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/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());
118 if(mBlurRadiusIndex != Property::INVALID_INDEX)
120 mImpl->mRenderer.SetProperty(mBlurRadiusIndex, mBlurRadius);
122 else if(DALI_UNLIKELY(mImpl->mRenderer && (!EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius)))
124 // Unusual case. SetProperty called after OnInitialize().
125 // Assume that DoAction call UPDATE_PROPERTY.
126 // We must regist properies into renderer, and update shader.
128 // BlurRadius added by this action. Regist property to renderer.
129 mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
130 mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
132 // Change the shader must not be occured many times. we always have to use blur feature.
133 mAlwaysUsingBlurRadius = true;
141 void ColorVisual::DoSetOnScene(Actor& actor)
143 actor.AddRenderer(mImpl->mRenderer);
145 // Color Visual generated and ready to display
146 ResourceReady(Toolkit::Visual::ResourceStatus::READY);
149 void ColorVisual::DoSetOffScene(Actor& actor)
151 actor.RemoveRenderer(mImpl->mRenderer);
154 void ColorVisual::DoCreatePropertyMap(Property::Map& map) const
157 map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
158 map.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor);
160 if(mImpl->mRenderer && mBlurRadiusIndex != Property::INVALID_INDEX)
162 // Update values from Renderer
163 float blurRadius = mImpl->mRenderer.GetProperty<float>(mBlurRadiusIndex);
164 map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, blurRadius);
168 map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius);
172 void ColorVisual::DoCreateInstancePropertyMap(Property::Map& map) const
177 void ColorVisual::OnSetTransform()
181 mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
185 void ColorVisual::UpdateShader()
189 Shader shader = GenerateShader();
190 mImpl->mRenderer.SetShader(shader);
194 void ColorVisual::OnInitialize()
196 Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
198 Shader shader = GenerateShader();
200 mImpl->mRenderer = Renderer::New(geometry, shader);
202 // ColorVisual has it's own index key for mix color - use this instead
203 // of using the new base index to avoid changing existing applications
204 // String keys will get to this property.
205 mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor));
207 if(!EqualsZero(mBlurRadius))
209 mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
210 mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
213 // Register transform properties
214 mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
217 Shader ColorVisual::GenerateShader() const
220 VisualFactoryCache::ShaderType shaderType;
222 bool roundedCorner = IsRoundedCornerRequired();
223 bool borderline = IsBorderlineRequired();
224 bool blur = !EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius;
225 int shaderTypeFlag = ColorVisualRequireFlag::DEFAULT;
229 shaderTypeFlag |= ColorVisualRequireFlag::ROUNDED_CORNER;
233 // If we use blur, just ignore borderline
235 shaderTypeFlag |= ColorVisualRequireFlag::BLUR;
239 shaderTypeFlag |= ColorVisualRequireFlag::BORDERLINE;
242 shaderType = SHADER_TYPE_TABLE[shaderTypeFlag];
243 shader = mFactoryCache.GetShader(shaderType);
246 std::string vertexShaderPrefixList;
247 std::string fragmentShaderPrefixList;
250 vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
251 fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
255 vertexShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
256 fragmentShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
260 vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
261 fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
263 shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_VERT.data(),
264 Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_FRAG.data());
265 mFactoryCache.SaveShader(shaderType, shader);
271 Dali::Property ColorVisual::OnGetPropertyObject(Dali::Property::Key key)
273 if(!mImpl->mRenderer)
276 return Dali::Property(handle, Property::INVALID_INDEX);
279 if((key.type == Property::Key::INDEX && key.indexKey == DevelColorVisual::Property::BLUR_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == BLUR_RADIUS_NAME))
281 mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
283 // Blur is animated now. we always have to use blur feature.
284 mAlwaysUsingBlurRadius = true;
286 mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
291 return Dali::Property(mImpl->mRenderer, mBlurRadiusIndex);
295 return Dali::Property(handle, Property::INVALID_INDEX);
298 } // namespace Internal
300 } // namespace Toolkit