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 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
78 gl_FragColor = vec4(mixColor, 1.0)*uColor;\n
83 ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
85 ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) );
86 colorVisualPtr->SetProperties( properties );
87 return colorVisualPtr;
90 ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
91 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
92 mRenderIfTransparent( false )
96 ColorVisual::~ColorVisual()
100 void ColorVisual::DoSetProperties( const Property::Map& propertyMap )
102 // By virtue of DoSetProperties being called last, this will override
103 // anything set by Toolkit::Visual::Property::MIX_COLOR
104 Property::Value* colorValue = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR );
108 if( colorValue->Get( color ) )
110 Property::Type type = colorValue->GetType();
111 if( type == Property::VECTOR4 )
113 SetMixColor( color );
115 else if( type == Property::VECTOR3 )
117 Vector3 color3(color);
118 SetMixColor( color3 );
123 DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n");
127 Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME );
128 if( renderIfTransparentValue )
130 if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) )
132 DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() );
137 void ColorVisual::DoSetOnStage( Actor& actor )
139 InitializeRenderer();
141 // Only add the renderer if it's not fully transparent
142 // We cannot avoid creating a renderer as it's used in the base class
143 if( mRenderIfTransparent || mImpl->mMixColor.a > 0.0f )
145 actor.AddRenderer( mImpl->mRenderer );
148 // Color Visual generated and ready to display
149 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
152 void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
155 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR );
156 map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor );
157 map.Insert( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, mRenderIfTransparent );
160 void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
166 void ColorVisual::OnSetTransform()
168 if( mImpl->mRenderer )
170 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
174 void ColorVisual::InitializeRenderer()
176 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
178 Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
181 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
182 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
185 mImpl->mRenderer = Renderer::New( geometry, shader );
187 // ColorVisual has it's own index key for mix color - use this instead
188 // of using the new base index to avoid changing existing applications
189 // String keys will get to this property.
190 mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
192 if( mImpl->mMixColor.a < 1.f )
194 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
197 // Register transform properties
198 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
201 } // namespace Internal
203 } // namespace Toolkit