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 "color-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("renderer-type");
41 const char * const RENDERER_TYPE_VALUE("color-renderer");
42 const char * const COLOR_NAME("blend-color");
43 const char * const COLOR_UNIFORM_NAME("uBlendColor");
46 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
47 attribute mediump vec2 aPosition;\n
48 uniform mediump mat4 uMvpMatrix;\n
49 uniform mediump vec3 uSize;\n
53 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
54 vertexPosition.xyz *= uSize;\n
55 gl_Position = uMvpMatrix * vertexPosition;\n
59 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
60 uniform lowp vec4 uColor;\n
61 uniform lowp vec4 uBlendColor;\n
65 gl_FragColor = uBlendColor*uColor;\n
70 ColorRenderer::ColorRenderer( RendererFactoryCache& factoryCache )
71 : ControlRenderer( factoryCache ),
72 mBlendColorIndex( Property::INVALID_INDEX )
76 ColorRenderer::~ColorRenderer()
80 void ColorRenderer::DoInitialize( const Property::Map& propertyMap )
82 Property::Value* color = propertyMap.Find( COLOR_NAME );
83 if( !( color && color->Get(mBlendColor) ) )
85 DALI_LOG_ERROR( "Fail to provide a color to the ColorRenderer object" );
89 void ColorRenderer::SetSize( const Vector2& size )
91 ControlRenderer::SetSize( size );
93 // ToDo: renderer responds to the size change
96 void ColorRenderer::SetClipRect( const Rect<int>& clipRect )
98 ControlRenderer::SetClipRect( clipRect );
100 //ToDo: renderer responds to the clipRect change
103 void ColorRenderer::SetOffset( const Vector2& offset )
105 //ToDo: renderer applies the offset
108 void ColorRenderer::DoCreatePropertyMap( Property::Map& map ) const
111 map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE );
112 map.Insert( COLOR_NAME, mBlendColor );
115 void ColorRenderer::InitializeRenderer( Renderer& renderer )
117 Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
120 geometry = RendererFactoryCache::CreateQuadGeometry();
121 mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
124 Shader shader = mFactoryCache.GetShader( RendererFactoryCache::COLOR_SHADER );
127 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
128 mFactoryCache.SaveShader( RendererFactoryCache::COLOR_SHADER, shader );
133 Material material = Material::New( shader );
134 renderer = Renderer::New( geometry, material );
138 mImpl->mRenderer.SetGeometry( geometry );
139 Material material = mImpl->mRenderer.GetMaterial();
142 material.SetShader( shader );
146 mBlendColorIndex = renderer.RegisterProperty( COLOR_UNIFORM_NAME, mBlendColor );
147 if( mBlendColor.a < 1.f )
149 renderer.GetMaterial().SetBlendMode( BlendingMode::ON );
153 void ColorRenderer::SetColor(const Vector4& color)
157 if( mImpl->mIsOnStage )
159 (mImpl->mRenderer).SetProperty( mBlendColorIndex, color );
160 if( color.a < 1.f && (mImpl->mRenderer).GetMaterial().GetBlendMode() != BlendingMode::ON)
162 (mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON );
167 } // namespace Internal
169 } // namespace Toolkit