2 * Copyright (c) 2016 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-visual.h"
22 #include <dali/integration-api/debug.h>
25 #include <dali-toolkit/public-api/visuals/border-visual-properties.h>
26 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
27 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
28 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
29 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
42 const char * const COLOR_NAME("borderColor");
43 const char * const SIZE_NAME("borderSize");
44 const char * const ANTI_ALIASING("antiAliasing");
46 const char * const POSITION_ATTRIBUTE_NAME("aPosition");
47 const char * const DRIFT_ATTRIBUTE_NAME("aDrift");
48 const char * const INDEX_NAME("indices");
51 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
52 attribute mediump vec2 aPosition;\n
53 attribute mediump vec2 aDrift;\n
54 uniform mediump mat4 uMvpMatrix;\n
55 uniform mediump vec3 uSize;\n
56 uniform mediump float borderSize;\n
60 vec2 position = aPosition*uSize.xy + aDrift*borderSize;\n
61 gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
65 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
66 uniform lowp vec4 uColor;\n
67 uniform lowp vec4 borderColor;\n
71 gl_FragColor = borderColor*uColor;\n
75 const char* VERTEX_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
76 attribute mediump vec2 aPosition;\n
77 attribute mediump vec2 aDrift;\n
78 uniform mediump mat4 uMvpMatrix;\n
79 uniform mediump vec3 uSize;\n
80 uniform mediump float borderSize;\n
81 varying mediump float vAlpha;\n
85 vec2 position = aPosition*(uSize.xy+vec2(0.75)) + aDrift*(borderSize+1.5);\n
86 gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
87 vAlpha = min( abs(aDrift.x), abs(aDrift.y) )*(borderSize+1.5);
91 const char* FRAGMENT_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
92 uniform lowp vec4 uColor;\n
93 uniform lowp vec4 borderColor;\n
94 uniform mediump float borderSize;\n
95 varying mediump float vAlpha;\n
99 gl_FragColor = borderColor*uColor;\n
100 gl_FragColor.a *= smoothstep(0.0, 1.5, vAlpha)*smoothstep( borderSize+1.5, borderSize, vAlpha );\n
105 BorderVisualPtr BorderVisual::New( VisualFactoryCache& factoryCache )
107 return new BorderVisual( factoryCache );
110 BorderVisual::BorderVisual( VisualFactoryCache& factoryCache )
111 : Visual::Base( factoryCache ),
112 mBorderColor( Color::TRANSPARENT ),
114 mBorderColorIndex( Property::INVALID_INDEX ),
115 mBorderSizeIndex( Property::INVALID_INDEX ),
116 mAntiAliasing( false )
120 BorderVisual::~BorderVisual()
124 void BorderVisual::DoSetProperties( const Property::Map& propertyMap )
126 Property::Value* color = propertyMap.Find( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME );
127 if( !( color && color->Get(mBorderColor) ) )
129 DALI_LOG_ERROR( "Fail to provide a border color to the BorderVisual object\n" );
132 Property::Value* size = propertyMap.Find( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME );
133 if( !( size && size->Get(mBorderSize) ) )
135 DALI_LOG_ERROR( "Fail to provide a border size to the BorderVisual object\n" );
138 Property::Value* antiAliasing = propertyMap.Find( Toolkit::BorderVisual::Property::ANTI_ALIASING, ANTI_ALIASING );
141 antiAliasing->Get( mAntiAliasing );
145 void BorderVisual::DoSetOnStage( Actor& actor )
147 InitializeRenderer();
149 mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor );
150 if( mBorderColor.a < 1.f || mAntiAliasing)
152 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
154 mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize );
156 actor.AddRenderer( mImpl->mRenderer );
159 void BorderVisual::DoCreatePropertyMap( Property::Map& map ) const
162 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::BORDER );
163 map.Insert( Toolkit::BorderVisual::Property::COLOR, mBorderColor );
164 map.Insert( Toolkit::BorderVisual::Property::SIZE, mBorderSize );
165 map.Insert( Toolkit::BorderVisual::Property::ANTI_ALIASING, mAntiAliasing );
168 void BorderVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
173 Dali::Property::Value BorderVisual::DoGetProperty( Dali::Property::Index index )
176 return Dali::Property::Value();
179 void BorderVisual::InitializeRenderer()
181 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::BORDER_GEOMETRY );
184 geometry = CreateBorderGeometry();
185 mFactoryCache.SaveGeometry( VisualFactoryCache::BORDER_GEOMETRY, geometry );
189 Shader shader = GetBorderShader();
190 mImpl->mRenderer = Renderer::New( geometry, shader );
194 void BorderVisual::SetBorderColor(const Vector4& color)
196 mBorderColor = color;
198 if( mImpl->mRenderer )
200 (mImpl->mRenderer).SetProperty( mBorderColorIndex, color );
203 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
208 void BorderVisual::SetBorderSize( float size )
212 if( mImpl->mRenderer )
214 (mImpl->mRenderer).SetProperty( mBorderSizeIndex, size );
218 void BorderVisual::RequireAntiAliasing( bool antiAliasing )
220 if( mAntiAliasing != antiAliasing )
222 mAntiAliasing = antiAliasing;
223 if( mImpl->mRenderer )
225 Shader borderShader( GetBorderShader() );
226 mImpl->mRenderer.SetShader( borderShader );
229 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
235 Shader BorderVisual::GetBorderShader()
240 shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING );
243 shader = Shader::New( VERTEX_SHADER_ANTI_ALIASING, FRAGMENT_SHADER_ANTI_ALIASING );
244 mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING, shader );
249 shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER );
252 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
253 mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER, shader );
261 * Vertices and triangles of the border geometry:
263 * vertex position = aPosition*uSize.xy + aDrift*uBorderSize;
276 Geometry BorderVisual::CreateBorderGeometry()
278 const float halfWidth = 0.5f;
279 const float halfHeight = 0.5f;
280 struct BorderVertex { Vector2 position; Vector2 drift;};
281 BorderVertex borderVertexData[16] =
283 { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 0.f) },
284 { Vector2(-halfWidth, -halfHeight), Vector2(1.f, 0.f) },
285 { Vector2(halfWidth, -halfHeight), Vector2(-1.f, 0.f) },
286 { Vector2(halfWidth, -halfHeight), Vector2(0.f, 0.f) },
288 { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 1.f) },
289 { Vector2(-halfWidth, -halfHeight), Vector2(1.f, 1.f) },
290 { Vector2(halfWidth, -halfHeight), Vector2(-1.f, 1.f) },
291 { Vector2(halfWidth, -halfHeight), Vector2(0.f, 1.f) },
293 { Vector2(-halfWidth, halfHeight), Vector2(0.f, -1.f) },
294 { Vector2(-halfWidth, halfHeight), Vector2(1.f, -1.f) },
295 { Vector2(halfWidth, halfHeight), Vector2(-1.f, -1.f) },
296 { Vector2(halfWidth, halfHeight), Vector2(0.f, -1.f) },
298 { Vector2(-halfWidth, halfHeight), Vector2(0.f, 0.f) },
299 { Vector2(-halfWidth, halfHeight), Vector2(1.f, 0.f) },
300 { Vector2(halfWidth, halfHeight), Vector2(-1.f, 0.f) },
301 { Vector2(halfWidth, halfHeight), Vector2(0.f, 0.f) },
304 Property::Map borderVertexFormat;
305 borderVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
306 borderVertexFormat[DRIFT_ATTRIBUTE_NAME] = Property::VECTOR2;
307 PropertyBuffer borderVertices = PropertyBuffer::New( borderVertexFormat );
308 borderVertices.SetData( borderVertexData, 16 );
311 unsigned short 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};
313 // Create the geometry object
314 Geometry geometry = Geometry::New();
315 geometry.AddVertexBuffer( borderVertices );
316 geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
317 geometry.SetType( Geometry::TRIANGLE_STRIP );
322 } // namespace Internal
324 } // namespace Toolkit