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
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 BorderVisualPtr BorderVisual::New( VisualFactoryCache& factoryCache )
108 return new BorderVisual( factoryCache );
111 BorderVisual::BorderVisual( VisualFactoryCache& factoryCache )
112 : Visual::Base( factoryCache ),
113 mBorderColor( Color::TRANSPARENT ),
115 mBorderColorIndex( Property::INVALID_INDEX ),
116 mBorderSizeIndex( Property::INVALID_INDEX ),
117 mAntiAliasing( false )
121 BorderVisual::~BorderVisual()
125 void BorderVisual::DoSetProperties( const Property::Map& propertyMap )
127 Property::Value* color = propertyMap.Find( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME );
128 if( !( color && color->Get(mBorderColor) ) )
130 DALI_LOG_ERROR( "Fail to provide a border color to the BorderVisual object\n" );
133 Property::Value* size = propertyMap.Find( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME );
134 if( !( size && size->Get(mBorderSize) ) )
136 DALI_LOG_ERROR( "Fail to provide a border size to the BorderVisual object\n" );
139 Property::Value* antiAliasing = propertyMap.Find( Toolkit::BorderVisual::Property::ANTI_ALIASING, ANTI_ALIASING );
142 antiAliasing->Get( mAntiAliasing );
146 void BorderVisual::DoSetOnStage( Actor& actor )
148 InitializeRenderer();
150 mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor );
151 if( mBorderColor.a < 1.f || mAntiAliasing)
153 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
155 mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize );
157 actor.AddRenderer( mImpl->mRenderer );
160 void BorderVisual::DoCreatePropertyMap( Property::Map& map ) const
163 map.Insert( VisualProperty::TYPE, Toolkit::Visual::BORDER );
164 map.Insert( Toolkit::BorderVisual::Property::COLOR, mBorderColor );
165 map.Insert( Toolkit::BorderVisual::Property::SIZE, mBorderSize );
166 map.Insert( Toolkit::BorderVisual::Property::ANTI_ALIASING, mAntiAliasing );
169 void BorderVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
174 Dali::Property::Value BorderVisual::DoGetProperty( Dali::Property::Index index )
177 return Dali::Property::Value();
180 void BorderVisual::InitializeRenderer()
182 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::BORDER_GEOMETRY );
185 geometry = CreateBorderGeometry();
186 mFactoryCache.SaveGeometry( VisualFactoryCache::BORDER_GEOMETRY, geometry );
190 Shader shader = GetBorderShader();
191 mImpl->mRenderer = Renderer::New( geometry, shader );
195 void BorderVisual::SetBorderColor(const Vector4& color)
197 mBorderColor = color;
199 if( mImpl->mRenderer )
201 (mImpl->mRenderer).SetProperty( mBorderColorIndex, color );
204 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
209 void BorderVisual::SetBorderSize( float size )
213 if( mImpl->mRenderer )
215 (mImpl->mRenderer).SetProperty( mBorderSizeIndex, size );
219 void BorderVisual::RequireAntiAliasing( bool antiAliasing )
221 if( mAntiAliasing != antiAliasing )
223 mAntiAliasing = antiAliasing;
224 if( mImpl->mRenderer )
226 Shader borderShader( GetBorderShader() );
227 mImpl->mRenderer.SetShader( borderShader );
230 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
236 Shader BorderVisual::GetBorderShader()
241 shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING );
244 shader = Shader::New( VERTEX_SHADER_ANTI_ALIASING, FRAGMENT_SHADER_ANTI_ALIASING );
245 mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING, shader );
250 shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER );
253 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
254 mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER, shader );
262 * Vertices and triangles of the border geometry:
264 * vertex position = aPosition*uSize.xy + aDrift*uBorderSize;
277 Geometry BorderVisual::CreateBorderGeometry()
279 const float halfWidth = 0.5f;
280 const float halfHeight = 0.5f;
281 struct BorderVertex { Vector2 position; Vector2 drift;};
282 BorderVertex borderVertexData[16] =
284 { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 0.f) },
285 { Vector2(-halfWidth, -halfHeight), Vector2(1.f, 0.f) },
286 { Vector2(halfWidth, -halfHeight), Vector2(-1.f, 0.f) },
287 { Vector2(halfWidth, -halfHeight), Vector2(0.f, 0.f) },
289 { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 1.f) },
290 { Vector2(-halfWidth, -halfHeight), Vector2(1.f, 1.f) },
291 { Vector2(halfWidth, -halfHeight), Vector2(-1.f, 1.f) },
292 { Vector2(halfWidth, -halfHeight), Vector2(0.f, 1.f) },
294 { Vector2(-halfWidth, halfHeight), Vector2(0.f, -1.f) },
295 { Vector2(-halfWidth, halfHeight), Vector2(1.f, -1.f) },
296 { Vector2(halfWidth, halfHeight), Vector2(-1.f, -1.f) },
297 { Vector2(halfWidth, halfHeight), Vector2(0.f, -1.f) },
299 { Vector2(-halfWidth, halfHeight), Vector2(0.f, 0.f) },
300 { Vector2(-halfWidth, halfHeight), Vector2(1.f, 0.f) },
301 { Vector2(halfWidth, halfHeight), Vector2(-1.f, 0.f) },
302 { Vector2(halfWidth, halfHeight), Vector2(0.f, 0.f) },
305 Property::Map borderVertexFormat;
306 borderVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
307 borderVertexFormat[DRIFT_ATTRIBUTE_NAME] = Property::VECTOR2;
308 PropertyBuffer borderVertices = PropertyBuffer::New( borderVertexFormat );
309 borderVertices.SetData( borderVertexData, 16 );
312 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};
314 // Create the geometry object
315 Geometry geometry = Geometry::New();
316 geometry.AddVertexBuffer( borderVertices );
317 geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
318 geometry.SetType( Geometry::TRIANGLE_STRIP );
323 } // namespace Internal
325 } // namespace Toolkit