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 "npatch-visual.h"
22 #include <dali/integration-api/platform-abstraction.h>
23 #include <dali/public-api/images/buffer-image.h>
24 #include <dali/public-api/images/resource-image.h>
25 #include <dali/devel-api/images/texture-set-image.h>
28 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
29 #include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
30 #include <dali-toolkit/internal/visuals/npatch-loader.h>
31 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
32 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
33 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
34 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
35 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
49 const char * const BORDER_ONLY("borderOnly");
51 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
52 attribute mediump vec2 aPosition;\n
53 varying mediump vec2 vTexCoord;\n
54 uniform mediump mat4 uMvpMatrix;\n
55 uniform mediump vec3 uSize;\n
56 uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
57 uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
60 //Visual size and offset
61 uniform mediump vec2 offset;\n
62 uniform mediump vec2 size;\n
63 uniform mediump vec4 offsetSizeMode;\n
64 uniform mediump vec2 origin;\n
65 uniform mediump vec2 anchorPoint;\n
69 mediump vec2 fixedFactor = vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x );\n
70 mediump vec2 stretch = vec2( uNinePatchFactorsX[ int( ( aPosition.x ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y ) * 0.5 ) ].y );\n
72 mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
73 mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n
76 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
77 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
79 mediump vec4 vertexPosition = vec4( ( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal ) + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
80 vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n
82 vertexPosition = uMvpMatrix * vertexPosition;\n
84 vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
86 gl_Position = vertexPosition;\n
90 const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
91 attribute mediump vec2 aPosition;\n
92 varying mediump vec2 vTexCoord;\n
93 uniform mediump mat4 uModelMatrix;\n
94 uniform mediump mat4 uMvpMatrix;\n
95 uniform mediump vec3 uSize;\n
96 uniform mediump vec2 uFixed[ 3 ];\n
97 uniform mediump vec2 uStretchTotal;\n
100 //Visual size and offset
101 uniform mediump vec2 offset;\n
102 uniform mediump vec2 size;\n
103 uniform mediump vec4 offsetSizeMode;\n
104 uniform mediump vec2 origin;\n
105 uniform mediump vec2 anchorPoint;\n
109 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
110 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
112 mediump vec2 scale = vec2( length( uModelMatrix[ 0 ].xyz ), length( uModelMatrix[ 1 ].xyz ) );\n
113 mediump vec2 size = visualSize.xy * scale;\n
115 mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y );\n
116 mediump vec2 stretch = floor( aPosition * 0.5 );\n
117 mediump vec2 fixedTotal = uFixed[ 2 ];\n
119 mediump vec4 vertexPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );
120 vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n
121 vertexPosition.xy = vertexPosition.xy / scale + anchorPoint*size + (visualOffset + origin)*uSize.xy;\
123 vertexPosition = uMvpMatrix * vertexPosition;\n
125 vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n
127 gl_Position = vertexPosition;\n
131 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
132 varying mediump vec2 vTexCoord;\n
133 uniform sampler2D sTexture;\n
134 uniform lowp vec4 uColor;\n
138 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
143 * @brief Creates the geometry formed from the vertices and indices
145 * @param[in] vertices The vertices to generate the geometry from
146 * @param[in] indices The indices to generate the geometry from
147 * @return The geometry formed from the vertices and indices
149 Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsigned short >& indices )
151 Property::Map vertexFormat;
152 vertexFormat[ "aPosition" ] = Property::VECTOR2;
153 PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
154 if( vertices.Size() > 0 )
156 vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
159 // Create the geometry object
160 Geometry geometry = Geometry::New();
161 geometry.AddVertexBuffer( vertexPropertyBuffer );
162 if( indices.Size() > 0 )
164 geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
172 * @brief Adds the indices to form a quad composed off two triangles where the indices are organised in a grid
174 * @param[out] indices The indices to add to
175 * @param[in] rowIdx The row index to start the quad
176 * @param[in] nextRowIdx The index to the next row
178 void AddQuadIndices( Vector< unsigned short >& indices, unsigned int rowIdx, unsigned int nextRowIdx )
180 indices.PushBack( rowIdx );
181 indices.PushBack( nextRowIdx + 1 );
182 indices.PushBack( rowIdx + 1 );
184 indices.PushBack( rowIdx );
185 indices.PushBack( nextRowIdx );
186 indices.PushBack( nextRowIdx + 1 );
189 void AddVertex( Vector< Vector2 >& vertices, unsigned int x, unsigned int y )
191 vertices.PushBack( Vector2( x, y ) );
194 void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NinePatchImage::StretchRanges& stretchPixels, uint16_t imageExtent)
196 uint16_t prevEnd = 0;
197 uint16_t prevFix = 0;
198 uint16_t prevStretch = 0;
200 for( NinePatchImage::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
202 uint16_t start = it->GetX();
203 uint16_t end = it->GetY();
205 uint16_t fix = prevFix + start - prevEnd;
206 uint16_t stretch = prevStretch + end - start;
208 std::stringstream uniform;
209 uniform << uniformName << "[" << i << "]";
210 renderer.RegisterProperty( uniform.str(), Vector2( fix, stretch ) );
214 prevStretch = stretch;
218 prevFix += imageExtent - prevEnd;
219 std::stringstream uniform;
220 uniform << uniformName << "[" << i << "]";
221 renderer.RegisterProperty( uniform.str(), Vector2( prevFix, prevStretch ) );
225 } //unnamed namespace
227 /////////////////NPatchVisual////////////////
229 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const std::string& imageUrl, const Property::Map& properties )
231 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
232 nPatchVisual->mImageUrl = imageUrl;
233 nPatchVisual->SetProperties( properties );
238 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const std::string& imageUrl )
240 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
241 nPatchVisual->mImageUrl = imageUrl;
246 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, NinePatchImage image )
248 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
249 nPatchVisual->mImageUrl = image.GetUrl();
254 void NPatchVisual::GetNaturalSize( Vector2& naturalSize )
258 // load now if not already loaded
259 if( NPatchLoader::UNINITIALIZED_ID == mId )
261 mId = mLoader.Load( mImageUrl );
263 const NPatchLoader::Data* data;
264 if( mLoader.GetNPatchData( mId, data ) )
266 naturalSize.x = data->croppedWidth;
267 naturalSize.y = data->croppedHeight;
271 void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
273 // URL is already passed in via constructor
275 Property::Value* borderOnlyValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY );
276 if( borderOnlyValue )
278 borderOnlyValue->Get( mBorderOnly );
282 void NPatchVisual::DoSetOnStage( Actor& actor )
284 // load when first go on stage
285 if( NPatchLoader::UNINITIALIZED_ID == mId )
287 mId = mLoader.Load( mImageUrl );
290 Geometry geometry = CreateGeometry();
291 Shader shader = CreateShader();
292 mImpl->mRenderer = Renderer::New( geometry, shader );
294 ApplyTextureAndUniforms();
296 actor.AddRenderer( mImpl->mRenderer );
299 void NPatchVisual::DoSetOffStage( Actor& actor )
301 actor.RemoveRenderer( mImpl->mRenderer );
302 mImpl->mRenderer.Reset();
305 void NPatchVisual::OnSetTransform()
307 if( mImpl->mRenderer )
309 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
313 void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const
316 map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::IMAGE );
317 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl );
318 map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly );
321 NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
322 : Visual::Base( factoryCache ),
323 mLoader( factoryCache.GetNPatchLoader() ),
325 mId( NPatchLoader::UNINITIALIZED_ID ),
330 NPatchVisual::~NPatchVisual()
334 Geometry NPatchVisual::CreateGeometry()
337 const NPatchLoader::Data* data;
338 if( mLoader.GetNPatchData( mId, data ) )
340 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
342 if( DALI_UNLIKELY( mBorderOnly ) )
344 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY );
348 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
351 else if( data->stretchPixelsX.Size() > 0 || data->stretchPixelsY.Size() > 0)
353 Uint16Pair gridSize( 2 * data->stretchPixelsX.Size() + 1, 2 * data->stretchPixelsY.Size() + 1 );
354 geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize );
359 // no N patch data so use default geometry
360 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
365 Shader NPatchVisual::CreateShader()
368 const NPatchLoader::Data* data;
369 // 0 is either no data (load failed?) or no stretch regions on image
370 // for both cases we use the default shader
371 NinePatchImage::StretchRanges::SizeType xStretchCount = 0;
372 NinePatchImage::StretchRanges::SizeType yStretchCount = 0;
374 // ask loader for the regions
375 if( mLoader.GetNPatchData( mId, data ) )
377 xStretchCount = data->stretchPixelsX.Count();
378 yStretchCount = data->stretchPixelsY.Count();
381 if( DALI_LIKELY( !mImpl->mCustomShader ) )
383 if( DALI_LIKELY( ( xStretchCount == 1 && yStretchCount == 1 ) ||
384 ( xStretchCount == 0 && yStretchCount == 0 ) ) )
386 shader = mFactoryCache.GetShader( VisualFactoryCache::NINE_PATCH_SHADER );
387 if( DALI_UNLIKELY( !shader ) )
389 shader = Shader::New( VERTEX_SHADER_3X3, FRAGMENT_SHADER );
390 mFactoryCache.SaveShader( VisualFactoryCache::NINE_PATCH_SHADER, shader );
393 else if( xStretchCount > 0 || yStretchCount > 0)
395 std::stringstream vertexShader;
396 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
397 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
400 shader = Shader::New( vertexShader.str(), FRAGMENT_SHADER );
405 const char* fragmentShader = FRAGMENT_SHADER;
406 Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
408 if( !mImpl->mCustomShader->mFragmentShader.empty() )
410 fragmentShader = mImpl->mCustomShader->mFragmentShader.c_str();
412 hints = mImpl->mCustomShader->mHints;
414 if( ( xStretchCount == 1 && yStretchCount == 1 ) ||
415 ( xStretchCount == 0 && yStretchCount == 0 ) )
417 shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader, hints );
419 else if( xStretchCount > 0 || yStretchCount > 0)
421 std::stringstream vertexShader;
422 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
423 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
426 shader = Shader::New( vertexShader.str(), fragmentShader, hints );
433 void NPatchVisual::ApplyTextureAndUniforms()
435 const NPatchLoader::Data* data;
436 if( mLoader.GetNPatchData( mId, data ) )
438 TextureSet textures( data->textureSet );
439 mImpl->mRenderer.SetTextures( textures );
440 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
442 //special case for 9 patch
443 Uint16Pair stretchX = data->stretchPixelsX[ 0 ];
444 Uint16Pair stretchY = data->stretchPixelsY[ 0 ];
446 uint16_t stretchWidth = stretchX.GetY() - stretchX.GetX();
447 uint16_t stretchHeight = stretchY.GetY() - stretchY.GetX();
449 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
450 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) );
451 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->croppedWidth - stretchWidth, data->croppedHeight - stretchHeight ) );
452 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( stretchWidth, stretchHeight ) );
456 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsX[0]", Vector2::ZERO );
457 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsY[0]", Vector2::ZERO );
459 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->stretchPixelsX, data->croppedWidth );
460 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->stretchPixelsY, data->croppedHeight );
465 DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.c_str() );
466 TextureSet textureSet = TextureSet::New();
467 mImpl->mRenderer.SetTextures( textureSet );
468 Image croppedImage = VisualFactoryCache::GetBrokenVisualImage();
469 TextureSetImage( textureSet, 0u, croppedImage );
470 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
471 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO );
472 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2::ZERO );
473 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( croppedImage.GetWidth(), croppedImage.GetHeight() ) );
476 //Register transform properties
477 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
480 Geometry NPatchVisual::GetNinePatchGeometry( VisualFactoryCache::GeometryType subType )
482 Geometry geometry = mFactoryCache.GetGeometry( subType );
485 if( DALI_LIKELY( VisualFactoryCache::NINE_PATCH_GEOMETRY == subType ) )
487 geometry = CreateGridGeometry( Uint16Pair( 3, 3 ) );
489 else if( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType )
491 geometry = CreateBorderGeometry( Uint16Pair( 3, 3 ) );
493 mFactoryCache.SaveGeometry( subType, geometry );
498 Geometry NPatchVisual::CreateGridGeometry( Uint16Pair gridSize )
500 uint16_t gridWidth = gridSize.GetWidth();
501 uint16_t gridHeight = gridSize.GetHeight();
504 Vector< Vector2 > vertices;
505 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
507 for( int y = 0; y < gridHeight + 1; ++y )
509 for( int x = 0; x < gridWidth + 1; ++x )
511 AddVertex( vertices, x, y );
516 Vector< unsigned short > indices;
517 indices.Reserve( gridWidth * gridHeight * 6 );
519 unsigned int rowIdx = 0;
520 unsigned int nextRowIdx = gridWidth + 1;
521 for( int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx )
523 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
525 AddQuadIndices( indices, rowIdx, nextRowIdx );
529 return GenerateGeometry( vertices, indices );
532 Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize )
534 uint16_t gridWidth = gridSize.GetWidth();
535 uint16_t gridHeight = gridSize.GetHeight();
538 Vector< Vector2 > vertices;
539 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
545 for( int x = 0; x < gridWidth + 1; ++x )
547 AddVertex( vertices, x, y );
551 for(; y < gridHeight - 1; ++y)
554 AddVertex( vertices, 0, y );
555 AddVertex( vertices, 1, y );
558 AddVertex( vertices, gridWidth - 1, y );
559 AddVertex( vertices, gridWidth, y );
563 for(; y < gridHeight + 1; ++y)
565 for( int x = 0; x < gridWidth + 1; ++x )
567 AddVertex( vertices, x, y );
572 Vector< unsigned short > indices;
573 indices.Reserve( gridWidth * gridHeight * 6 );
576 unsigned int rowIdx = 0 ;
577 unsigned int nextRowIdx = gridWidth + 1;
578 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
580 AddQuadIndices( indices, rowIdx, nextRowIdx );
585 rowIdx = gridWidth + 1;
586 nextRowIdx = ( gridWidth + 1 ) * 2;
588 unsigned increment = gridWidth - 1;
593 AddQuadIndices( indices, rowIdx, nextRowIdx );
595 rowIdx = gridWidth * 2;
596 nextRowIdx = ( gridWidth + 1 ) * 2 + 2;
598 AddQuadIndices( indices, rowIdx, nextRowIdx );
601 rowIdx = nextRowIdx - 2;
602 nextRowIdx = rowIdx + 4;
603 for(int y = 2; y < 2*(gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
605 AddQuadIndices( indices, rowIdx, nextRowIdx );
610 AddQuadIndices( indices, rowIdx, nextRowIdx );
613 nextRowIdx += gridWidth - 1;
615 AddQuadIndices( indices, rowIdx, nextRowIdx );
619 rowIdx = nextRowIdx - gridWidth + 1;
620 nextRowIdx = rowIdx + gridWidth + 1;
621 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
623 AddQuadIndices( indices, rowIdx, nextRowIdx );
626 return GenerateGeometry( vertices, indices );
629 } // namespace Internal
631 } // namespace Toolkit