2 * Copyright (c) 2020 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/rendering/renderer-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/devel-api/visuals/color-visual-actions-devel.h>
30 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
31 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
32 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
33 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
47 const char* VERTEX_SHADER =
48 "INPUT mediump vec2 aPosition;\n"
50 "uniform highp mat4 uMvpMatrix;\n"
51 "uniform highp vec3 uSize;\n"
53 "//Visual size and offset\n"
54 "uniform mediump vec2 offset;\n"
55 "uniform highp vec2 size;\n"
56 "uniform mediump vec4 offsetSizeMode;\n"
57 "uniform mediump vec2 origin;\n"
58 "uniform mediump vec2 anchorPoint;\n"
59 "uniform mediump vec2 extraSize;\n"
61 "vec4 ComputeVertexPosition()\n"
63 " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
64 " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
65 " return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
70 " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
74 const char* FRAGMENT_SHADER =
75 "uniform lowp vec4 uColor;\n"
76 "uniform lowp vec3 mixColor;\n"
80 " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
83 const char* VERTEX_SHADER_ROUNDED_CORNER =
84 "INPUT mediump vec2 aPosition;\n"
85 "OUTPUT mediump vec2 vPosition;\n"
86 "OUTPUT mediump vec2 vRectSize;\n"
87 "OUTPUT mediump float vCornerRadius;\n"
89 "uniform highp mat4 uMvpMatrix;\n"
90 "uniform highp vec3 uSize;\n"
92 "//Visual size and offset\n"
93 "uniform mediump vec2 offset;\n"
94 "uniform highp vec2 size;\n"
95 "uniform mediump vec2 extraSize;\n"
96 "uniform mediump vec4 offsetSizeMode;\n"
97 "uniform mediump vec2 origin;\n"
98 "uniform mediump vec2 anchorPoint;\n"
99 "uniform mediump float cornerRadius;\n"
100 "uniform mediump float cornerRadiusPolicy;\n"
102 "vec4 ComputeVertexPosition()\n"
104 " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
105 " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
106 " mediump float minSize = min( visualSize.x, visualSize.y );\n"
107 " vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n"
108 " vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n"
109 " vRectSize = visualSize / 2.0 - vCornerRadius;\n"
110 " vPosition = aPosition* visualSize;\n"
111 " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
116 " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
119 //float distance = length( max( abs( position - center ), size ) - size ) - radius;
120 const char* FRAGMENT_SHADER_ROUNDED_CORNER =
121 "INPUT mediump vec2 vPosition;\n"
122 "INPUT mediump vec2 vRectSize;\n"
123 "INPUT mediump float vCornerRadius;\n"
125 "uniform lowp vec4 uColor;\n"
126 "uniform lowp vec3 mixColor;\n"
130 " mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n"
131 " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
132 " OUT_COLOR.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n"
135 const char* VERTEX_SHADER_BLUR_EDGE =
136 "INPUT mediump vec2 aPosition;\n"
137 "OUTPUT mediump vec2 vPosition;\n"
138 "OUTPUT mediump vec2 vRectSize;\n"
140 "uniform highp mat4 uMvpMatrix;\n"
141 "uniform highp vec3 uSize;\n"
143 "//Visual size and offset\n"
144 "uniform mediump vec2 offset;\n"
145 "uniform highp vec2 size;\n"
146 "uniform mediump vec2 extraSize;\n"
147 "uniform mediump vec4 offsetSizeMode;\n"
148 "uniform mediump vec2 origin;\n"
149 "uniform mediump vec2 anchorPoint;\n"
150 "uniform mediump float blurRadius;\n"
152 "vec4 ComputeVertexPosition()\n"
154 " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n"
155 " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
156 " vRectSize = visualSize / 2.0;\n"
157 " vPosition = aPosition* visualSize;\n"
158 " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
163 " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
166 const char* FRAGMENT_SHADER_BLUR_EDGE =
167 "INPUT mediump vec2 vPosition;\n"
168 "INPUT mediump vec2 vRectSize;\n"
170 "uniform lowp vec4 uColor;\n"
171 "uniform lowp vec3 mixColor;\n"
172 "uniform mediump float blurRadius;\n"
176 " mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n"
177 " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
178 " OUT_COLOR.a *= blur.x * blur.y;\n"
183 ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
185 ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) );
186 colorVisualPtr->SetProperties( properties );
187 return colorVisualPtr;
190 ColorVisual::ColorVisual(VisualFactoryCache& factoryCache)
191 : Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR),
193 mBlurRadiusIndex(Property::INVALID_INDEX),
194 mRenderIfTransparent(false),
195 mNeedBlurRadius(false)
199 ColorVisual::~ColorVisual()
203 void ColorVisual::DoSetProperties( const Property::Map& propertyMap )
205 // By virtue of DoSetProperties being called last, this will override
206 // anything set by Toolkit::Visual::Property::MIX_COLOR
207 Property::Value* colorValue = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR );
211 if( colorValue->Get( color ) )
213 Property::Type type = colorValue->GetType();
214 if( type == Property::VECTOR4 )
216 SetMixColor( color );
218 else if( type == Property::VECTOR3 )
220 Vector3 color3(color);
221 SetMixColor( color3 );
226 DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n");
230 Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME );
231 if( renderIfTransparentValue )
233 if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) )
235 DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() );
239 Property::Value* blurRadiusValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME );
240 if( blurRadiusValue )
242 if( !blurRadiusValue->Get( mBlurRadius ) )
244 DALI_LOG_ERROR( "ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType() );
249 void ColorVisual::DoSetOnScene( Actor& actor )
251 InitializeRenderer();
253 // Only add the renderer if it's not fully transparent
254 // We cannot avoid creating a renderer as it's used in the base class
255 if( mRenderIfTransparent || mImpl->mMixColor.a > 0.0f )
257 actor.AddRenderer( mImpl->mRenderer );
260 // Color Visual generated and ready to display
261 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
264 void ColorVisual::DoSetOffScene(Actor& actor)
266 if(mImpl->mRenderer && mBlurRadiusIndex != Property::INVALID_INDEX)
268 // Update values from Renderer
269 mBlurRadius = mImpl->mRenderer.GetProperty<float>(mBlurRadiusIndex);
272 actor.RemoveRenderer(mImpl->mRenderer);
273 mImpl->mRenderer.Reset();
274 mBlurRadiusIndex = Property::INVALID_INDEX;
277 void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
280 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR );
281 map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor );
282 map.Insert( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, mRenderIfTransparent );
284 if(mImpl->mRenderer && mBlurRadiusIndex != Property::INVALID_INDEX)
286 // Update values from Renderer
287 float blurRadius = mImpl->mRenderer.GetProperty<float>(mBlurRadiusIndex);
288 map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, blurRadius);
292 map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius);
296 void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
301 void ColorVisual::OnSetTransform()
303 if( mImpl->mRenderer )
305 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
309 void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
311 // Check if action is valid for this visual type and perform action if possible
314 case DevelColorVisual::Action::UPDATE_PROPERTY:
316 const Property::Map* map = attributes.GetMap();
319 DoSetProperties( *map );
326 void ColorVisual::UpdateShader()
330 Shader shader = GetShader();
331 mImpl->mRenderer.SetShader(shader);
335 void ColorVisual::InitializeRenderer()
337 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
339 Shader shader = GetShader();
341 mImpl->mRenderer = Renderer::New(geometry, shader);
343 // ColorVisual has it's own index key for mix color - use this instead
344 // of using the new base index to avoid changing existing applications
345 // String keys will get to this property.
346 mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor));
348 if(!EqualsZero(mBlurRadius))
350 mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
351 mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
354 // Register transform properties
355 mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
358 Shader ColorVisual::GetShader()
361 if(!EqualsZero(mBlurRadius) || mNeedBlurRadius)
363 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE );
366 shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_BLUR_EDGE, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_BLUR_EDGE );
367 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader );
370 else if( !IsRoundedCornerRequired() )
372 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
375 shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER );
376 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
381 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
384 shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ROUNDED_CORNER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUNDED_CORNER );
385 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader );
392 Dali::Property ColorVisual::OnGetPropertyObject(Dali::Property::Key key)
394 if(!mImpl->mRenderer)
397 return Dali::Property(handle, Property::INVALID_INDEX);
400 if((key.type == Property::Key::INDEX && key.indexKey == DevelColorVisual::Property::BLUR_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == BLUR_RADIUS_NAME))
402 mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
404 mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
406 mNeedBlurRadius = true;
411 return Dali::Property(mImpl->mRenderer, mBlurRadiusIndex);
415 return Dali::Property(handle, Property::INVALID_INDEX);
418 } // namespace Internal
420 } // namespace Toolkit