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/shader-effects/shader-effect.h>
31 #include <dali/public-api/rendering/texture-set.h>
34 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
35 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
36 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
37 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
38 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
39 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
40 #include <dali-toolkit/internal/visuals/image-atlas-manager.h>
53 const char HTTP_URL[] = "http://";
54 const char HTTPS_URL[] = "https://";
57 const char * const DESIRED_WIDTH( "desiredWidth" );
58 const char * const DESIRED_HEIGHT( "desiredHeight" );
60 const Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
62 // The shader used for batched rendering. It uses interleaved data for
63 // attributes. Limitation is that all batched renderers will share same set of uniforms.
64 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
65 attribute mediump vec2 aPosition;\n
66 attribute mediump vec2 aTexCoord;\n
67 uniform mediump mat4 uMvpMatrix;\n
68 varying mediump vec2 vTexCoord;\n
72 vTexCoord = aTexCoord;\n
73 gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n
77 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
78 varying mediump vec2 vTexCoord;\n
79 uniform sampler2D sTexture;\n
80 uniform lowp vec4 uColor;\n
81 uniform lowp float uAlphaBlending; // Set to 1.0 for conventional alpha blending; if pre-multiplied alpha blending, set to 0.0
85 gl_FragColor = texture2D( sTexture, vTexCoord ) * vec4( uColor.rgb*max( uAlphaBlending, uColor.a ), uColor.a );\n
91 BatchImageVisual::BatchImageVisual( VisualFactoryCache& factoryCache, ImageAtlasManager& atlasManager )
92 : Visual::Base( factoryCache ),
93 mAtlasManager( atlasManager ),
98 BatchImageVisual::~BatchImageVisual()
102 void BatchImageVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
104 std::string oldImageUrl = mImageUrl;
105 Property::Value* imageURLValue = propertyMap.Find( Dali::Toolkit::ImageVisual::Property::URL, Dali::Toolkit::Internal::IMAGE_URL_NAME );
109 imageURLValue->Get( mImageUrl );
111 int desiredWidth = 0;
112 Property::Value* desiredWidthValue = propertyMap.Find( Dali::Toolkit::ImageVisual::Property::DESIRED_WIDTH, DESIRED_WIDTH );
113 if( desiredWidthValue )
115 desiredWidthValue->Get( desiredWidth );
118 int desiredHeight = 0;
119 Property::Value* desiredHeightValue = propertyMap.Find( Dali::Toolkit::ImageVisual::Property::DESIRED_HEIGHT, DESIRED_HEIGHT );
120 if( desiredHeightValue )
122 desiredHeightValue->Get( desiredHeight );
125 mDesiredSize = ImageDimensions( desiredWidth, desiredHeight );
128 // Remove old renderer if exit.
129 if( mImpl->mRenderer )
131 if( actor ) // Remove old renderer from actor.
133 actor.RemoveRenderer( mImpl->mRenderer );
135 if( !oldImageUrl.empty() ) // Clean old renderer from cache.
137 CleanCache( oldImageUrl );
141 // If actor is on stage, create new renderer and apply to actor.
142 if( actor && actor.OnStage() )
148 void BatchImageVisual::SetSize( const Vector2& size )
150 Visual::Base::SetSize( size );
153 void BatchImageVisual::GetNaturalSize( Vector2& naturalSize ) const
155 if( mDesiredSize.GetWidth() > 0 && mDesiredSize.GetHeight() > 0 )
157 naturalSize.x = mDesiredSize.GetWidth();
158 naturalSize.y = mDesiredSize.GetHeight();
161 else if( !mImageUrl.empty() )
163 ImageDimensions dimentions = ResourceImage::GetImageSize( mImageUrl );
164 naturalSize.x = dimentions.GetWidth();
165 naturalSize.y = dimentions.GetHeight();
169 naturalSize = Vector2::ZERO;
172 void BatchImageVisual::SetClipRect( const Rect<int>& clipRect )
174 Visual::Base::SetClipRect( clipRect );
177 void BatchImageVisual::InitializeRenderer( const std::string& imageUrl )
179 if( imageUrl.empty() )
184 mImageUrl = imageUrl;
185 mImpl->mRenderer.Reset();
186 mAtlasRect = FULL_TEXTURE_RECT;
188 if( !mImpl->mCustomShader &&
189 ( strncasecmp( imageUrl.c_str(),HTTP_URL, sizeof( HTTP_URL ) -1 ) != 0 ) && // Ignore remote images
190 ( strncasecmp( imageUrl.c_str(), HTTPS_URL, sizeof( HTTPS_URL ) -1 ) != 0 ) )
192 if( !mImpl->mRenderer )
194 TextureSet textureSet = mAtlasManager.Add(
199 // If image doesn't fit the atlas, create new texture set with texture that
203 BitmapLoader loader = BitmapLoader::New( imageUrl, mDesiredSize );
205 Dali::PixelData pixelData = loader.GetPixelData();
206 Texture texture = Texture::New( TextureType::TEXTURE_2D,
207 pixelData.GetPixelFormat(),
208 pixelData.GetWidth(),
209 pixelData.GetHeight() );
210 texture.Upload( pixelData );
211 textureSet = TextureSet::New();
212 textureSet.SetTexture( 0, texture );
213 mAtlasRect = FULL_TEXTURE_RECT;
216 Geometry geometry = mFactoryCache.CreateBatchQuadGeometry( mAtlasRect );
217 Shader shader( GetBatchShader( mFactoryCache ) );
218 mImpl->mRenderer = Renderer::New( geometry, shader );
219 mImpl->mRenderer.SetTextures( textureSet );
221 // Turn batching on, to send message it must be on stage.
222 mImpl->mRenderer.SetProperty( Dali::Renderer::Property::BATCHING_ENABLED, true );
224 mImpl->mFlags |= Impl::IS_FROM_CACHE;
228 void BatchImageVisual::DoSetOnStage( Actor& actor )
230 if( !mImageUrl.empty() )
232 InitializeRenderer( mImageUrl );
234 // Turn batching on, to send message it must be on stage
235 mImpl->mRenderer.SetProperty( Dali::Renderer::Property::BATCHING_ENABLED, true );
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 Shader BatchImageVisual::GetBatchShader( VisualFactoryCache& factoryCache )
269 Shader shader = factoryCache.GetShader( VisualFactoryCache::BATCH_IMAGE_SHADER );
272 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
273 factoryCache.SaveShader( VisualFactoryCache::BATCH_IMAGE_SHADER, shader );
278 void BatchImageVisual::CleanCache(const std::string& url)
280 TextureSet textureSet = mImpl->mRenderer.GetTextures();
281 mImpl->mRenderer.Reset();
282 if( mFactoryCache.CleanRendererCache( url ) )
284 mAtlasManager.Remove( textureSet, mAtlasRect );
289 } // namespace Internal
291 } // namespace Toolkit