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/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 highp 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
58 uniform mediump vec2 extraSize;\n
60 vec4 ComputeVertexPosition()\n
62 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
63 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
64 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
69 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
73 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
74 uniform lowp vec4 uColor;\n
75 uniform lowp vec3 mixColor;\n
79 gl_FragColor = vec4(mixColor, 1.0)*uColor;\n
83 const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
84 attribute mediump vec2 aPosition;\n
85 uniform highp mat4 uMvpMatrix;\n
86 uniform mediump vec3 uSize;\n
87 varying mediump vec2 vPosition;\n
88 varying mediump vec2 vRectSize;\n
90 //Visual size and offset
91 uniform mediump vec2 offset;\n
92 uniform mediump vec2 size;\n
93 uniform mediump vec2 extraSize;\n
94 uniform mediump vec4 offsetSizeMode;\n
95 uniform mediump vec2 origin;\n
96 uniform mediump vec2 anchorPoint;\n
97 uniform mediump float cornerRadius;\n
99 vec4 ComputeVertexPosition()\n
101 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
102 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
103 vRectSize = visualSize / 2.0 - cornerRadius;\n
104 vPosition = aPosition* visualSize;\n
105 return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
110 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
114 //float distance = length( max( abs( position - center ), size ) - size ) - radius;
115 const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
116 varying mediump vec2 vPosition;\n
117 varying mediump vec2 vRectSize;\n
118 uniform lowp vec4 uColor;\n
119 uniform lowp vec3 mixColor;\n
120 uniform mediump float cornerRadius;\n
124 mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
125 gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
126 gl_FragColor.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
130 const char* VERTEX_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
131 attribute mediump vec2 aPosition;\n
132 uniform highp mat4 uMvpMatrix;\n
133 uniform mediump vec3 uSize;\n
134 varying mediump vec2 vPosition;\n
135 varying mediump vec2 vRectSize;\n
137 //Visual size and offset
138 uniform mediump vec2 offset;\n
139 uniform mediump vec2 size;\n
140 uniform mediump vec2 extraSize;\n
141 uniform mediump vec4 offsetSizeMode;\n
142 uniform mediump vec2 origin;\n
143 uniform mediump vec2 anchorPoint;\n
144 uniform mediump float blurRadius;\n
146 vec4 ComputeVertexPosition()\n
148 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n
149 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
150 vRectSize = visualSize / 2.0;\n
151 vPosition = aPosition* visualSize;\n
152 return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
157 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
161 const char* FRAGMENT_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
162 varying mediump vec2 vPosition;\n
163 varying mediump vec2 vRectSize;\n
164 uniform lowp vec4 uColor;\n
165 uniform lowp vec3 mixColor;\n
166 uniform mediump float blurRadius;\n
170 mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n
171 gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
172 gl_FragColor.a *= blur.x * blur.y;\n
178 ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
180 ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) );
181 colorVisualPtr->SetProperties( properties );
182 return colorVisualPtr;
185 ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
186 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
188 mRenderIfTransparent( false )
192 ColorVisual::~ColorVisual()
196 void ColorVisual::DoSetProperties( const Property::Map& propertyMap )
198 // By virtue of DoSetProperties being called last, this will override
199 // anything set by Toolkit::Visual::Property::MIX_COLOR
200 Property::Value* colorValue = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR );
204 if( colorValue->Get( color ) )
206 Property::Type type = colorValue->GetType();
207 if( type == Property::VECTOR4 )
209 SetMixColor( color );
211 else if( type == Property::VECTOR3 )
213 Vector3 color3(color);
214 SetMixColor( color3 );
219 DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n");
223 Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME );
224 if( renderIfTransparentValue )
226 if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) )
228 DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() );
232 Property::Value* blurRadiusValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME );
233 if( blurRadiusValue )
235 if( !blurRadiusValue->Get( mBlurRadius ) )
237 DALI_LOG_ERROR( "ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType() );
242 void ColorVisual::DoSetOnStage( Actor& actor )
244 InitializeRenderer();
246 // Only add the renderer if it's not fully transparent
247 // We cannot avoid creating a renderer as it's used in the base class
248 if( mRenderIfTransparent || mImpl->mMixColor.a > 0.0f )
250 actor.AddRenderer( mImpl->mRenderer );
253 // Color Visual generated and ready to display
254 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
257 void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
260 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR );
261 map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor );
262 map.Insert( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, mRenderIfTransparent );
263 map.Insert( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius );
266 void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
272 void ColorVisual::OnSetTransform()
274 if( mImpl->mRenderer )
276 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
280 void ColorVisual::InitializeRenderer()
282 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
285 if( !EqualsZero( mBlurRadius ) )
287 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE );
290 shader = Shader::New( VERTEX_SHADER_BLUR_EDGE, FRAGMENT_SHADER_BLUR_EDGE );
291 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader );
294 else if( !IsRoundedCornerRequired() )
296 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
299 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
300 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
305 shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
308 shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
309 mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader );
313 mImpl->mRenderer = Renderer::New( geometry, shader );
315 // ColorVisual has it's own index key for mix color - use this instead
316 // of using the new base index to avoid changing existing applications
317 // String keys will get to this property.
318 mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
320 mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius );
322 if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) )
324 mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
327 // Register transform properties
328 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
331 } // namespace Internal
333 } // namespace Toolkit