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/devel-api/visual-factory/devel-visual-properties.h>
27 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
28 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
29 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
30 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
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
60 //Visual size and offset
61 uniform mediump vec2 offset;\n
62 uniform mediump vec2 size;\n
63 uniform mediump vec4 offsetSizeMode;\n
64 uniform mediump vec2 origin;\n
65 uniform mediump vec2 anchorPoint;\n
67 vec4 ComputeVertexPosition()\n
69 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
70 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
71 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
76 vec2 position = ComputeVertexPosition().xy + aDrift*borderSize;\n
77 gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
81 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
82 uniform lowp vec4 uColor;\n
83 uniform lowp vec4 borderColor;\n
87 gl_FragColor = borderColor*uColor;\n
91 const char* VERTEX_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
92 attribute mediump vec2 aPosition;\n
93 attribute mediump vec2 aDrift;\n
94 uniform mediump mat4 uMvpMatrix;\n
95 uniform mediump vec3 uSize;\n
96 uniform mediump float borderSize;\n
97 varying mediump float vAlpha;\n
101 vec2 position = aPosition*(uSize.xy+vec2(0.75)) + aDrift*(borderSize+1.5);\n
102 gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
103 vAlpha = min( abs(aDrift.x), abs(aDrift.y) )*(borderSize+1.5);
107 const char* FRAGMENT_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
108 uniform lowp vec4 uColor;\n
109 uniform lowp vec4 borderColor;\n
110 uniform mediump float borderSize;\n
111 varying mediump float vAlpha;\n
115 gl_FragColor = borderColor*uColor;\n
116 gl_FragColor.a *= smoothstep(0.0, 1.5, vAlpha)*smoothstep( borderSize+1.5, borderSize, vAlpha );\n
121 BorderVisualPtr BorderVisual::New( VisualFactoryCache& factoryCache )
123 return new BorderVisual( factoryCache );
126 BorderVisual::BorderVisual( VisualFactoryCache& factoryCache )
127 : Visual::Base( factoryCache ),
128 mBorderColor( Color::TRANSPARENT ),
130 mBorderColorIndex( Property::INVALID_INDEX ),
131 mBorderSizeIndex( Property::INVALID_INDEX ),
132 mAntiAliasing( false )
136 BorderVisual::~BorderVisual()
140 void BorderVisual::DoSetProperties( const Property::Map& propertyMap )
142 Property::Value* color = propertyMap.Find( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME );
143 if( !( color && color->Get(mBorderColor) ) )
145 DALI_LOG_ERROR( "Fail to provide a border color to the BorderVisual object\n" );
148 Property::Value* size = propertyMap.Find( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME );
149 if( !( size && size->Get(mBorderSize) ) )
151 DALI_LOG_ERROR( "Fail to provide a border size to the BorderVisual object\n" );
154 Property::Value* antiAliasing = propertyMap.Find( Toolkit::BorderVisual::Property::ANTI_ALIASING, ANTI_ALIASING );
157 antiAliasing->Get( mAntiAliasing );
161 void BorderVisual::DoSetOnStage( Actor& actor )
163 InitializeRenderer();
165 mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor );
166 if( mBorderColor.a < 1.f || mAntiAliasing)
168 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
170 mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize );
172 actor.AddRenderer( mImpl->mRenderer );
175 void BorderVisual::DoCreatePropertyMap( Property::Map& map ) const
178 map.Insert( VisualProperty::TYPE, Toolkit::Visual::BORDER );
179 map.Insert( Toolkit::BorderVisual::Property::COLOR, mBorderColor );
180 map.Insert( Toolkit::BorderVisual::Property::SIZE, mBorderSize );
181 map.Insert( Toolkit::BorderVisual::Property::ANTI_ALIASING, mAntiAliasing );
184 void BorderVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
189 Dali::Property::Value BorderVisual::DoGetProperty( Dali::Property::Index index )
192 return Dali::Property::Value();
195 void BorderVisual::OnSetTransform()
197 if( mImpl->mRenderer )
199 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
203 void BorderVisual::InitializeRenderer()
205 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::BORDER_GEOMETRY );
208 geometry = CreateBorderGeometry();
209 mFactoryCache.SaveGeometry( VisualFactoryCache::BORDER_GEOMETRY, geometry );
213 Shader shader = GetBorderShader();
214 mImpl->mRenderer = Renderer::New( geometry, shader );
216 //Register transform properties
217 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
221 void BorderVisual::SetBorderColor(const Vector4& color)
223 mBorderColor = color;
225 if( mImpl->mRenderer )
227 (mImpl->mRenderer).SetProperty( mBorderColorIndex, color );
230 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
235 void BorderVisual::SetBorderSize( float size )
239 if( mImpl->mRenderer )
241 (mImpl->mRenderer).SetProperty( mBorderSizeIndex, size );
245 void BorderVisual::RequireAntiAliasing( bool antiAliasing )
247 if( mAntiAliasing != antiAliasing )
249 mAntiAliasing = antiAliasing;
250 if( mImpl->mRenderer )
252 Shader borderShader( GetBorderShader() );
253 mImpl->mRenderer.SetShader( borderShader );
256 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
262 Shader BorderVisual::GetBorderShader()
267 shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING );
270 shader = Shader::New( VERTEX_SHADER_ANTI_ALIASING, FRAGMENT_SHADER_ANTI_ALIASING );
271 mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING, shader );
276 shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER );
279 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
280 mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER, shader );
288 * Vertices and triangles of the border geometry:
290 * vertex position = aPosition*uSize.xy + aDrift*uBorderSize;
303 Geometry BorderVisual::CreateBorderGeometry()
305 const float halfWidth = 0.5f;
306 const float halfHeight = 0.5f;
307 struct BorderVertex { Vector2 position; Vector2 drift;};
308 BorderVertex borderVertexData[16] =
310 { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 0.f) },
311 { Vector2(-halfWidth, -halfHeight), Vector2(1.f, 0.f) },
312 { Vector2(halfWidth, -halfHeight), Vector2(-1.f, 0.f) },
313 { Vector2(halfWidth, -halfHeight), Vector2(0.f, 0.f) },
315 { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 1.f) },
316 { Vector2(-halfWidth, -halfHeight), Vector2(1.f, 1.f) },
317 { Vector2(halfWidth, -halfHeight), Vector2(-1.f, 1.f) },
318 { Vector2(halfWidth, -halfHeight), Vector2(0.f, 1.f) },
320 { Vector2(-halfWidth, halfHeight), Vector2(0.f, -1.f) },
321 { Vector2(-halfWidth, halfHeight), Vector2(1.f, -1.f) },
322 { Vector2(halfWidth, halfHeight), Vector2(-1.f, -1.f) },
323 { Vector2(halfWidth, halfHeight), Vector2(0.f, -1.f) },
325 { Vector2(-halfWidth, halfHeight), Vector2(0.f, 0.f) },
326 { Vector2(-halfWidth, halfHeight), Vector2(1.f, 0.f) },
327 { Vector2(halfWidth, halfHeight), Vector2(-1.f, 0.f) },
328 { Vector2(halfWidth, halfHeight), Vector2(0.f, 0.f) },
331 Property::Map borderVertexFormat;
332 borderVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
333 borderVertexFormat[DRIFT_ATTRIBUTE_NAME] = Property::VECTOR2;
334 PropertyBuffer borderVertices = PropertyBuffer::New( borderVertexFormat );
335 borderVertices.SetData( borderVertexData, 16 );
338 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};
340 // Create the geometry object
341 Geometry geometry = Geometry::New();
342 geometry.AddVertexBuffer( borderVertices );
343 geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
344 geometry.SetType( Geometry::TRIANGLE_STRIP );
349 } // namespace Internal
351 } // namespace Toolkit