2 * Copyright (c) 2018 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 highp 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
78 gl_FragColor = vec4(mixColor, 1.0)*uColor;\n
82 const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
83 attribute mediump vec2 aPosition;\n
84 uniform highp mat4 uMvpMatrix;\n
85 uniform mediump vec3 uSize;\n
86 varying mediump vec2 vPosition;\n
87 varying mediump vec2 vRectSize;\n
89 //Visual size and offset
90 uniform mediump vec2 offset;\n
91 uniform mediump vec2 size;\n
92 uniform mediump vec4 offsetSizeMode;\n
93 uniform mediump vec2 origin;\n
94 uniform mediump vec2 anchorPoint;\n
95 uniform mediump float cornerRadius;\n
97 vec4 ComputeVertexPosition()\n
99 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
100 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
101 vRectSize = visualSize / 2.0 - cornerRadius;\n
102 vPosition = aPosition* visualSize;\n
103 return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
108 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
112 //float distance = length( max( abs( position - center ), size ) - size ) - radius;
113 const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
114 varying mediump vec2 vPosition;\n
115 varying mediump vec2 vRectSize;\n
116 uniform lowp vec4 uColor;\n
117 uniform lowp vec3 mixColor;\n
118 uniform mediump float cornerRadius;\n
122 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
123 gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
124 gl_FragColor.a *= smoothstep( 1.0, -1.0, dist );\n
130 ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
132 ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) );
133 colorVisualPtr->SetProperties( properties );
134 return colorVisualPtr;
137 ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
138 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
139 mRenderIfTransparent( false )
143 ColorVisual::~ColorVisual()
147 void ColorVisual::DoSetProperties( const Property::Map& propertyMap )
149 // By virtue of DoSetProperties being called last, this will override
150 // anything set by Toolkit::Visual::Property::MIX_COLOR
151 Property::Value* colorValue = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR );
155 if( colorValue->Get( color ) )
157 Property::Type type = colorValue->GetType();
158 if( type == Property::VECTOR4 )
160 SetMixColor( color );
162 else if( type == Property::VECTOR3 )
164 Vector3 color3(color);
165 SetMixColor( color3 );
170 DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n");
174 Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME );
175 if( renderIfTransparentValue )
177 if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) )
179 DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() );
184 void ColorVisual::DoSetOnStage( Actor& actor )
186 InitializeRenderer();
188 // Only add the renderer if it's not fully transparent
189 // We cannot avoid creating a renderer as it's used in the base class
190 if( mRenderIfTransparent || mImpl->mMixColor.a > 0.0f )
192 actor.AddRenderer( mImpl->mRenderer );
195 // Color Visual generated and ready to display
196 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
199 void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
202 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR );
203 map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor );
204 map.Insert( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, mRenderIfTransparent );
207 void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
213 void ColorVisual::OnSetTransform()
215 if( mImpl->mRenderer )
217 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
221 void ColorVisual::InitializeRenderer()
223 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
226 if( !IsRoundedCornerRequired() )
228 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
231 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
232 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
237 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
240 shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
241 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader );
245 mImpl->mRenderer = Renderer::New( geometry, shader );
247 // ColorVisual has it's own index key for mix color - use this instead
248 // of using the new base index to avoid changing existing applications
249 // String keys will get to this property.
250 mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
252 if( mImpl->mMixColor.a < 1.f )
254 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
257 // Register transform properties
258 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
261 } // namespace Internal
263 } // namespace Toolkit