2 * Copyright (c) 2017 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-visual.h"
22 #include <dali/integration-api/debug.h>
23 #include <dali/devel-api/object/handle-devel.h>
26 #include <dali-toolkit/public-api/visuals/color-visual-properties.h>
27 #include <dali-toolkit/public-api/visuals/visual-properties.h>
28 #include <dali-toolkit/devel-api/visuals/color-visual-properties-devel.h>
29 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
30 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
31 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
32 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
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
52 //Visual size and offset
53 uniform mediump vec2 offset;\n
54 uniform mediump vec2 size;\n
55 uniform mediump vec4 offsetSizeMode;\n
56 uniform mediump vec2 origin;\n
57 uniform mediump vec2 anchorPoint;\n
59 vec4 ComputeVertexPosition()\n
61 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
62 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
63 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
68 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
72 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
73 uniform lowp vec4 uColor;\n
74 uniform lowp vec3 mixColor;\n
75 uniform lowp float opacity;\n
79 gl_FragColor = vec4(mixColor, opacity)*uColor;\n
84 ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
86 ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) );
87 colorVisualPtr->SetProperties( properties );
88 return colorVisualPtr;
91 ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
92 : Visual::Base( factoryCache ),
93 mRenderIfTransparent( false )
97 ColorVisual::~ColorVisual()
101 void ColorVisual::DoSetProperties( const Property::Map& propertyMap )
103 // By virtue of DoSetProperties being called last, this will override
104 // anything set by Toolkit::Visual::Property::MIX_COLOR
105 Property::Value* colorValue = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR );
109 if( colorValue->Get( color ) )
111 Property::Type type = colorValue->GetType();
112 if( type == Property::VECTOR4 )
114 SetMixColor( color );
116 else if( type == Property::VECTOR3 )
118 Vector3 color3(color);
119 SetMixColor( color3 );
124 DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n");
128 Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME );
129 if( renderIfTransparentValue )
131 if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) )
133 DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() );
138 void ColorVisual::DoSetOnStage( Actor& actor )
140 InitializeRenderer();
142 // Only add the renderer if it's not fully transparent
143 // We cannot avoid creating a renderer as it's used in the base class
144 if( mRenderIfTransparent || mImpl->mMixColor.a > 0.0f )
146 actor.AddRenderer( mImpl->mRenderer );
149 // Color Visual generated and ready to display
150 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
153 void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
156 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR );
157 map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor );
158 map.Insert( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, mRenderIfTransparent );
161 void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
167 void ColorVisual::OnSetTransform()
169 if( mImpl->mRenderer )
171 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
175 void ColorVisual::InitializeRenderer()
177 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
179 Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
182 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
183 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
186 mImpl->mRenderer = Renderer::New( geometry, shader );
188 // ColorVisual has it's own index key for mix color - use this instead
189 // of using the new base index to avoid changing existing applications
190 // String keys will get to this property.
191 mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
193 if( mImpl->mMixColor.a < 1.f )
195 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
198 // Register transform properties
199 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
202 } // namespace Internal
204 } // namespace Toolkit