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 "npatch-visual.h"
22 #include <dali/public-api/images/buffer-image.h>
23 #include <dali/public-api/images/resource-image.h>
24 #include <dali/devel-api/object/handle-devel.h>
25 #include <dali/devel-api/images/texture-set-image.h>
26 #include <dali/devel-api/adaptor-framework/image-loading.h>
27 #include <dali/integration-api/debug.h>
30 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
31 #include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
32 #include <dali-toolkit/public-api/visuals/visual-properties.h>
33 #include <dali-toolkit/internal/visuals/npatch-loader.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-string-constants.h>
37 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
38 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
51 const char * const BORDER_ONLY( "borderOnly" );
52 const char * const BORDER( "border" );
53 const char * const AUXILIARY_IMAGE_NAME( "auxiliaryImage" );
54 const char * const AUXILIARY_IMAGE_ALPHA_NAME( "auxiliaryImageAlpha" );
55 const char * const SYNCHRONOUS_LOADING( "synchronousLoading" );
57 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
58 attribute mediump vec2 aPosition;\n
59 varying mediump vec2 vTexCoord;\n
60 varying mediump vec2 vMaskTexCoord;\n
61 uniform highp mat4 uMvpMatrix;\n
62 uniform mediump vec3 uSize;\n
63 uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
64 uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
67 // Visual size and offset
68 uniform mediump vec2 offset;\n
69 uniform mediump vec2 size;\n
70 uniform mediump vec4 offsetSizeMode;\n
71 uniform mediump vec2 origin;\n
72 uniform mediump vec2 anchorPoint;\n
76 mediump vec2 fixedFactor = vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x );\n
77 mediump vec2 stretch = vec2( uNinePatchFactorsX[ int( ( aPosition.x ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y ) * 0.5 ) ].y );\n
79 mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
80 mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n
82 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
83 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
85 mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );\n
86 mediump vec4 vertexPosition = gridPosition;\n
87 vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n
88 vertexPosition.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;\n
89 vertexPosition = uMvpMatrix * vertexPosition;\n
91 vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
92 vMaskTexCoord = gridPosition.xy / visualSize;\n
94 gl_Position = vertexPosition;\n
98 const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
99 attribute mediump vec2 aPosition;\n
100 varying mediump vec2 vTexCoord;\n
101 varying mediump vec2 vMaskTexCoord;\n
102 uniform highp mat4 uMvpMatrix;\n
103 uniform mediump vec3 uSize;\n
104 uniform mediump vec2 uFixed[ 3 ];\n
105 uniform mediump vec2 uStretchTotal;\n
107 //Visual size and offset
108 uniform mediump vec2 offset;\n
109 uniform mediump vec2 size;\n
110 uniform mediump vec4 offsetSizeMode;\n
111 uniform mediump vec2 origin;\n
112 uniform mediump vec2 anchorPoint;\n
116 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
117 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
119 mediump vec2 size = visualSize.xy;\n
121 mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y );\n
122 mediump vec2 stretch = floor( aPosition * 0.5 );\n
123 mediump vec2 fixedTotal = uFixed[ 2 ];\n
125 mediump vec4 gridPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );\n
126 mediump vec4 vertexPosition = gridPosition;\n
127 vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n
128 vertexPosition.xy += anchorPoint*size + (visualOffset + origin)*uSize.xy;\n
130 vertexPosition = uMvpMatrix * vertexPosition;\n
132 vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n
134 vMaskTexCoord = gridPosition.xy / size;\n
135 gl_Position = vertexPosition;\n
139 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
140 varying mediump vec2 vTexCoord;\n
141 uniform sampler2D sTexture;\n
142 uniform lowp vec4 uColor;\n
143 uniform lowp vec3 mixColor;\n
144 uniform lowp float preMultipliedAlpha;\n
148 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
152 const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER(
153 varying mediump vec2 vTexCoord;\n
154 varying mediump vec2 vMaskTexCoord;\n
155 uniform sampler2D sTexture;\n
156 uniform sampler2D sMask;\n
157 uniform lowp vec4 uColor;\n
158 uniform lowp vec3 mixColor;\n
159 uniform lowp float preMultipliedAlpha;\n
160 uniform mediump float auxiliaryImageAlpha;\n
164 // Where mask image is transparent, all of background image must show through.
165 // where mask image is opaque, only mask should be shown
166 // where mask is translucent, less of background should be shown.
167 // auxiliaryImageAlpha controls how much of mask is visible
169 mediump vec4 color = texture2D( sTexture, vTexCoord );\n
170 mediump vec4 mask = texture2D( sMask, vMaskTexCoord );\n
172 mediump vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha)
173 + mask.rgb*mask.a * auxiliaryImageAlpha;\n
174 gl_FragColor = vec4(mixedColor,1.0) * uColor * vec4( mixColor, 1.0 );\n
179 * @brief Creates the geometry formed from the vertices and indices
181 * @param[in] vertices The vertices to generate the geometry from
182 * @param[in] indices The indices to generate the geometry from
183 * @return The geometry formed from the vertices and indices
185 Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsigned short >& indices )
187 Property::Map vertexFormat;
188 vertexFormat[ "aPosition" ] = Property::VECTOR2;
189 PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
190 if( vertices.Size() > 0 )
192 vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
195 // Create the geometry object
196 Geometry geometry = Geometry::New();
197 geometry.AddVertexBuffer( vertexPropertyBuffer );
198 if( indices.Size() > 0 )
200 geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
208 * @brief Adds the indices to form a quad composed off two triangles where the indices are organised in a grid
210 * @param[out] indices The indices to add to
211 * @param[in] rowIdx The row index to start the quad
212 * @param[in] nextRowIdx The index to the next row
214 void AddQuadIndices( Vector< unsigned short >& indices, unsigned int rowIdx, unsigned int nextRowIdx )
216 indices.PushBack( rowIdx );
217 indices.PushBack( nextRowIdx + 1 );
218 indices.PushBack( rowIdx + 1 );
220 indices.PushBack( rowIdx );
221 indices.PushBack( nextRowIdx );
222 indices.PushBack( nextRowIdx + 1 );
225 void AddVertex( Vector< Vector2 >& vertices, unsigned int x, unsigned int y )
227 vertices.PushBack( Vector2( x, y ) );
230 void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NPatchLoader::StretchRanges& stretchPixels, uint16_t imageExtent)
232 uint16_t prevEnd = 0;
233 uint16_t prevFix = 0;
234 uint16_t prevStretch = 0;
236 for( NPatchLoader::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
238 uint16_t start = it->GetX();
239 uint16_t end = it->GetY();
241 uint16_t fix = prevFix + start - prevEnd;
242 uint16_t stretch = prevStretch + end - start;
244 std::stringstream uniform;
245 uniform << uniformName << "[" << i << "]";
246 renderer.RegisterProperty( uniform.str(), Vector2( fix, stretch ) );
250 prevStretch = stretch;
254 prevFix += imageExtent - prevEnd;
255 std::stringstream uniform;
256 uniform << uniformName << "[" << i << "]";
257 renderer.RegisterProperty( uniform.str(), Vector2( prevFix, prevStretch ) );
261 } //unnamed namespace
263 /////////////////NPatchVisual////////////////
265 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties )
267 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
268 nPatchVisual->mImageUrl = imageUrl;
269 nPatchVisual->SetProperties( properties );
274 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl )
276 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
277 nPatchVisual->mImageUrl = imageUrl;
282 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, NinePatchImage image )
284 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
285 VisualUrl visualUrl( image.GetUrl() );
286 nPatchVisual->mImageUrl = visualUrl;
290 void NPatchVisual::LoadImages()
292 TextureManager& textureManager = mFactoryCache.GetTextureManager();
293 bool synchronousLoading = mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
295 if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
297 bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false;
298 mId = mLoader.Load( textureManager, this, mImageUrl.GetUrl(), mBorder, preMultiplyOnLoad, synchronousLoading );
300 const NPatchLoader::Data* data;
301 if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
303 EnablePreMultipliedAlpha( preMultiplyOnLoad );
307 if( !mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() )
309 // Load the auxiliary image
310 auto preMultiplyOnLoading = TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY;
311 mAuxiliaryPixelBuffer = textureManager.LoadPixelBuffer( mAuxiliaryUrl, Dali::ImageDimensions(), FittingMode::DEFAULT,
312 SamplingMode::BOX_THEN_LINEAR, synchronousLoading,
313 this, true, preMultiplyOnLoading );
317 void NPatchVisual::GetNaturalSize( Vector2& naturalSize )
322 // load now if not already loaded
323 const NPatchLoader::Data* data;
324 if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
326 naturalSize.x = data->croppedWidth;
327 naturalSize.y = data->croppedHeight;
331 if( mImageUrl.IsValid() )
333 ImageDimensions dimensions = Dali::GetOriginalImageSize( mImageUrl.GetUrl() );
334 if( dimensions != ImageDimensions( 0, 0 ) )
336 naturalSize.x = dimensions.GetWidth();
337 naturalSize.y = dimensions.GetHeight();
342 if( mAuxiliaryPixelBuffer )
344 naturalSize.x = std::max( naturalSize.x, float(mAuxiliaryPixelBuffer.GetWidth()) );
345 naturalSize.y = std::max( naturalSize.y, float(mAuxiliaryPixelBuffer.GetHeight()) );
349 void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
351 // URL is already passed in via constructor
353 Property::Value* borderOnlyValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY );
354 if( borderOnlyValue )
356 borderOnlyValue->Get( mBorderOnly );
359 Property::Value* borderValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER, BORDER );
360 if( borderValue && ! borderValue->Get( mBorder ) ) // If value exists and is rect, just set mBorder
362 // Not a rect so try vector4
364 if( borderValue->Get( border ) )
366 mBorder.left = static_cast< int >( border.x );
367 mBorder.right = static_cast< int >( border.y );
368 mBorder.bottom = static_cast< int >( border.z );
369 mBorder.top = static_cast< int >( border.w );
373 Property::Value* auxImage = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, AUXILIARY_IMAGE_NAME );
377 if( auxImage->Get( url ) )
383 Property::Value* auxImageAlpha = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, AUXILIARY_IMAGE_ALPHA_NAME );
386 auxImageAlpha->Get( mAuxiliaryImageAlpha );
389 Property::Value* synchronousLoading = propertyMap.Find( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, SYNCHRONOUS_LOADING );
390 if( synchronousLoading )
393 synchronousLoading->Get( sync );
396 mImpl->mFlags |= Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
400 mImpl->mFlags &= ~Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
405 void NPatchVisual::DoSetOnStage( Actor& actor )
407 // load when first go on stage
410 const NPatchLoader::Data* data;
411 if( mLoader.GetNPatchData( mId, data ) )
413 Geometry geometry = CreateGeometry();
414 Shader shader = CreateShader();
416 mImpl->mRenderer = Renderer::New( geometry, shader );
418 mPlacementActor = actor;
419 if( data->loadCompleted )
421 ApplyTextureAndUniforms();
422 actor.AddRenderer( mImpl->mRenderer );
423 mPlacementActor.Reset();
425 // npatch loaded and ready to display
426 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
431 void NPatchVisual::DoSetOffStage( Actor& actor )
433 actor.RemoveRenderer( mImpl->mRenderer );
434 mImpl->mRenderer.Reset();
435 mPlacementActor.Reset();
438 void NPatchVisual::OnSetTransform()
440 if( mImpl->mRenderer )
442 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
446 void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const
449 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH );
450 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
451 map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly );
452 map.Insert( Toolkit::ImageVisual::Property::BORDER, mBorder );
454 if( mAuxiliaryUrl.IsValid() )
456 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
457 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
461 void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
463 if( mAuxiliaryUrl.IsValid() )
465 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
466 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
470 NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
471 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
473 mLoader( factoryCache.GetNPatchLoader() ),
476 mId( NPatchLoader::UNINITIALIZED_ID ),
477 mBorderOnly( false ),
479 mAuxiliaryImageAlpha( 0.0f )
481 EnablePreMultipliedAlpha( mFactoryCache.GetPreMultiplyOnLoad() );
484 NPatchVisual::~NPatchVisual()
488 Geometry NPatchVisual::CreateGeometry()
491 const NPatchLoader::Data* data;
492 if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
494 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
496 if( DALI_UNLIKELY( mBorderOnly ) )
498 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY );
502 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
505 else if( data->stretchPixelsX.Size() > 0 || data->stretchPixelsY.Size() > 0)
507 Uint16Pair gridSize( 2 * data->stretchPixelsX.Size() + 1, 2 * data->stretchPixelsY.Size() + 1 );
508 geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize );
513 // no N patch data so use default geometry
514 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
519 Shader NPatchVisual::CreateShader()
522 const NPatchLoader::Data* data;
523 // 0 is either no data (load failed?) or no stretch regions on image
524 // for both cases we use the default shader
525 NPatchLoader::StretchRanges::SizeType xStretchCount = 0;
526 NPatchLoader::StretchRanges::SizeType yStretchCount = 0;
528 auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
530 auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
531 : VisualFactoryCache::NINE_PATCH_SHADER;
533 // ask loader for the regions
534 if( mLoader.GetNPatchData( mId, data ) )
536 xStretchCount = data->stretchPixelsX.Count();
537 yStretchCount = data->stretchPixelsY.Count();
540 if( DALI_LIKELY( !mImpl->mCustomShader ) )
542 if( DALI_LIKELY( ( xStretchCount == 1 && yStretchCount == 1 ) ||
543 ( xStretchCount == 0 && yStretchCount == 0 ) ) )
545 shader = mFactoryCache.GetShader( shaderType );
546 if( DALI_UNLIKELY( !shader ) )
548 shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader );
549 // Only cache vanilla 9 patch shaders
550 mFactoryCache.SaveShader( shaderType, shader );
553 else if( xStretchCount > 0 || yStretchCount > 0)
555 std::stringstream vertexShader;
556 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
557 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
560 shader = Shader::New( vertexShader.str(), fragmentShader );
565 Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
567 if( !mImpl->mCustomShader->mFragmentShader.empty() )
569 fragmentShader = mImpl->mCustomShader->mFragmentShader.c_str();
571 hints = mImpl->mCustomShader->mHints;
573 /* Apply Custom Vertex Shader only if image is 9-patch */
574 if( ( xStretchCount == 1 && yStretchCount == 1 ) ||
575 ( xStretchCount == 0 && yStretchCount == 0 ) )
577 const char* vertexShader = VERTEX_SHADER_3X3;
579 if( !mImpl->mCustomShader->mVertexShader.empty() )
581 vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
583 shader = Shader::New( vertexShader, fragmentShader, hints );
585 else if( xStretchCount > 0 || yStretchCount > 0)
587 std::stringstream vertexShader;
588 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
589 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
592 shader = Shader::New( vertexShader.str(), fragmentShader, hints );
599 void NPatchVisual::ApplyTextureAndUniforms()
601 const NPatchLoader::Data* data;
602 TextureSet textureSet;
604 if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
606 textureSet = data->textureSet;
608 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
610 //special case for 9 patch
611 Uint16Pair stretchX = data->stretchPixelsX[ 0 ];
612 Uint16Pair stretchY = data->stretchPixelsY[ 0 ];
614 uint16_t stretchWidth = ( stretchX.GetY() >= stretchX.GetX() ) ? stretchX.GetY() - stretchX.GetX() : 0;
615 uint16_t stretchHeight = ( stretchY.GetY() >= stretchY.GetX() ) ? stretchY.GetY() - stretchY.GetX() : 0;
617 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
618 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) );
619 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->croppedWidth - stretchWidth, data->croppedHeight - stretchHeight ) );
620 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( stretchWidth, stretchHeight ) );
624 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsX[0]", Vector2::ZERO );
625 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsY[0]", Vector2::ZERO );
627 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->stretchPixelsX, data->croppedWidth );
628 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->stretchPixelsY, data->croppedHeight );
633 DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() );
634 textureSet = TextureSet::New();
636 Image croppedImage = mFactoryCache.GetBrokenVisualImage();
637 TextureSetImage( textureSet, 0u, croppedImage );
638 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
639 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO );
640 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2::ZERO );
641 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( croppedImage.GetWidth(), croppedImage.GetHeight() ) );
644 if( mAuxiliaryPixelBuffer )
646 // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
647 // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
648 // on GL interpolation alone.
649 if( mAuxiliaryPixelBuffer.GetWidth() < data->croppedWidth &&
650 mAuxiliaryPixelBuffer.GetHeight() < data->croppedHeight )
652 mAuxiliaryPixelBuffer.Resize( data->croppedWidth, data->croppedHeight );
655 // Note, this resets mAuxiliaryPixelBuffer handle
656 auto auxiliaryPixelData = Devel::PixelBuffer::Convert( mAuxiliaryPixelBuffer );
658 auto texture = Texture::New( TextureType::TEXTURE_2D,
659 auxiliaryPixelData.GetPixelFormat(), auxiliaryPixelData.GetWidth(),
660 auxiliaryPixelData.GetHeight() );
661 texture.Upload( auxiliaryPixelData );
662 textureSet.SetTexture( 1, texture );
663 DevelHandle::RegisterProperty( mImpl->mRenderer, DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
664 AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha );
666 mImpl->mRenderer.SetTextures( textureSet );
668 // Register transform properties
669 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
672 Geometry NPatchVisual::GetNinePatchGeometry( VisualFactoryCache::GeometryType subType )
674 Geometry geometry = mFactoryCache.GetGeometry( subType );
677 if( DALI_LIKELY( VisualFactoryCache::NINE_PATCH_GEOMETRY == subType ) )
679 geometry = CreateGridGeometry( Uint16Pair( 3, 3 ) );
681 else if( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType )
683 geometry = CreateBorderGeometry( Uint16Pair( 3, 3 ) );
685 mFactoryCache.SaveGeometry( subType, geometry );
690 Geometry NPatchVisual::CreateGridGeometry( Uint16Pair gridSize )
692 uint16_t gridWidth = gridSize.GetWidth();
693 uint16_t gridHeight = gridSize.GetHeight();
696 Vector< Vector2 > vertices;
697 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
699 for( int y = 0; y < gridHeight + 1; ++y )
701 for( int x = 0; x < gridWidth + 1; ++x )
703 AddVertex( vertices, x, y );
708 Vector< unsigned short > indices;
709 indices.Reserve( gridWidth * gridHeight * 6 );
711 unsigned int rowIdx = 0;
712 unsigned int nextRowIdx = gridWidth + 1;
713 for( int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx )
715 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
717 AddQuadIndices( indices, rowIdx, nextRowIdx );
721 return GenerateGeometry( vertices, indices );
724 Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize )
726 uint16_t gridWidth = gridSize.GetWidth();
727 uint16_t gridHeight = gridSize.GetHeight();
730 Vector< Vector2 > vertices;
731 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
737 for( int x = 0; x < gridWidth + 1; ++x )
739 AddVertex( vertices, x, y );
743 for(; y < gridHeight - 1; ++y)
746 AddVertex( vertices, 0, y );
747 AddVertex( vertices, 1, y );
750 AddVertex( vertices, gridWidth - 1, y );
751 AddVertex( vertices, gridWidth, y );
755 for(; y < gridHeight + 1; ++y)
757 for( int x = 0; x < gridWidth + 1; ++x )
759 AddVertex( vertices, x, y );
764 Vector< unsigned short > indices;
765 indices.Reserve( gridWidth * gridHeight * 6 );
768 unsigned int rowIdx = 0 ;
769 unsigned int nextRowIdx = gridWidth + 1;
770 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
772 AddQuadIndices( indices, rowIdx, nextRowIdx );
777 rowIdx = gridWidth + 1;
778 nextRowIdx = ( gridWidth + 1 ) * 2;
780 unsigned increment = gridWidth - 1;
785 AddQuadIndices( indices, rowIdx, nextRowIdx );
787 rowIdx = gridWidth * 2;
788 nextRowIdx = ( gridWidth + 1 ) * 2 + 2;
790 AddQuadIndices( indices, rowIdx, nextRowIdx );
793 rowIdx = nextRowIdx - 2;
794 nextRowIdx = rowIdx + 4;
795 for(int y = 2; y < 2*(gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
797 AddQuadIndices( indices, rowIdx, nextRowIdx );
802 AddQuadIndices( indices, rowIdx, nextRowIdx );
805 nextRowIdx += gridWidth - 1;
807 AddQuadIndices( indices, rowIdx, nextRowIdx );
811 rowIdx = nextRowIdx - gridWidth + 1;
812 nextRowIdx = rowIdx + gridWidth + 1;
813 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
815 AddQuadIndices( indices, rowIdx, nextRowIdx );
818 return GenerateGeometry( vertices, indices );
821 void NPatchVisual::SetResource()
823 const NPatchLoader::Data* data;
824 if( mLoader.GetNPatchData( mId, data ) )
826 Geometry geometry = CreateGeometry();
827 Shader shader = CreateShader();
829 mImpl->mRenderer.SetGeometry( geometry );
830 mImpl->mRenderer.SetShader( shader );
832 Actor actor = mPlacementActor.GetHandle();
835 ApplyTextureAndUniforms();
836 actor.AddRenderer( mImpl->mRenderer );
837 mPlacementActor.Reset();
839 // npatch loaded and ready to display
840 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
845 void NPatchVisual::LoadComplete( bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied )
847 if( url.GetUrl() == mAuxiliaryUrl.GetUrl() )
849 mAuxiliaryPixelBuffer = pixelBuffer;
850 const NPatchLoader::Data* data;
851 if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
860 mLoader.SetNPatchData( mId, pixelBuffer );
861 EnablePreMultipliedAlpha( preMultiplied );
864 if( mAuxiliaryPixelBuffer || !mAuxiliaryUrl.IsValid() )
871 } // namespace Internal
873 } // namespace Toolkit