2 * Copyright (c) 2016 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 "batch-image-visual.h"
22 #include <cstring> // for strncasecmp
23 #include <dali/public-api/images/resource-image.h>
24 #include <dali/public-api/images/native-image.h>
25 #include <dali/integration-api/debug.h>
26 #include <dali/devel-api/adaptor-framework/bitmap-loader.h>
27 #include <dali/public-api/images/pixel-data.h>
28 #include <dali/public-api/rendering/texture.h>
29 #include <dali/public-api/rendering/texture-set.h>
30 #include <dali/public-api/rendering/texture-set.h>
33 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
34 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
35 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
36 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
37 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
38 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
39 #include <dali-toolkit/internal/visuals/image-atlas-manager.h>
52 const char HTTP_URL[] = "http://";
53 const char HTTPS_URL[] = "https://";
56 const char * const DESIRED_WIDTH( "desiredWidth" );
57 const char * const DESIRED_HEIGHT( "desiredHeight" );
59 const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
61 // The shader used for batched rendering. It uses interleaved data for
62 // attributes. Limitation is that all batched renderers will share same set of uniforms.
63 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
64 attribute mediump vec2 aPosition;\n
65 attribute mediump vec2 aTexCoord;\n
66 uniform mediump mat4 uMvpMatrix;\n
67 varying mediump vec2 vTexCoord;\n
71 vTexCoord = aTexCoord;\n
72 gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n
76 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
77 varying mediump vec2 vTexCoord;\n
78 uniform sampler2D sTexture;\n
79 uniform lowp vec4 uColor;\n
80 uniform lowp float uAlphaBlending; // Set to 1.0 for conventional alpha blending; if pre-multiplied alpha blending, set to 0.0
84 gl_FragColor = texture2D( sTexture, vTexCoord ) * vec4( uColor.rgb*max( uAlphaBlending, uColor.a ), uColor.a );\n
88 } // unnamed namespace
90 BatchImageVisualPtr BatchImageVisual::New( VisualFactoryCache& factoryCache )
92 return new BatchImageVisual( factoryCache );
95 BatchImageVisual::BatchImageVisual( VisualFactoryCache& factoryCache )
96 : Visual::Base( factoryCache ),
101 BatchImageVisual::~BatchImageVisual()
105 void BatchImageVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
107 std::string oldImageUrl = mImageUrl;
108 Property::Value* imageURLValue = propertyMap.Find( Dali::Toolkit::ImageVisual::Property::URL, Dali::Toolkit::Internal::IMAGE_URL_NAME );
112 imageURLValue->Get( mImageUrl );
114 int desiredWidth = 0;
115 Property::Value* desiredWidthValue = propertyMap.Find( Dali::Toolkit::ImageVisual::Property::DESIRED_WIDTH, DESIRED_WIDTH );
116 if( desiredWidthValue )
118 desiredWidthValue->Get( desiredWidth );
121 int desiredHeight = 0;
122 Property::Value* desiredHeightValue = propertyMap.Find( Dali::Toolkit::ImageVisual::Property::DESIRED_HEIGHT, DESIRED_HEIGHT );
123 if( desiredHeightValue )
125 desiredHeightValue->Get( desiredHeight );
128 mDesiredSize = ImageDimensions( desiredWidth, desiredHeight );
131 // Remove old renderer if exit.
132 if( mImpl->mRenderer )
134 if( actor ) // Remove old renderer from actor.
136 actor.RemoveRenderer( mImpl->mRenderer );
138 if( !oldImageUrl.empty() ) // Clean old renderer from cache.
140 CleanCache( oldImageUrl );
144 // If actor is on stage, create new renderer and apply to actor.
145 if( actor && actor.OnStage() )
151 void BatchImageVisual::SetSize( const Vector2& size )
153 Visual::Base::SetSize( size );
156 void BatchImageVisual::GetNaturalSize( Vector2& naturalSize ) const
158 if( mDesiredSize.GetWidth() > 0 && mDesiredSize.GetHeight() > 0 )
160 naturalSize.x = mDesiredSize.GetWidth();
161 naturalSize.y = mDesiredSize.GetHeight();
164 else if( !mImageUrl.empty() )
166 ImageDimensions dimentions = ResourceImage::GetImageSize( mImageUrl );
167 naturalSize.x = dimentions.GetWidth();
168 naturalSize.y = dimentions.GetHeight();
172 naturalSize = Vector2::ZERO;
175 void BatchImageVisual::InitializeRenderer( const std::string& imageUrl )
177 if( imageUrl.empty() )
182 mImageUrl = imageUrl;
183 mImpl->mRenderer.Reset();
184 mAtlasRect = FULL_TEXTURE_RECT;
186 if( !mImpl->mCustomShader &&
187 ( strncasecmp( imageUrl.c_str(),HTTP_URL, sizeof( HTTP_URL ) -1 ) != 0 ) && // Ignore remote images
188 ( strncasecmp( imageUrl.c_str(), HTTPS_URL, sizeof( HTTPS_URL ) -1 ) != 0 ) )
190 if( !mImpl->mRenderer )
192 TextureSet textureSet = mFactoryCache.GetAtlasManager()->Add(
197 // If image doesn't fit the atlas, create new texture set with texture that
201 BitmapLoader loader = BitmapLoader::New( imageUrl, mDesiredSize );
203 Dali::PixelData pixelData = loader.GetPixelData();
204 Texture texture = Texture::New( TextureType::TEXTURE_2D,
205 pixelData.GetPixelFormat(),
206 pixelData.GetWidth(),
207 pixelData.GetHeight() );
208 texture.Upload( pixelData );
209 textureSet = TextureSet::New();
210 textureSet.SetTexture( 0, texture );
211 mAtlasRect = FULL_TEXTURE_RECT;
214 Geometry geometry = mFactoryCache.CreateBatchQuadGeometry( mAtlasRect );
215 Shader shader( GetBatchShader( mFactoryCache ) );
216 mImpl->mRenderer = Renderer::New( geometry, shader );
217 mImpl->mRenderer.SetTextures( textureSet );
219 // Turn batching on, to send message it must be on stage.
220 mImpl->mRenderer.SetProperty( Dali::Renderer::Property::BATCHING_ENABLED, true );
222 mImpl->mFlags |= Impl::IS_FROM_CACHE;
226 void BatchImageVisual::DoSetOnStage( Actor& actor )
228 if( !mImageUrl.empty() )
230 InitializeRenderer( mImageUrl );
232 // Turn batching on, to send message it must be on stage
233 mImpl->mRenderer.SetProperty( Dali::Renderer::Property::BATCHING_ENABLED, true );
235 actor.AddRenderer( mImpl->mRenderer );
238 void BatchImageVisual::DoSetOffStage( Actor& actor )
240 actor.RemoveRenderer( mImpl->mRenderer );
242 // If we own the image then make sure we release it when we go off stage
243 if( !mImageUrl.empty() )
245 CleanCache( mImageUrl );
249 mImpl->mRenderer.Reset();
253 void BatchImageVisual::DoCreatePropertyMap( Property::Map& map ) const
256 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE );
258 if( !mImageUrl.empty() )
260 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl );
261 map.Insert( Toolkit::ImageVisual::Property::BATCHING_ENABLED, true );
262 map.Insert( Toolkit::ImageVisual::Property::DESIRED_WIDTH, mDesiredSize.GetWidth() );
263 map.Insert( Toolkit::ImageVisual::Property::DESIRED_HEIGHT, mDesiredSize.GetHeight() );
267 void BatchImageVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
272 Dali::Property::Value BatchImageVisual::DoGetProperty( Dali::Property::Index index )
275 return Dali::Property::Value();
278 Shader BatchImageVisual::GetBatchShader( VisualFactoryCache& factoryCache )
280 Shader shader = factoryCache.GetShader( VisualFactoryCache::BATCH_IMAGE_SHADER );
283 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
284 factoryCache.SaveShader( VisualFactoryCache::BATCH_IMAGE_SHADER, shader );
289 void BatchImageVisual::CleanCache(const std::string& url)
291 TextureSet textureSet = mImpl->mRenderer.GetTextures();
292 mImpl->mRenderer.Reset();
293 if( mFactoryCache.CleanRendererCache( url ) )
295 mFactoryCache.GetAtlasManager()->Remove( textureSet, mAtlasRect );
300 } // namespace Internal
302 } // namespace Toolkit