mRenderer).SetProperty( mBorderColorIndex, color );
190 mImpl->mRenderer.SetProperty( Renderer::Property::BLENDING_MODE, BlendingMode::ON );
195 void BorderRenderer::SetBorderSize( float size )
199 if( mImpl->mRenderer )
201 (mImpl->mRenderer).SetProperty( mBorderSizeIndex, size );
205 void BorderRenderer::RequireAntiAliasing( bool antiAliasing )
207 if( mAntiAliasing != antiAliasing )
209 mAntiAliasing = antiAliasing;
210 if( mImpl->mRenderer )
212 Material material = mImpl->mRenderer.GetMaterial();
213 Shader shader = GetBorderShader();
214 material.SetShader( shader );
217 mImpl->mRenderer.SetProperty( Renderer::Property::BLENDING_MODE, BlendingMode::ON );
223 Shader BorderRenderer::GetBorderShader()
228 shader = mFactoryCache.GetShader( RendererFactoryCache::BORDER_SHADER_ANTI_ALIASING );
231 shader = Shader::New( VERTEX_SHADER_ANTI_ALIASING, FRAGMENT_SHADER_ANTI_ALIASING );
232 mFactoryCache.SaveShader( RendererFactoryCache::BORDER_SHADER_ANTI_ALIASING, shader );
237 shader = mFactoryCache.GetShader( RendererFactoryCache::BORDER_SHADER );
240 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
241 mFactoryCache.SaveShader( RendererFactoryCache::BORDER_SHADER, shader );
249 * Vertices and triangles of the border geometry:
251 * vertex position = aPosition*uSize.xy + aDrift*uBorderSize;
264 Geometry BorderRenderer::CreateBorderGeometry()
266 const float halfWidth = 0.5f;
267 const float halfHeight = 0.5f;
268 struct BorderVertex { Vector2 position; Vector2 drift;};
269 BorderVertex borderVertexData[16] =
271 { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 0.f) },
272 { Vector2(-halfWidth, -halfHeight), Vector2(1.f, 0.f) },
273 { Vector2(halfWidth, -halfHeight), Vector2(-1.f, 0.f) },
274 { Vector2(halfWidth, -halfHeight), Vector2(0.f, 0.f) },
276 { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 1.f) },
277 { Vector2(-halfWidth, -halfHeight), Vector2(1.f, 1.f) },
278 { Vector2(halfWidth, -halfHeight), Vector2(-1.f, 1.f) },
279 { Vector2(halfWidth, -halfHeight), Vector2(0.f, 1.f) },
281 { Vector2(-halfWidth, halfHeight), Vector2(0.f, -1.f) },
282 { Vector2(-halfWidth, halfHeight), Vector2(1.f, -1.f) },
283 { Vector2(halfWidth, halfHeight), Vector2(-1.f, -1.f) },
284 { Vector2(halfWidth, halfHeight), Vector2(0.f, -1.f) },
286 { Vector2(-halfWidth, halfHeight), Vector2(0.f, 0.f) },
287 { Vector2(-halfWidth, halfHeight), Vector2(1.f, 0.f) },
288 { Vector2(halfWidth, halfHeight), Vector2(-1.f, 0.f) },
289 { Vector2(halfWidth, halfHeight), Vector2(0.f, 0.f) },
292 Property::Map borderVertexFormat;
293 borderVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
294 borderVertexFormat[DRIFT_ATTRIBUTE_NAME] = Property::VECTOR2;
295 PropertyBuffer borderVertices = PropertyBuffer::New( borderVertexFormat );
296 borderVertices.SetData( borderVertexData, 16 );
299 unsigned int indexData[24] = { 1,5,2,6,3,7,7,6,11,10,15,14,14,10,13,9,12,8,8,9,4,5,0,1};
300 Property::Map indexFormat;
301 indexFormat[INDEX_NAME] = Property::INTEGER;
302 PropertyBuffer indices = PropertyBuffer::New( indexFormat );
303 indices.SetData( indexData, 24 );
305 // Create the geometry object
306 Geometry geometry = Geometry::New();
307 geometry.AddVertexBuffer( borderVertices );
308 geometry.SetIndexBuffer( indices );
309 geometry.SetGeometryType( Geometry::TRIANGLE_STRIP );
314 } // namespace Internal
316 } // namespace Toolkit