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* VERTEX_SHADER = DALI_COMPOSE_SHADER(
52 attribute mediump vec2 aPosition;\n
53 varying mediump vec2 vTexCoord;\n
54 varying mediump vec2 vMaskTexCoord;\n
55 uniform highp mat4 uMvpMatrix;\n
56 uniform mediump vec3 uSize;\n
57 uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
58 uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
61 // Visual size and offset
62 uniform mediump vec2 offset;\n
63 uniform mediump vec2 size;\n
64 uniform mediump vec4 offsetSizeMode;\n
65 uniform mediump vec2 origin;\n
66 uniform mediump vec2 anchorPoint;\n
70 mediump vec2 fixedFactor = vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x );\n
71 mediump vec2 stretch = vec2( uNinePatchFactorsX[ int( ( aPosition.x ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y ) * 0.5 ) ].y );\n
73 mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
74 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 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );\n
80 mediump vec4 vertexPosition = gridPosition;\n
81 vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n
82 vertexPosition.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;\n
83 vertexPosition = uMvpMatrix * vertexPosition;\n
85 vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
86 vMaskTexCoord = gridPosition.xy / visualSize;\n
88 gl_Position = vertexPosition;\n
92 const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
93 attribute mediump vec2 aPosition;\n
94 varying mediump vec2 vTexCoord;\n
95 varying mediump vec2 vMaskTexCoord;\n
96 uniform highp mat4 uMvpMatrix;\n
97 uniform mediump vec3 uSize;\n
98 uniform mediump vec2 uFixed[ 3 ];\n
99 uniform mediump vec2 uStretchTotal;\n
101 //Visual size and offset
102 uniform mediump vec2 offset;\n
103 uniform mediump vec2 size;\n
104 uniform mediump vec4 offsetSizeMode;\n
105 uniform mediump vec2 origin;\n
106 uniform mediump vec2 anchorPoint;\n
110 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
111 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
113 mediump vec2 size = visualSize.xy;\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 gridPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );\n
120 mediump vec4 vertexPosition = gridPosition;\n
121 vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n
122 vertexPosition.xy += anchorPoint*size + (visualOffset + origin)*uSize.xy;\n
124 vertexPosition = uMvpMatrix * vertexPosition;\n
126 vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n
128 vMaskTexCoord = gridPosition.xy / size;\n
129 gl_Position = vertexPosition;\n
133 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
134 varying mediump vec2 vTexCoord;\n
135 uniform sampler2D sTexture;\n
136 uniform lowp vec4 uColor;\n
137 uniform lowp vec3 mixColor;\n
138 uniform lowp float preMultipliedAlpha;\n
142 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
146 const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER(
147 varying mediump vec2 vTexCoord;\n
148 varying mediump vec2 vMaskTexCoord;\n
149 uniform sampler2D sTexture;\n
150 uniform sampler2D sMask;\n
151 uniform lowp vec4 uColor;\n
152 uniform lowp vec3 mixColor;\n
153 uniform lowp float preMultipliedAlpha;\n
154 uniform mediump float auxiliaryImageAlpha;\n
158 // Where mask image is transparent, all of background image must show through.
159 // where mask image is opaque, only mask should be shown
160 // where mask is translucent, less of background should be shown.
161 // auxiliaryImageAlpha controls how much of mask is visible
163 mediump vec4 color = texture2D( sTexture, vTexCoord );\n
164 mediump vec4 mask = texture2D( sMask, vMaskTexCoord );\n
166 mediump vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha)
167 + mask.rgb*mask.a * auxiliaryImageAlpha;\n
168 gl_FragColor = vec4(mixedColor,1.0) * uColor * vec4( mixColor, 1.0 );\n
173 * @brief Creates the geometry formed from the vertices and indices
175 * @param[in] vertices The vertices to generate the geometry from
176 * @param[in] indices The indices to generate the geometry from
177 * @return The geometry formed from the vertices and indices
179 Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsigned short >& indices )
181 Property::Map vertexFormat;
182 vertexFormat[ "aPosition" ] = Property::VECTOR2;
183 PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
184 if( vertices.Size() > 0 )
186 vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
189 // Create the geometry object
190 Geometry geometry = Geometry::New();
191 geometry.AddVertexBuffer( vertexPropertyBuffer );
192 if( indices.Size() > 0 )
194 geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
202 * @brief Adds the indices to form a quad composed off two triangles where the indices are organised in a grid
204 * @param[out] indices The indices to add to
205 * @param[in] rowIdx The row index to start the quad
206 * @param[in] nextRowIdx The index to the next row
208 void AddQuadIndices( Vector< unsigned short >& indices, unsigned int rowIdx, unsigned int nextRowIdx )
210 indices.PushBack( rowIdx );
211 indices.PushBack( nextRowIdx + 1 );
212 indices.PushBack( rowIdx + 1 );
214 indices.PushBack( rowIdx );
215 indices.PushBack( nextRowIdx );
216 indices.PushBack( nextRowIdx + 1 );
219 void AddVertex( Vector< Vector2 >& vertices, unsigned int x, unsigned int y )
221 vertices.PushBack( Vector2( x, y ) );
224 void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NPatchLoader::StretchRanges& stretchPixels, uint16_t imageExtent)
226 uint16_t prevEnd = 0;
227 uint16_t prevFix = 0;
228 uint16_t prevStretch = 0;
230 for( NPatchLoader::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
232 uint16_t start = it->GetX();
233 uint16_t end = it->GetY();
235 uint16_t fix = prevFix + start - prevEnd;
236 uint16_t stretch = prevStretch + end - start;
238 std::stringstream uniform;
239 uniform << uniformName << "[" << i << "]";
240 renderer.RegisterProperty( uniform.str(), Vector2( fix, stretch ) );
244 prevStretch = stretch;
248 prevFix += imageExtent - prevEnd;
249 std::stringstream uniform;
250 uniform << uniformName << "[" << i << "]";
251 renderer.RegisterProperty( uniform.str(), Vector2( prevFix, prevStretch ) );
255 } //unnamed namespace
257 /////////////////NPatchVisual////////////////
259 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties )
261 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
262 nPatchVisual->mImageUrl = imageUrl;
263 nPatchVisual->SetProperties( properties );
268 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl )
270 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
271 nPatchVisual->mImageUrl = imageUrl;
276 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, NinePatchImage image )
278 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
279 VisualUrl visualUrl( image.GetUrl() );
280 nPatchVisual->mImageUrl = visualUrl;
284 void NPatchVisual::LoadImages()
286 TextureManager& textureManager = mFactoryCache.GetTextureManager();
287 bool synchronousLoading = mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
289 if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
291 bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false;
292 mId = mLoader.Load( textureManager, this, mImageUrl.GetUrl(), mBorder, preMultiplyOnLoad, synchronousLoading );
294 const NPatchLoader::Data* data;
295 if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
297 EnablePreMultipliedAlpha( preMultiplyOnLoad );
301 if( !mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() )
303 // Load the auxiliary image
304 auto preMultiplyOnLoading = TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY;
305 mAuxiliaryPixelBuffer = textureManager.LoadPixelBuffer( mAuxiliaryUrl, Dali::ImageDimensions(), FittingMode::DEFAULT,
306 SamplingMode::BOX_THEN_LINEAR, synchronousLoading,
307 this, true, preMultiplyOnLoading );
311 void NPatchVisual::GetNaturalSize( Vector2& naturalSize )
316 // load now if not already loaded
317 const NPatchLoader::Data* data;
318 if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
320 naturalSize.x = data->croppedWidth;
321 naturalSize.y = data->croppedHeight;
325 if( mImageUrl.IsValid() )
327 ImageDimensions dimensions = Dali::GetOriginalImageSize( mImageUrl.GetUrl() );
328 if( dimensions != ImageDimensions( 0, 0 ) )
330 naturalSize.x = dimensions.GetWidth();
331 naturalSize.y = dimensions.GetHeight();
336 if( mAuxiliaryPixelBuffer )
338 naturalSize.x = std::max( naturalSize.x, float(mAuxiliaryPixelBuffer.GetWidth()) );
339 naturalSize.y = std::max( naturalSize.y, float(mAuxiliaryPixelBuffer.GetHeight()) );
343 void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
345 // URL is already passed in via constructor
347 Property::Value* borderOnlyValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY );
348 if( borderOnlyValue )
350 borderOnlyValue->Get( mBorderOnly );
353 Property::Value* borderValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER, BORDER );
354 if( borderValue && ! borderValue->Get( mBorder ) ) // If value exists and is rect, just set mBorder
356 // Not a rect so try vector4
358 if( borderValue->Get( border ) )
360 mBorder.left = static_cast< int >( border.x );
361 mBorder.right = static_cast< int >( border.y );
362 mBorder.bottom = static_cast< int >( border.z );
363 mBorder.top = static_cast< int >( border.w );
367 Property::Value* auxImage = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, AUXILIARY_IMAGE_NAME );
371 if( auxImage->Get( url ) )
377 Property::Value* auxImageAlpha = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, AUXILIARY_IMAGE_ALPHA_NAME );
380 auxImageAlpha->Get( mAuxiliaryImageAlpha );
383 Property::Value* synchronousLoading = propertyMap.Find( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, SYNCHRONOUS_LOADING );
384 if( synchronousLoading )
387 synchronousLoading->Get( sync );
390 mImpl->mFlags |= Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
394 mImpl->mFlags &= ~Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
399 void NPatchVisual::DoSetOnStage( Actor& actor )
401 // load when first go on stage
404 const NPatchLoader::Data* data;
405 if( mLoader.GetNPatchData( mId, data ) )
407 Geometry geometry = CreateGeometry();
408 Shader shader = CreateShader();
410 mImpl->mRenderer = Renderer::New( geometry, shader );
412 mPlacementActor = actor;
413 if( data->loadCompleted )
415 ApplyTextureAndUniforms();
416 actor.AddRenderer( mImpl->mRenderer );
417 mPlacementActor.Reset();
419 // npatch loaded and ready to display
420 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
425 void NPatchVisual::DoSetOffStage( Actor& actor )
427 actor.RemoveRenderer( mImpl->mRenderer );
428 mImpl->mRenderer.Reset();
429 mPlacementActor.Reset();
432 void NPatchVisual::OnSetTransform()
434 if( mImpl->mRenderer )
436 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
440 void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const
443 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH );
444 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
445 map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly );
446 map.Insert( Toolkit::ImageVisual::Property::BORDER, mBorder );
448 if( mAuxiliaryUrl.IsValid() )
450 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
451 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
455 void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
457 if( mAuxiliaryUrl.IsValid() )
459 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
460 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
464 NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
465 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
467 mLoader( factoryCache.GetNPatchLoader() ),
470 mId( NPatchLoader::UNINITIALIZED_ID ),
471 mBorderOnly( false ),
473 mAuxiliaryImageAlpha( 0.0f )
475 EnablePreMultipliedAlpha( mFactoryCache.GetPreMultiplyOnLoad() );
478 NPatchVisual::~NPatchVisual()
482 Geometry NPatchVisual::CreateGeometry()
485 const NPatchLoader::Data* data;
486 if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
488 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
490 if( DALI_UNLIKELY( mBorderOnly ) )
492 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY );
496 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
499 else if( data->stretchPixelsX.Size() > 0 || data->stretchPixelsY.Size() > 0)
501 Uint16Pair gridSize( 2 * data->stretchPixelsX.Size() + 1, 2 * data->stretchPixelsY.Size() + 1 );
502 geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize );
507 // no N patch data so use default geometry
508 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
513 Shader NPatchVisual::CreateShader()
516 const NPatchLoader::Data* data;
517 // 0 is either no data (load failed?) or no stretch regions on image
518 // for both cases we use the default shader
519 NPatchLoader::StretchRanges::SizeType xStretchCount = 0;
520 NPatchLoader::StretchRanges::SizeType yStretchCount = 0;
522 auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
524 auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
525 : VisualFactoryCache::NINE_PATCH_SHADER;
527 // ask loader for the regions
528 if( mLoader.GetNPatchData( mId, data ) )
530 xStretchCount = data->stretchPixelsX.Count();
531 yStretchCount = data->stretchPixelsY.Count();
534 if( DALI_LIKELY( !mImpl->mCustomShader ) )
536 if( DALI_LIKELY( ( xStretchCount == 1 && yStretchCount == 1 ) ||
537 ( xStretchCount == 0 && yStretchCount == 0 ) ) )
539 shader = mFactoryCache.GetShader( shaderType );
540 if( DALI_UNLIKELY( !shader ) )
542 shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader );
543 // Only cache vanilla 9 patch shaders
544 mFactoryCache.SaveShader( shaderType, shader );
547 else if( xStretchCount > 0 || yStretchCount > 0)
549 std::stringstream vertexShader;
550 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
551 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
554 shader = Shader::New( vertexShader.str(), fragmentShader );
559 Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
561 if( !mImpl->mCustomShader->mFragmentShader.empty() )
563 fragmentShader = mImpl->mCustomShader->mFragmentShader.c_str();
565 hints = mImpl->mCustomShader->mHints;
567 /* Apply Custom Vertex Shader only if image is 9-patch */
568 if( ( xStretchCount == 1 && yStretchCount == 1 ) ||
569 ( xStretchCount == 0 && yStretchCount == 0 ) )
571 const char* vertexShader = VERTEX_SHADER_3X3;
573 if( !mImpl->mCustomShader->mVertexShader.empty() )
575 vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
577 shader = Shader::New( vertexShader, fragmentShader, hints );
579 else if( xStretchCount > 0 || yStretchCount > 0)
581 std::stringstream vertexShader;
582 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
583 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
586 shader = Shader::New( vertexShader.str(), fragmentShader, hints );
593 void NPatchVisual::ApplyTextureAndUniforms()
595 const NPatchLoader::Data* data;
596 TextureSet textureSet;
598 if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
600 textureSet = data->textureSet;
602 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
604 //special case for 9 patch
605 Uint16Pair stretchX = data->stretchPixelsX[ 0 ];
606 Uint16Pair stretchY = data->stretchPixelsY[ 0 ];
608 uint16_t stretchWidth = ( stretchX.GetY() >= stretchX.GetX() ) ? stretchX.GetY() - stretchX.GetX() : 0;
609 uint16_t stretchHeight = ( stretchY.GetY() >= stretchY.GetX() ) ? stretchY.GetY() - stretchY.GetX() : 0;
611 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
612 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) );
613 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->croppedWidth - stretchWidth, data->croppedHeight - stretchHeight ) );
614 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( stretchWidth, stretchHeight ) );
618 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsX[0]", Vector2::ZERO );
619 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsY[0]", Vector2::ZERO );
621 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->stretchPixelsX, data->croppedWidth );
622 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->stretchPixelsY, data->croppedHeight );
627 DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() );
628 textureSet = TextureSet::New();
630 Image croppedImage = mFactoryCache.GetBrokenVisualImage();
631 TextureSetImage( textureSet, 0u, croppedImage );
632 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
633 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO );
634 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2::ZERO );
635 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( croppedImage.GetWidth(), croppedImage.GetHeight() ) );
638 if( mAuxiliaryPixelBuffer )
640 // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
641 // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
642 // on GL interpolation alone.
643 if( mAuxiliaryPixelBuffer.GetWidth() < data->croppedWidth &&
644 mAuxiliaryPixelBuffer.GetHeight() < data->croppedHeight )
646 mAuxiliaryPixelBuffer.Resize( data->croppedWidth, data->croppedHeight );
649 // Note, this resets mAuxiliaryPixelBuffer handle
650 auto auxiliaryPixelData = Devel::PixelBuffer::Convert( mAuxiliaryPixelBuffer );
652 auto texture = Texture::New( TextureType::TEXTURE_2D,
653 auxiliaryPixelData.GetPixelFormat(), auxiliaryPixelData.GetWidth(),
654 auxiliaryPixelData.GetHeight() );
655 texture.Upload( auxiliaryPixelData );
656 textureSet.SetTexture( 1, texture );
657 DevelHandle::RegisterProperty( mImpl->mRenderer, DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
658 AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha );
660 mImpl->mRenderer.SetTextures( textureSet );
662 // Register transform properties
663 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
666 Geometry NPatchVisual::GetNinePatchGeometry( VisualFactoryCache::GeometryType subType )
668 Geometry geometry = mFactoryCache.GetGeometry( subType );
671 if( DALI_LIKELY( VisualFactoryCache::NINE_PATCH_GEOMETRY == subType ) )
673 geometry = CreateGridGeometry( Uint16Pair( 3, 3 ) );
675 else if( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType )
677 geometry = CreateBorderGeometry( Uint16Pair( 3, 3 ) );
679 mFactoryCache.SaveGeometry( subType, geometry );
684 Geometry NPatchVisual::CreateGridGeometry( Uint16Pair gridSize )
686 uint16_t gridWidth = gridSize.GetWidth();
687 uint16_t gridHeight = gridSize.GetHeight();
690 Vector< Vector2 > vertices;
691 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
693 for( int y = 0; y < gridHeight + 1; ++y )
695 for( int x = 0; x < gridWidth + 1; ++x )
697 AddVertex( vertices, x, y );
702 Vector< unsigned short > indices;
703 indices.Reserve( gridWidth * gridHeight * 6 );
705 unsigned int rowIdx = 0;
706 unsigned int nextRowIdx = gridWidth + 1;
707 for( int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx )
709 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
711 AddQuadIndices( indices, rowIdx, nextRowIdx );
715 return GenerateGeometry( vertices, indices );
718 Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize )
720 uint16_t gridWidth = gridSize.GetWidth();
721 uint16_t gridHeight = gridSize.GetHeight();
724 Vector< Vector2 > vertices;
725 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
731 for( int x = 0; x < gridWidth + 1; ++x )
733 AddVertex( vertices, x, y );
737 for(; y < gridHeight - 1; ++y)
740 AddVertex( vertices, 0, y );
741 AddVertex( vertices, 1, y );
744 AddVertex( vertices, gridWidth - 1, y );
745 AddVertex( vertices, gridWidth, y );
749 for(; y < gridHeight + 1; ++y)
751 for( int x = 0; x < gridWidth + 1; ++x )
753 AddVertex( vertices, x, y );
758 Vector< unsigned short > indices;
759 indices.Reserve( gridWidth * gridHeight * 6 );
762 unsigned int rowIdx = 0 ;
763 unsigned int nextRowIdx = gridWidth + 1;
764 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
766 AddQuadIndices( indices, rowIdx, nextRowIdx );
771 rowIdx = gridWidth + 1;
772 nextRowIdx = ( gridWidth + 1 ) * 2;
774 unsigned increment = gridWidth - 1;
779 AddQuadIndices( indices, rowIdx, nextRowIdx );
781 rowIdx = gridWidth * 2;
782 nextRowIdx = ( gridWidth + 1 ) * 2 + 2;
784 AddQuadIndices( indices, rowIdx, nextRowIdx );
787 rowIdx = nextRowIdx - 2;
788 nextRowIdx = rowIdx + 4;
789 for(int y = 2; y < 2*(gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
791 AddQuadIndices( indices, rowIdx, nextRowIdx );
796 AddQuadIndices( indices, rowIdx, nextRowIdx );
799 nextRowIdx += gridWidth - 1;
801 AddQuadIndices( indices, rowIdx, nextRowIdx );
805 rowIdx = nextRowIdx - gridWidth + 1;
806 nextRowIdx = rowIdx + gridWidth + 1;
807 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
809 AddQuadIndices( indices, rowIdx, nextRowIdx );
812 return GenerateGeometry( vertices, indices );
815 void NPatchVisual::SetResource()
817 const NPatchLoader::Data* data;
818 if( mImpl->mRenderer && mLoader.GetNPatchData( mId, data ) )
820 Geometry geometry = CreateGeometry();
821 Shader shader = CreateShader();
823 mImpl->mRenderer.SetGeometry( geometry );
824 mImpl->mRenderer.SetShader( shader );
826 Actor actor = mPlacementActor.GetHandle();
829 ApplyTextureAndUniforms();
830 actor.AddRenderer( mImpl->mRenderer );
831 mPlacementActor.Reset();
833 // npatch loaded and ready to display
834 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
839 void NPatchVisual::LoadComplete( bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied )
841 if( url.GetUrl() == mAuxiliaryUrl.GetUrl() )
843 mAuxiliaryPixelBuffer = pixelBuffer;
844 const NPatchLoader::Data* data;
845 if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
854 mLoader.SetNPatchData( mId, pixelBuffer );
855 EnablePreMultipliedAlpha( preMultiplied );
858 if( mAuxiliaryPixelBuffer || !mAuxiliaryUrl.IsValid() )
865 } // namespace Internal
867 } // namespace Toolkit