2 * Copyright (c) 2017 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 opacity;\n
145 uniform lowp float preMultipliedAlpha;\n
146 lowp vec4 visualMixColor()\n
148 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
152 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * visualMixColor();\n
156 const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER(
157 varying mediump vec2 vTexCoord;\n
158 varying mediump vec2 vMaskTexCoord;\n
159 uniform sampler2D sTexture;\n
160 uniform sampler2D sMask;\n
161 uniform lowp vec4 uColor;\n
162 uniform lowp vec3 mixColor;\n
163 uniform lowp float opacity;\n
164 uniform lowp float preMultipliedAlpha;\n
165 uniform mediump float auxiliaryImageAlpha;\n
166 lowp vec4 visualMixColor()\n
168 return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
172 // Where mask image is transparent, all of background image must show through.
173 // where mask image is opaque, only mask should be shown
174 // where mask is translucent, less of background should be shown.
175 // auxiliaryImageAlpha controls how much of mask is visible
177 mediump vec4 color = texture2D( sTexture, vTexCoord );\n
178 mediump vec4 mask = texture2D( sMask, vMaskTexCoord );\n
180 mediump vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha)
181 + mask.rgb*mask.a * auxiliaryImageAlpha;\n
182 gl_FragColor = vec4(mixedColor,1.0) * uColor * visualMixColor();\n
187 * @brief Creates the geometry formed from the vertices and indices
189 * @param[in] vertices The vertices to generate the geometry from
190 * @param[in] indices The indices to generate the geometry from
191 * @return The geometry formed from the vertices and indices
193 Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsigned short >& indices )
195 Property::Map vertexFormat;
196 vertexFormat[ "aPosition" ] = Property::VECTOR2;
197 PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
198 if( vertices.Size() > 0 )
200 vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
203 // Create the geometry object
204 Geometry geometry = Geometry::New();
205 geometry.AddVertexBuffer( vertexPropertyBuffer );
206 if( indices.Size() > 0 )
208 geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
216 * @brief Adds the indices to form a quad composed off two triangles where the indices are organised in a grid
218 * @param[out] indices The indices to add to
219 * @param[in] rowIdx The row index to start the quad
220 * @param[in] nextRowIdx The index to the next row
222 void AddQuadIndices( Vector< unsigned short >& indices, unsigned int rowIdx, unsigned int nextRowIdx )
224 indices.PushBack( rowIdx );
225 indices.PushBack( nextRowIdx + 1 );
226 indices.PushBack( rowIdx + 1 );
228 indices.PushBack( rowIdx );
229 indices.PushBack( nextRowIdx );
230 indices.PushBack( nextRowIdx + 1 );
233 void AddVertex( Vector< Vector2 >& vertices, unsigned int x, unsigned int y )
235 vertices.PushBack( Vector2( x, y ) );
238 void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NinePatchImage::StretchRanges& stretchPixels, uint16_t imageExtent)
240 uint16_t prevEnd = 0;
241 uint16_t prevFix = 0;
242 uint16_t prevStretch = 0;
244 for( NinePatchImage::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
246 uint16_t start = it->GetX();
247 uint16_t end = it->GetY();
249 uint16_t fix = prevFix + start - prevEnd;
250 uint16_t stretch = prevStretch + end - start;
252 std::stringstream uniform;
253 uniform << uniformName << "[" << i << "]";
254 renderer.RegisterProperty( uniform.str(), Vector2( fix, stretch ) );
258 prevStretch = stretch;
262 prevFix += imageExtent - prevEnd;
263 std::stringstream uniform;
264 uniform << uniformName << "[" << i << "]";
265 renderer.RegisterProperty( uniform.str(), Vector2( prevFix, prevStretch ) );
269 } //unnamed namespace
271 /////////////////NPatchVisual////////////////
273 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties )
275 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
276 nPatchVisual->mImageUrl = imageUrl;
277 nPatchVisual->SetProperties( properties );
282 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl )
284 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
285 nPatchVisual->mImageUrl = imageUrl;
290 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, NinePatchImage image )
292 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
293 VisualUrl visualUrl( image.GetUrl() );
294 nPatchVisual->mImageUrl = visualUrl;
298 void NPatchVisual::LoadImages()
300 if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
302 mId = mLoader.Load( mImageUrl.GetUrl(), mBorder );
305 if( ! mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() )
307 // Load the auxiliary image synchronously
308 mAuxiliaryPixelBuffer = Dali::LoadImageFromFile( mAuxiliaryUrl.GetUrl(), ImageDimensions(),
309 FittingMode::DEFAULT, SamplingMode::BOX_THEN_LINEAR, true );
313 void NPatchVisual::GetNaturalSize( Vector2& naturalSize )
318 // load now if not already loaded
321 const NPatchLoader::Data* data;
322 if( mLoader.GetNPatchData( mId, data ) )
324 naturalSize.x = data->croppedWidth;
325 naturalSize.y = data->croppedHeight;
328 if( mAuxiliaryPixelBuffer )
330 naturalSize.x = std::max( naturalSize.x, float(mAuxiliaryPixelBuffer.GetWidth()) );
331 naturalSize.y = std::max( naturalSize.y, float(mAuxiliaryPixelBuffer.GetHeight()) );
335 void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
337 // URL is already passed in via constructor
339 Property::Value* borderOnlyValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY );
340 if( borderOnlyValue )
342 borderOnlyValue->Get( mBorderOnly );
345 Property::Value* borderValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER, BORDER );
346 if( borderValue && ! borderValue->Get( mBorder ) ) // If value exists and is rect, just set mBorder
348 // Not a rect so try vector4
350 if( borderValue->Get( border ) )
352 mBorder.left = static_cast< int >( border.x );
353 mBorder.right = static_cast< int >( border.y );
354 mBorder.bottom = static_cast< int >( border.z );
355 mBorder.top = static_cast< int >( border.w );
359 Property::Value* auxImage = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, AUXILIARY_IMAGE_NAME );
363 if( auxImage->Get( url ) )
369 Property::Value* auxImageAlpha = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, AUXILIARY_IMAGE_ALPHA_NAME );
372 auxImageAlpha->Get( mAuxiliaryImageAlpha );
376 void NPatchVisual::DoSetOnStage( Actor& actor )
378 // load when first go on stage
381 Geometry geometry = CreateGeometry();
382 Shader shader = CreateShader();
383 mImpl->mRenderer = Renderer::New( geometry, shader );
385 ApplyTextureAndUniforms();
387 actor.AddRenderer( mImpl->mRenderer );
389 // npatch loaded and ready to display
390 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
393 void NPatchVisual::DoSetOffStage( Actor& actor )
395 actor.RemoveRenderer( mImpl->mRenderer );
396 mImpl->mRenderer.Reset();
399 void NPatchVisual::OnSetTransform()
401 if( mImpl->mRenderer )
403 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
407 void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const
410 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH );
411 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
412 map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly );
413 map.Insert( Toolkit::ImageVisual::Property::BORDER, mBorder );
415 if( mAuxiliaryUrl.IsValid() )
417 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
418 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
422 void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
424 if( mAuxiliaryUrl.IsValid() )
426 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
427 map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
431 NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
432 : Visual::Base( factoryCache ),
433 mLoader( factoryCache.GetNPatchLoader() ),
436 mId( NPatchLoader::UNINITIALIZED_ID ),
437 mBorderOnly( false ),
439 mAuxiliaryImageAlpha( 0.0f )
443 NPatchVisual::~NPatchVisual()
447 Geometry NPatchVisual::CreateGeometry()
450 const NPatchLoader::Data* data;
451 if( mLoader.GetNPatchData( mId, data ) )
453 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
455 if( DALI_UNLIKELY( mBorderOnly ) )
457 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY );
461 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
464 else if( data->stretchPixelsX.Size() > 0 || data->stretchPixelsY.Size() > 0)
466 Uint16Pair gridSize( 2 * data->stretchPixelsX.Size() + 1, 2 * data->stretchPixelsY.Size() + 1 );
467 geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize );
472 // no N patch data so use default geometry
473 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
478 Shader NPatchVisual::CreateShader()
481 const NPatchLoader::Data* data;
482 // 0 is either no data (load failed?) or no stretch regions on image
483 // for both cases we use the default shader
484 NinePatchImage::StretchRanges::SizeType xStretchCount = 0;
485 NinePatchImage::StretchRanges::SizeType yStretchCount = 0;
487 auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
489 auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
490 : VisualFactoryCache::NINE_PATCH_SHADER;
492 // ask loader for the regions
493 if( mLoader.GetNPatchData( mId, data ) )
495 xStretchCount = data->stretchPixelsX.Count();
496 yStretchCount = data->stretchPixelsY.Count();
499 if( DALI_LIKELY( !mImpl->mCustomShader ) )
501 if( DALI_LIKELY( ( xStretchCount == 1 && yStretchCount == 1 ) ||
502 ( xStretchCount == 0 && yStretchCount == 0 ) ) )
504 shader = mFactoryCache.GetShader( shaderType );
505 if( DALI_UNLIKELY( !shader ) )
507 shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader );
508 // Only cache vanilla 9 patch shaders
509 mFactoryCache.SaveShader( shaderType, shader );
512 else if( xStretchCount > 0 || yStretchCount > 0)
514 std::stringstream vertexShader;
515 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
516 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
519 shader = Shader::New( vertexShader.str(), fragmentShader );
524 Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
526 if( !mImpl->mCustomShader->mFragmentShader.empty() )
528 fragmentShader = mImpl->mCustomShader->mFragmentShader.c_str();
530 hints = mImpl->mCustomShader->mHints;
532 /* Apply Custom Vertex Shader only if image is 9-patch */
533 if( ( xStretchCount == 1 && yStretchCount == 1 ) ||
534 ( xStretchCount == 0 && yStretchCount == 0 ) )
536 const char* vertexShader = VERTEX_SHADER_3X3;
538 if( !mImpl->mCustomShader->mVertexShader.empty() )
540 vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
542 shader = Shader::New( vertexShader, fragmentShader, hints );
544 else if( xStretchCount > 0 || yStretchCount > 0)
546 std::stringstream vertexShader;
547 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
548 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
551 shader = Shader::New( vertexShader.str(), fragmentShader, hints );
558 void NPatchVisual::ApplyTextureAndUniforms()
560 const NPatchLoader::Data* data;
561 TextureSet textureSet;
563 if( mLoader.GetNPatchData( mId, data ) )
565 textureSet = data->textureSet;
567 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
569 //special case for 9 patch
570 Uint16Pair stretchX = data->stretchPixelsX[ 0 ];
571 Uint16Pair stretchY = data->stretchPixelsY[ 0 ];
573 uint16_t stretchWidth = ( stretchX.GetY() >= stretchX.GetX() ) ? stretchX.GetY() - stretchX.GetX() : 0;
574 uint16_t stretchHeight = ( stretchY.GetY() >= stretchY.GetX() ) ? stretchY.GetY() - stretchY.GetX() : 0;
576 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
577 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) );
578 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->croppedWidth - stretchWidth, data->croppedHeight - stretchHeight ) );
579 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( stretchWidth, stretchHeight ) );
583 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsX[0]", Vector2::ZERO );
584 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsY[0]", Vector2::ZERO );
586 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->stretchPixelsX, data->croppedWidth );
587 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->stretchPixelsY, data->croppedHeight );
592 DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() );
593 textureSet = TextureSet::New();
595 Image croppedImage = VisualFactoryCache::GetBrokenVisualImage();
596 TextureSetImage( textureSet, 0u, croppedImage );
597 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
598 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO );
599 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2::ZERO );
600 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( croppedImage.GetWidth(), croppedImage.GetHeight() ) );
603 if( mAuxiliaryPixelBuffer )
605 // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
606 // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
607 // on GL interpolation alone.
608 if( mAuxiliaryPixelBuffer.GetWidth() < data->croppedWidth &&
609 mAuxiliaryPixelBuffer.GetHeight() < data->croppedHeight )
611 mAuxiliaryPixelBuffer.Resize( data->croppedWidth, data->croppedHeight );
614 // Note, this resets mAuxiliaryPixelBuffer handle
615 auto auxiliaryPixelData = Devel::PixelBuffer::Convert( mAuxiliaryPixelBuffer );
617 auto texture = Texture::New( TextureType::TEXTURE_2D,
618 auxiliaryPixelData.GetPixelFormat(), auxiliaryPixelData.GetWidth(),
619 auxiliaryPixelData.GetHeight() );
620 texture.Upload( auxiliaryPixelData );
621 textureSet.SetTexture( 1, texture );
622 DevelHandle::RegisterProperty( mImpl->mRenderer, DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
623 AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha );
625 mImpl->mRenderer.SetTextures( textureSet );
627 // Register transform properties
628 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
631 Geometry NPatchVisual::GetNinePatchGeometry( VisualFactoryCache::GeometryType subType )
633 Geometry geometry = mFactoryCache.GetGeometry( subType );
636 if( DALI_LIKELY( VisualFactoryCache::NINE_PATCH_GEOMETRY == subType ) )
638 geometry = CreateGridGeometry( Uint16Pair( 3, 3 ) );
640 else if( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType )
642 geometry = CreateBorderGeometry( Uint16Pair( 3, 3 ) );
644 mFactoryCache.SaveGeometry( subType, geometry );
649 Geometry NPatchVisual::CreateGridGeometry( Uint16Pair gridSize )
651 uint16_t gridWidth = gridSize.GetWidth();
652 uint16_t gridHeight = gridSize.GetHeight();
655 Vector< Vector2 > vertices;
656 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
658 for( int y = 0; y < gridHeight + 1; ++y )
660 for( int x = 0; x < gridWidth + 1; ++x )
662 AddVertex( vertices, x, y );
667 Vector< unsigned short > indices;
668 indices.Reserve( gridWidth * gridHeight * 6 );
670 unsigned int rowIdx = 0;
671 unsigned int nextRowIdx = gridWidth + 1;
672 for( int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx )
674 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
676 AddQuadIndices( indices, rowIdx, nextRowIdx );
680 return GenerateGeometry( vertices, indices );
683 Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize )
685 uint16_t gridWidth = gridSize.GetWidth();
686 uint16_t gridHeight = gridSize.GetHeight();
689 Vector< Vector2 > vertices;
690 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
696 for( int x = 0; x < gridWidth + 1; ++x )
698 AddVertex( vertices, x, y );
702 for(; y < gridHeight - 1; ++y)
705 AddVertex( vertices, 0, y );
706 AddVertex( vertices, 1, y );
709 AddVertex( vertices, gridWidth - 1, y );
710 AddVertex( vertices, gridWidth, y );
714 for(; y < gridHeight + 1; ++y)
716 for( int x = 0; x < gridWidth + 1; ++x )
718 AddVertex( vertices, x, y );
723 Vector< unsigned short > indices;
724 indices.Reserve( gridWidth * gridHeight * 6 );
727 unsigned int rowIdx = 0 ;
728 unsigned int nextRowIdx = gridWidth + 1;
729 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
731 AddQuadIndices( indices, rowIdx, nextRowIdx );
736 rowIdx = gridWidth + 1;
737 nextRowIdx = ( gridWidth + 1 ) * 2;
739 unsigned increment = gridWidth - 1;
744 AddQuadIndices( indices, rowIdx, nextRowIdx );
746 rowIdx = gridWidth * 2;
747 nextRowIdx = ( gridWidth + 1 ) * 2 + 2;
749 AddQuadIndices( indices, rowIdx, nextRowIdx );
752 rowIdx = nextRowIdx - 2;
753 nextRowIdx = rowIdx + 4;
754 for(int y = 2; y < 2*(gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
756 AddQuadIndices( indices, rowIdx, nextRowIdx );
761 AddQuadIndices( indices, rowIdx, nextRowIdx );
764 nextRowIdx += gridWidth - 1;
766 AddQuadIndices( indices, rowIdx, nextRowIdx );
770 rowIdx = nextRowIdx - gridWidth + 1;
771 nextRowIdx = rowIdx + gridWidth + 1;
772 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
774 AddQuadIndices( indices, rowIdx, nextRowIdx );
777 return GenerateGeometry( vertices, indices );
780 } // namespace Internal
782 } // namespace Toolkit