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 COLOR_NAME("blend-color");
41 const char * const COLOR_UNIFORM_NAME("uBlendColor");
44 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
45 attribute mediump vec2 aPosition;\n
46 uniform mediump mat4 uMvpMatrix;\n
47 uniform mediump vec3 uSize;\n
51 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
52 vertexPosition.xyz *= uSize;\n
53 gl_Position = uMvpMatrix * vertexPosition;\n
57 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
58 uniform lowp vec4 uColor;\n
59 uniform lowp vec4 uBlendColor;\n
63 gl_FragColor = uBlendColor*uColor;\n
68 ColorRenderer::ColorRenderer()
73 ColorRenderer::~ColorRenderer()
77 void ColorRenderer::Initialize( RendererFactoryCache& factoryCache, const Property::Map& propertyMap )
79 mImpl->mGeometry = factoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
80 if( !(mImpl->mGeometry) )
82 mImpl->mGeometry = RendererFactoryCache::CreateQuadGeometry();
83 factoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, mImpl->mGeometry );
86 mImpl->mShader = factoryCache.GetShader( RendererFactoryCache::COLOR_SHADER );
87 if( !(mImpl->mShader) )
89 mImpl->mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
90 factoryCache.SaveShader( RendererFactoryCache::COLOR_SHADER, mImpl->mShader );
93 Property::Value* color = propertyMap.Find( COLOR_NAME );
94 if( !( color && color->Get(mBlendColor) ) )
96 DALI_LOG_ERROR( "Fail to provide a color to the ColorRenderer object" );
100 void ColorRenderer::SetSize( const Vector2& size )
102 ControlRenderer::SetSize( size );
104 // ToDo: renderer responds to the size change
107 void ColorRenderer::SetClipRect( const Rect<int>& clipRect )
109 ControlRenderer::SetClipRect( clipRect );
111 //ToDo: renderer responds to the clipRect change
114 void ColorRenderer::SetOffset( const Vector2& offset )
116 //ToDo: renderer applies the offset
119 void ColorRenderer::SetOnStage( Actor& actor )
121 ControlRenderer::SetOnStage(actor);
122 (mImpl->mRenderer).RegisterProperty( COLOR_UNIFORM_NAME, mBlendColor );
123 if( mBlendColor.a < 1.f )
125 (mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON );
129 } // namespace Internal
131 } // namespace Toolkit