2 * Copyright (c) 2021 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/devel-api/rendering/renderer-devel.h>
23 #include <dali/integration-api/debug.h>
26 #include <dali-toolkit/devel-api/visuals/color-visual-actions-devel.h>
27 #include <dali-toolkit/devel-api/visuals/color-visual-properties-devel.h>
28 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
29 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
30 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
31 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
32 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
33 #include <dali-toolkit/public-api/visuals/color-visual-properties.h>
34 #include <dali-toolkit/public-api/visuals/visual-properties.h>
44 VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[6] =
46 VisualFactoryCache::COLOR_SHADER,
47 VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER,
48 VisualFactoryCache::COLOR_SHADER_BORDERLINE,
49 VisualFactoryCache::COLOR_SHADER_ROUNDED_BORDERLINE,
50 VisualFactoryCache::COLOR_SHADER_BLUR_EDGE,
51 VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER_BLUR_EDGE,
54 // enum of required list when we select shader
55 enum ColorVisualRequireFlag
58 ROUNDED_CORNER = 1 << 0,
62 } // unnamed namespace
63 ColorVisualPtr ColorVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties)
65 ColorVisualPtr colorVisualPtr(new ColorVisual(factoryCache));
66 colorVisualPtr->SetProperties(properties);
67 colorVisualPtr->Initialize();
68 return colorVisualPtr;
71 ColorVisual::ColorVisual(VisualFactoryCache& factoryCache)
72 : Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR),
74 mBlurRadiusIndex(Property::INVALID_INDEX),
75 mAlwaysUsingBlurRadius(false)
79 ColorVisual::~ColorVisual()
83 void ColorVisual::DoSetProperties(const Property::Map& propertyMap)
85 // By virtue of DoSetProperties being called last, this will override
86 // anything set by Toolkit::Visual::Property::MIX_COLOR
87 Property::Value* colorValue = propertyMap.Find(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR);
91 if(colorValue->Get(color))
93 Property::Type type = colorValue->GetType();
94 if(type == Property::VECTOR4)
98 else if(type == Property::VECTOR3)
100 Vector3 color3(color);
106 DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n");
110 Property::Value* blurRadiusValue = propertyMap.Find(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME);
113 if(!blurRadiusValue->Get(mBlurRadius))
115 DALI_LOG_ERROR("ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType());
120 void ColorVisual::DoSetOnScene(Actor& actor)
122 actor.AddRenderer(mImpl->mRenderer);
124 // Color Visual generated and ready to display
125 ResourceReady(Toolkit::Visual::ResourceStatus::READY);
128 void ColorVisual::DoSetOffScene(Actor& actor)
130 actor.RemoveRenderer(mImpl->mRenderer);
133 void ColorVisual::DoCreatePropertyMap(Property::Map& map) const
136 map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
137 map.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor);
139 if(mImpl->mRenderer && mBlurRadiusIndex != Property::INVALID_INDEX)
141 // Update values from Renderer
142 float blurRadius = mImpl->mRenderer.GetProperty<float>(mBlurRadiusIndex);
143 map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, blurRadius);
147 map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius);
151 void ColorVisual::DoCreateInstancePropertyMap(Property::Map& map) const
156 void ColorVisual::OnSetTransform()
160 mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
164 void ColorVisual::OnDoAction(const Property::Index actionId, const Property::Value& attributes)
166 // Check if action is valid for this visual type and perform action if possible
169 case DevelColorVisual::Action::UPDATE_PROPERTY:
171 const Property::Map* map = attributes.GetMap();
174 DoSetProperties(*map);
181 void ColorVisual::UpdateShader()
185 Shader shader = GenerateShader();
186 mImpl->mRenderer.SetShader(shader);
190 void ColorVisual::OnInitialize()
192 Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
194 Shader shader = GenerateShader();
196 mImpl->mRenderer = Renderer::New(geometry, shader);
198 // ColorVisual has it's own index key for mix color - use this instead
199 // of using the new base index to avoid changing existing applications
200 // String keys will get to this property.
201 mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor));
203 if(!EqualsZero(mBlurRadius))
205 mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
206 mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
209 // Register transform properties
210 mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
213 Shader ColorVisual::GenerateShader() const
216 VisualFactoryCache::ShaderType shaderType;
218 bool roundedCorner = IsRoundedCornerRequired();
219 bool borderline = IsBorderlineRequired();
220 bool blur = !EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius;
221 int shaderTypeFlag = ColorVisualRequireFlag::DEFAULT;
225 shaderTypeFlag |= ColorVisualRequireFlag::ROUNDED_CORNER;
229 // If we use blur, just ignore borderline
231 shaderTypeFlag |= ColorVisualRequireFlag::BLUR;
235 shaderTypeFlag |= ColorVisualRequireFlag::BORDERLINE;
238 shaderType = SHADER_TYPE_TABLE[shaderTypeFlag];
239 shader = mFactoryCache.GetShader(shaderType);
242 std::string vertexShaderPrefixList;
243 std::string fragmentShaderPrefixList;
246 vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
247 fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
251 vertexShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
252 fragmentShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
256 vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
257 fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
259 shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_VERT.data(),
260 Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_FRAG.data());
261 mFactoryCache.SaveShader(shaderType, shader);
267 Dali::Property ColorVisual::OnGetPropertyObject(Dali::Property::Key key)
269 if(!mImpl->mRenderer)
272 return Dali::Property(handle, Property::INVALID_INDEX);
275 if((key.type == Property::Key::INDEX && key.indexKey == DevelColorVisual::Property::BLUR_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == BLUR_RADIUS_NAME))
277 mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
279 // Blur is animated now. we always have to use blur feature.
280 mAlwaysUsingBlurRadius = true;
282 mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
287 return Dali::Property(mImpl->mRenderer, mBlurRadiusIndex);
291 return Dali::Property(handle, Property::INVALID_INDEX);
294 } // namespace Internal
296 } // namespace Toolkit