2 * Copyright (c) 2018 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" );
56 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
57 attribute mediump vec2 aPosition;\n
58 varying mediump vec2 vTexCoord;\n
59 varying mediump vec2 vMaskTexCoord;\n
60 uniform mediump mat4 uMvpMatrix;\n
61 uniform mediump vec3 uSize;\n
62 uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
63 uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
66 // Visual size and offset
67 uniform mediump vec2 offset;\n
68 uniform mediump vec2 size;\n
69 uniform mediump vec4 offsetSizeMode;\n
70 uniform mediump vec2 origin;\n
71 uniform mediump vec2 anchorPoint;\n
75 mediump vec2 fixedFactor = vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x );\n
76 mediump vec2 stretch = vec2( uNinePatchFactorsX[ int( ( aPosition.x ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y ) * 0.5 ) ].y );\n
78 mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
79 mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n
81 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
82 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
84 mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );\n
85 mediump vec4 vertexPosition = gridPosition;\n
86 vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n
87 vertexPosition.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;\n
88 vertexPosition = uMvpMatrix * vertexPosition;\n
90 vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
91 vMaskTexCoord = gridPosition.xy / visualSize;\n
93 gl_Position = vertexPosition;\n
97 const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
98 attribute mediump vec2 aPosition;\n
99 varying mediump vec2 vTexCoord;\n
100 varying mediump vec2 vMaskTexCoord;\n
101 uniform mediump mat4 uModelMatrix;\n
102 uniform mediump 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 if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
294 bool preMultiplyOnLoad = mFactoryCache.GetPreMultiplyOnLoad() && !mImpl->mCustomShader ? true : false;
296 mId = mLoader.Load( mImageUrl.GetUrl(), mBorder, preMultiplyOnLoad );
298 if( preMultiplyOnLoad )
300 EnablePreMultipliedAlpha( true );
304 if( ! mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() )
306 // Load the auxiliary image synchronously
307 mAuxiliaryPixelBuffer = Dali::LoadImageFromFile( mAuxiliaryUrl.GetUrl(), ImageDimensions(),
308 FittingMode::DEFAULT, SamplingMode::BOX_THEN_LINEAR, true );
312 void NPatchVisual::GetNaturalSize( Vector2& naturalSize )
317 // load now if not already loaded
320 const NPatchLoader::Data* data;
321 if( mLoader.GetNPatchData( mId, data ) )
323 naturalSize.x = data->croppedWidth;
324 naturalSize.y = data->croppedHeight;
327 if( mAuxiliaryPixelBuffer )
329 naturalSize.x = std::max( naturalSize.x, float(mAuxiliaryPixelBuffer.GetWidth()) );
330 naturalSize.y = std::max( naturalSize.y, float(mAuxiliaryPixelBuffer.GetHeight()) );
334 void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
336 // URL is already passed in via constructor
338 Property::Value* borderOnlyValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY );
339 if( borderOnlyValue )
341 borderOnlyValue->Get( mBorderOnly );
344 Property::Value* borderValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER, BORDER );
345 if( borderValue && ! borderValue->Get( mBorder ) ) // If value exists and is rect, just set mBorder
347 // Not a rect so try vector4
349 if( borderValue->Get( border ) )
351 mBorder.left = static_cast< int >( border.x );
352 mBorder.right = static_cast< int >( border.y );
353 mBorder.bottom = static_cast< int >( border.z );
354 mBorder.top = static_cast< int >( border.w );
358 Property::Value* auxImage = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, AUXILIARY_IMAGE_NAME );
362 if( auxImage->Get( url ) )
368 Property::Value* auxImageAlpha = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, AUXILIARY_IMAGE_ALPHA_NAME );
371 auxImageAlpha->Get( mAuxiliaryImageAlpha );
375 void NPatchVisual::DoSetOnStage( Actor& actor )
377 // load when first go on stage
380 Geometry geometry = CreateGeometry();
381 Shader shader = CreateShader();
382 mImpl->mRenderer = Renderer::New( geometry, shader );
384 ApplyTextureAndUniforms();
386 actor.AddRenderer( mImpl->mRenderer );
388 // npatch loaded and ready to display
389 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
392 void NPatchVisual::DoSetOffStage( Actor& actor )
394 actor.RemoveRenderer( mImpl->mRenderer );
395 mImpl->mRenderer.Reset();
398 void NPatchVisual::OnSetTransform()
400 if( mImpl->mRenderer )
402 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
406 void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const
409 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH );
410 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
411 map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly );
412 map.Insert( Toolkit::ImageVisual::Property::BORDER, mBorder );
414 if( mAuxiliaryUrl.IsValid() )
416 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
417 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
421 void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
423 if( mAuxiliaryUrl.IsValid() )
425 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
426 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
430 NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
431 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
432 mLoader( factoryCache.GetNPatchLoader() ),
435 mId( NPatchLoader::UNINITIALIZED_ID ),
436 mBorderOnly( false ),
438 mAuxiliaryImageAlpha( 0.0f )
442 NPatchVisual::~NPatchVisual()
446 Geometry NPatchVisual::CreateGeometry()
449 const NPatchLoader::Data* data;
450 if( mLoader.GetNPatchData( mId, data ) )
452 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
454 if( DALI_UNLIKELY( mBorderOnly ) )
456 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY );
460 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
463 else if( data->stretchPixelsX.Size() > 0 || data->stretchPixelsY.Size() > 0)
465 Uint16Pair gridSize( 2 * data->stretchPixelsX.Size() + 1, 2 * data->stretchPixelsY.Size() + 1 );
466 geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize );
471 // no N patch data so use default geometry
472 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
477 Shader NPatchVisual::CreateShader()
480 const NPatchLoader::Data* data;
481 // 0 is either no data (load failed?) or no stretch regions on image
482 // for both cases we use the default shader
483 NPatchLoader::StretchRanges::SizeType xStretchCount = 0;
484 NPatchLoader::StretchRanges::SizeType yStretchCount = 0;
486 auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
488 auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
489 : VisualFactoryCache::NINE_PATCH_SHADER;
491 // ask loader for the regions
492 if( mLoader.GetNPatchData( mId, data ) )
494 xStretchCount = data->stretchPixelsX.Count();
495 yStretchCount = data->stretchPixelsY.Count();
498 if( DALI_LIKELY( !mImpl->mCustomShader ) )
500 if( DALI_LIKELY( ( xStretchCount == 1 && yStretchCount == 1 ) ||
501 ( xStretchCount == 0 && yStretchCount == 0 ) ) )
503 shader = mFactoryCache.GetShader( shaderType );
504 if( DALI_UNLIKELY( !shader ) )
506 shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader );
507 // Only cache vanilla 9 patch shaders
508 mFactoryCache.SaveShader( shaderType, shader );
511 else if( xStretchCount > 0 || yStretchCount > 0)
513 std::stringstream vertexShader;
514 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
515 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
518 shader = Shader::New( vertexShader.str(), fragmentShader );
523 Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
525 if( !mImpl->mCustomShader->mFragmentShader.empty() )
527 fragmentShader = mImpl->mCustomShader->mFragmentShader.c_str();
529 hints = mImpl->mCustomShader->mHints;
531 /* Apply Custom Vertex Shader only if image is 9-patch */
532 if( ( xStretchCount == 1 && yStretchCount == 1 ) ||
533 ( xStretchCount == 0 && yStretchCount == 0 ) )
535 const char* vertexShader = VERTEX_SHADER_3X3;
537 if( !mImpl->mCustomShader->mVertexShader.empty() )
539 vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
541 shader = Shader::New( vertexShader, fragmentShader, hints );
543 else if( xStretchCount > 0 || yStretchCount > 0)
545 std::stringstream vertexShader;
546 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
547 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
550 shader = Shader::New( vertexShader.str(), fragmentShader, hints );
557 void NPatchVisual::ApplyTextureAndUniforms()
559 const NPatchLoader::Data* data;
560 TextureSet textureSet;
562 if( mLoader.GetNPatchData( mId, data ) )
564 textureSet = data->textureSet;
566 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
568 //special case for 9 patch
569 Uint16Pair stretchX = data->stretchPixelsX[ 0 ];
570 Uint16Pair stretchY = data->stretchPixelsY[ 0 ];
572 uint16_t stretchWidth = ( stretchX.GetY() >= stretchX.GetX() ) ? stretchX.GetY() - stretchX.GetX() : 0;
573 uint16_t stretchHeight = ( stretchY.GetY() >= stretchY.GetX() ) ? stretchY.GetY() - stretchY.GetX() : 0;
575 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
576 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) );
577 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->croppedWidth - stretchWidth, data->croppedHeight - stretchHeight ) );
578 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( stretchWidth, stretchHeight ) );
582 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsX[0]", Vector2::ZERO );
583 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsY[0]", Vector2::ZERO );
585 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->stretchPixelsX, data->croppedWidth );
586 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->stretchPixelsY, data->croppedHeight );
591 DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() );
592 textureSet = TextureSet::New();
594 Image croppedImage = mFactoryCache.GetBrokenVisualImage();
595 TextureSetImage( textureSet, 0u, croppedImage );
596 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
597 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO );
598 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2::ZERO );
599 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( croppedImage.GetWidth(), croppedImage.GetHeight() ) );
602 if( mAuxiliaryPixelBuffer )
604 // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
605 // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
606 // on GL interpolation alone.
607 if( mAuxiliaryPixelBuffer.GetWidth() < data->croppedWidth &&
608 mAuxiliaryPixelBuffer.GetHeight() < data->croppedHeight )
610 mAuxiliaryPixelBuffer.Resize( data->croppedWidth, data->croppedHeight );
613 // Note, this resets mAuxiliaryPixelBuffer handle
614 auto auxiliaryPixelData = Devel::PixelBuffer::Convert( mAuxiliaryPixelBuffer );
616 auto texture = Texture::New( TextureType::TEXTURE_2D,
617 auxiliaryPixelData.GetPixelFormat(), auxiliaryPixelData.GetWidth(),
618 auxiliaryPixelData.GetHeight() );
619 texture.Upload( auxiliaryPixelData );
620 textureSet.SetTexture( 1, texture );
621 DevelHandle::RegisterProperty( mImpl->mRenderer, DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
622 AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha );
624 mImpl->mRenderer.SetTextures( textureSet );
626 // Register transform properties
627 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
630 Geometry NPatchVisual::GetNinePatchGeometry( VisualFactoryCache::GeometryType subType )
632 Geometry geometry = mFactoryCache.GetGeometry( subType );
635 if( DALI_LIKELY( VisualFactoryCache::NINE_PATCH_GEOMETRY == subType ) )
637 geometry = CreateGridGeometry( Uint16Pair( 3, 3 ) );
639 else if( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType )
641 geometry = CreateBorderGeometry( Uint16Pair( 3, 3 ) );
643 mFactoryCache.SaveGeometry( subType, geometry );
648 Geometry NPatchVisual::CreateGridGeometry( Uint16Pair gridSize )
650 uint16_t gridWidth = gridSize.GetWidth();
651 uint16_t gridHeight = gridSize.GetHeight();
654 Vector< Vector2 > vertices;
655 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
657 for( int y = 0; y < gridHeight + 1; ++y )
659 for( int x = 0; x < gridWidth + 1; ++x )
661 AddVertex( vertices, x, y );
666 Vector< unsigned short > indices;
667 indices.Reserve( gridWidth * gridHeight * 6 );
669 unsigned int rowIdx = 0;
670 unsigned int nextRowIdx = gridWidth + 1;
671 for( int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx )
673 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
675 AddQuadIndices( indices, rowIdx, nextRowIdx );
679 return GenerateGeometry( vertices, indices );
682 Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize )
684 uint16_t gridWidth = gridSize.GetWidth();
685 uint16_t gridHeight = gridSize.GetHeight();
688 Vector< Vector2 > vertices;
689 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
695 for( int x = 0; x < gridWidth + 1; ++x )
697 AddVertex( vertices, x, y );
701 for(; y < gridHeight - 1; ++y)
704 AddVertex( vertices, 0, y );
705 AddVertex( vertices, 1, y );
708 AddVertex( vertices, gridWidth - 1, y );
709 AddVertex( vertices, gridWidth, y );
713 for(; y < gridHeight + 1; ++y)
715 for( int x = 0; x < gridWidth + 1; ++x )
717 AddVertex( vertices, x, y );
722 Vector< unsigned short > indices;
723 indices.Reserve( gridWidth * gridHeight * 6 );
726 unsigned int rowIdx = 0 ;
727 unsigned int nextRowIdx = gridWidth + 1;
728 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
730 AddQuadIndices( indices, rowIdx, nextRowIdx );
735 rowIdx = gridWidth + 1;
736 nextRowIdx = ( gridWidth + 1 ) * 2;
738 unsigned increment = gridWidth - 1;
743 AddQuadIndices( indices, rowIdx, nextRowIdx );
745 rowIdx = gridWidth * 2;
746 nextRowIdx = ( gridWidth + 1 ) * 2 + 2;
748 AddQuadIndices( indices, rowIdx, nextRowIdx );
751 rowIdx = nextRowIdx - 2;
752 nextRowIdx = rowIdx + 4;
753 for(int y = 2; y < 2*(gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
755 AddQuadIndices( indices, rowIdx, nextRowIdx );
760 AddQuadIndices( indices, rowIdx, nextRowIdx );
763 nextRowIdx += gridWidth - 1;
765 AddQuadIndices( indices, rowIdx, nextRowIdx );
769 rowIdx = nextRowIdx - gridWidth + 1;
770 nextRowIdx = rowIdx + gridWidth + 1;
771 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
773 AddQuadIndices( indices, rowIdx, nextRowIdx );
776 return GenerateGeometry( vertices, indices );
779 } // namespace Internal
781 } // namespace Toolkit