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/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/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 = DALI_COMPOSE_SHADER(
48 attribute mediump vec2 aPosition;\n
49 uniform highp mat4 uMvpMatrix;\n
50 uniform mediump vec3 uSize;\n
53 //Visual size and offset
54 uniform mediump vec2 offset;\n
55 uniform mediump 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 = DALI_COMPOSE_SHADER(
75 uniform lowp vec4 uColor;\n
76 uniform lowp vec3 mixColor;\n
80 gl_FragColor = vec4(mixColor, 1.0)*uColor;\n
84 const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
85 attribute mediump vec2 aPosition;\n
86 uniform highp mat4 uMvpMatrix;\n
87 uniform mediump vec3 uSize;\n
88 varying mediump vec2 vPosition;\n
89 varying mediump vec2 vRectSize;\n
90 varying mediump float vCornerRadius;\n
92 //Visual size and offset
93 uniform mediump vec2 offset;\n
94 uniform mediump 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
120 //float distance = length( max( abs( position - center ), size ) - size ) - radius;
121 const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
122 varying mediump vec2 vPosition;\n
123 varying mediump vec2 vRectSize;\n
124 varying 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 gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
132 gl_FragColor.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
136 const char* VERTEX_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
137 attribute mediump vec2 aPosition;\n
138 uniform highp mat4 uMvpMatrix;\n
139 uniform mediump vec3 uSize;\n
140 varying mediump vec2 vPosition;\n
141 varying mediump vec2 vRectSize;\n
143 //Visual size and offset
144 uniform mediump vec2 offset;\n
145 uniform mediump 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
167 const char* FRAGMENT_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
168 varying mediump vec2 vPosition;\n
169 varying 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 gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
178 gl_FragColor.a *= blur.x * blur.y;\n
184 ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
186 ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) );
187 colorVisualPtr->SetProperties( properties );
188 return colorVisualPtr;
191 ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
192 : Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR ),
194 mRenderIfTransparent( false )
198 ColorVisual::~ColorVisual()
202 void ColorVisual::DoSetProperties( const Property::Map& propertyMap )
204 // By virtue of DoSetProperties being called last, this will override
205 // anything set by Toolkit::Visual::Property::MIX_COLOR
206 Property::Value* colorValue = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR );
210 if( colorValue->Get( color ) )
212 Property::Type type = colorValue->GetType();
213 if( type == Property::VECTOR4 )
215 SetMixColor( color );
217 else if( type == Property::VECTOR3 )
219 Vector3 color3(color);
220 SetMixColor( color3 );
225 DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n");
229 Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME );
230 if( renderIfTransparentValue )
232 if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) )
234 DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() );
238 Property::Value* blurRadiusValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME );
239 if( blurRadiusValue )
241 if( !blurRadiusValue->Get( mBlurRadius ) )
243 DALI_LOG_ERROR( "ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType() );
248 void ColorVisual::DoSetOnStage( Actor& actor )
250 InitializeRenderer();
252 // Only add the renderer if it's not fully transparent
253 // We cannot avoid creating a renderer as it's used in the base class
254 if( mRenderIfTransparent || mImpl->mMixColor.a > 0.0f )
256 actor.AddRenderer( mImpl->mRenderer );
259 // Color Visual generated and ready to display
260 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
263 void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
266 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR );
267 map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor );
268 map.Insert( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, mRenderIfTransparent );
269 map.Insert( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius );
272 void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
278 void ColorVisual::OnSetTransform()
280 if( mImpl->mRenderer )
282 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
286 void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
288 // Check if action is valid for this visual type and perform action if possible
291 case DevelColorVisual::Action::UPDATE_PROPERTY:
293 Property::Map* map = attributes.GetMap();
296 DoSetProperties( *map );
303 void ColorVisual::InitializeRenderer()
305 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
308 if( !EqualsZero( mBlurRadius ) )
310 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE );
313 shader = Shader::New( VERTEX_SHADER_BLUR_EDGE, FRAGMENT_SHADER_BLUR_EDGE );
314 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader );
317 else if( !IsRoundedCornerRequired() )
319 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
322 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
323 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
328 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
331 shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
332 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader );
336 mImpl->mRenderer = Renderer::New( geometry, shader );
338 // ColorVisual has it's own index key for mix color - use this instead
339 // of using the new base index to avoid changing existing applications
340 // String keys will get to this property.
341 mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
343 mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius );
345 if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) )
347 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
350 // Register transform properties
351 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
354 } // namespace Internal
356 } // namespace Toolkit