2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "npatch-visual.h"
22 #include <dali/integration-api/platform-abstraction.h>
23 #include <dali/public-api/images/buffer-image.h>
24 #include <dali/public-api/images/resource-image.h>
25 #include <dali/devel-api/images/texture-set-image.h>
28 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
29 #include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
30 #include <dali-toolkit/internal/visuals/npatch-loader.h>
31 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
32 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
33 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
34 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
35 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
49 const char * const BORDER_ONLY("borderOnly");
51 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
52 attribute mediump vec2 aPosition;\n
53 varying mediump vec2 vTexCoord;\n
54 uniform mediump mat4 uMvpMatrix;\n
55 uniform mediump vec3 uSize;\n
56 uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
57 uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
60 //Visual size and offset
61 uniform mediump vec2 offset;\n
62 uniform mediump vec2 size;\n
63 uniform mediump vec4 offsetSizeMode;\n
64 uniform mediump vec2 origin;\n
65 uniform mediump vec2 anchorPoint;\n
69 mediump vec2 fixedFactor = vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x );\n
70 mediump vec2 stretch = vec2( uNinePatchFactorsX[ int( ( aPosition.x ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y ) * 0.5 ) ].y );\n
72 mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
73 mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n
76 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
77 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
79 mediump vec4 vertexPosition = vec4( ( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal ) + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
80 vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n
82 vertexPosition = uMvpMatrix * vertexPosition;\n
84 vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
86 gl_Position = vertexPosition;\n
90 const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
91 attribute mediump vec2 aPosition;\n
92 varying mediump vec2 vTexCoord;\n
93 uniform mediump mat4 uModelMatrix;\n
94 uniform mediump mat4 uMvpMatrix;\n
95 uniform mediump vec3 uSize;\n
96 uniform mediump vec2 uFixed[ 3 ];\n
97 uniform mediump vec2 uStretchTotal;\n
100 //Visual size and offset
101 uniform mediump vec2 offset;\n
102 uniform mediump vec2 size;\n
103 uniform mediump vec4 offsetSizeMode;\n
104 uniform mediump vec2 origin;\n
105 uniform mediump vec2 anchorPoint;\n
109 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
110 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
112 mediump vec2 scale = vec2( length( uModelMatrix[ 0 ].xyz ), length( uModelMatrix[ 1 ].xyz ) );\n
113 mediump vec2 size = visualSize.xy * scale;\n
115 mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y );\n
116 mediump vec2 stretch = floor( aPosition * 0.5 );\n
117 mediump vec2 fixedTotal = uFixed[ 2 ];\n
119 mediump vec4 vertexPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );
120 vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n
121 vertexPosition.xy = vertexPosition.xy / scale + anchorPoint*size + (visualOffset + origin)*uSize.xy;\
123 vertexPosition = uMvpMatrix * vertexPosition;\n
125 vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n
127 gl_Position = vertexPosition;\n
131 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
132 varying mediump vec2 vTexCoord;\n
133 uniform sampler2D sTexture;\n
134 uniform lowp vec4 uColor;\n
135 uniform lowp vec4 mixColor;\n
136 uniform lowp float preMultipliedAlpha;\n
137 lowp vec4 visualMixColor()\n
139 return vec4( mixColor.rgb * mix( 1.0, mixColor.a, preMultipliedAlpha ), mixColor.a );\n
143 gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * visualMixColor();\n
148 * @brief Creates the geometry formed from the vertices and indices
150 * @param[in] vertices The vertices to generate the geometry from
151 * @param[in] indices The indices to generate the geometry from
152 * @return The geometry formed from the vertices and indices
154 Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsigned short >& indices )
156 Property::Map vertexFormat;
157 vertexFormat[ "aPosition" ] = Property::VECTOR2;
158 PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
159 if( vertices.Size() > 0 )
161 vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
164 // Create the geometry object
165 Geometry geometry = Geometry::New();
166 geometry.AddVertexBuffer( vertexPropertyBuffer );
167 if( indices.Size() > 0 )
169 geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
177 * @brief Adds the indices to form a quad composed off two triangles where the indices are organised in a grid
179 * @param[out] indices The indices to add to
180 * @param[in] rowIdx The row index to start the quad
181 * @param[in] nextRowIdx The index to the next row
183 void AddQuadIndices( Vector< unsigned short >& indices, unsigned int rowIdx, unsigned int nextRowIdx )
185 indices.PushBack( rowIdx );
186 indices.PushBack( nextRowIdx + 1 );
187 indices.PushBack( rowIdx + 1 );
189 indices.PushBack( rowIdx );
190 indices.PushBack( nextRowIdx );
191 indices.PushBack( nextRowIdx + 1 );
194 void AddVertex( Vector< Vector2 >& vertices, unsigned int x, unsigned int y )
196 vertices.PushBack( Vector2( x, y ) );
199 void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NinePatchImage::StretchRanges& stretchPixels, uint16_t imageExtent)
201 uint16_t prevEnd = 0;
202 uint16_t prevFix = 0;
203 uint16_t prevStretch = 0;
205 for( NinePatchImage::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
207 uint16_t start = it->GetX();
208 uint16_t end = it->GetY();
210 uint16_t fix = prevFix + start - prevEnd;
211 uint16_t stretch = prevStretch + end - start;
213 std::stringstream uniform;
214 uniform << uniformName << "[" << i << "]";
215 renderer.RegisterProperty( uniform.str(), Vector2( fix, stretch ) );
219 prevStretch = stretch;
223 prevFix += imageExtent - prevEnd;
224 std::stringstream uniform;
225 uniform << uniformName << "[" << i << "]";
226 renderer.RegisterProperty( uniform.str(), Vector2( prevFix, prevStretch ) );
230 } //unnamed namespace
232 /////////////////NPatchVisual////////////////
234 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const std::string& imageUrl, const Property::Map& properties )
236 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
237 nPatchVisual->mImageUrl = imageUrl;
238 nPatchVisual->SetProperties( properties );
243 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const std::string& imageUrl )
245 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
246 nPatchVisual->mImageUrl = imageUrl;
251 NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, NinePatchImage image )
253 NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
254 nPatchVisual->mImageUrl = image.GetUrl();
259 void NPatchVisual::GetNaturalSize( Vector2& naturalSize )
263 // load now if not already loaded
264 if( NPatchLoader::UNINITIALIZED_ID == mId )
266 mId = mLoader.Load( mImageUrl );
268 const NPatchLoader::Data* data;
269 if( mLoader.GetNPatchData( mId, data ) )
271 naturalSize.x = data->croppedWidth;
272 naturalSize.y = data->croppedHeight;
276 void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
278 // URL is already passed in via constructor
280 Property::Value* borderOnlyValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY );
281 if( borderOnlyValue )
283 borderOnlyValue->Get( mBorderOnly );
287 void NPatchVisual::DoSetOnStage( Actor& actor )
289 // load when first go on stage
290 if( NPatchLoader::UNINITIALIZED_ID == mId )
292 mId = mLoader.Load( mImageUrl );
295 Geometry geometry = CreateGeometry();
296 Shader shader = CreateShader();
297 mImpl->mRenderer = Renderer::New( geometry, shader );
299 ApplyTextureAndUniforms();
301 actor.AddRenderer( mImpl->mRenderer );
304 void NPatchVisual::DoSetOffStage( Actor& actor )
306 actor.RemoveRenderer( mImpl->mRenderer );
307 mImpl->mRenderer.Reset();
310 void NPatchVisual::OnSetTransform()
312 if( mImpl->mRenderer )
314 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
318 void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const
321 map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::IMAGE );
322 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl );
323 map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly );
326 NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
327 : Visual::Base( factoryCache ),
328 mLoader( factoryCache.GetNPatchLoader() ),
330 mId( NPatchLoader::UNINITIALIZED_ID ),
335 NPatchVisual::~NPatchVisual()
339 Geometry NPatchVisual::CreateGeometry()
342 const NPatchLoader::Data* data;
343 if( mLoader.GetNPatchData( mId, data ) )
345 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
347 if( DALI_UNLIKELY( mBorderOnly ) )
349 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY );
353 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
356 else if( data->stretchPixelsX.Size() > 0 || data->stretchPixelsY.Size() > 0)
358 Uint16Pair gridSize( 2 * data->stretchPixelsX.Size() + 1, 2 * data->stretchPixelsY.Size() + 1 );
359 geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize );
364 // no N patch data so use default geometry
365 geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
370 Shader NPatchVisual::CreateShader()
373 const NPatchLoader::Data* data;
374 // 0 is either no data (load failed?) or no stretch regions on image
375 // for both cases we use the default shader
376 NinePatchImage::StretchRanges::SizeType xStretchCount = 0;
377 NinePatchImage::StretchRanges::SizeType yStretchCount = 0;
379 // ask loader for the regions
380 if( mLoader.GetNPatchData( mId, data ) )
382 xStretchCount = data->stretchPixelsX.Count();
383 yStretchCount = data->stretchPixelsY.Count();
386 if( DALI_LIKELY( !mImpl->mCustomShader ) )
388 if( DALI_LIKELY( ( xStretchCount == 1 && yStretchCount == 1 ) ||
389 ( xStretchCount == 0 && yStretchCount == 0 ) ) )
391 shader = mFactoryCache.GetShader( VisualFactoryCache::NINE_PATCH_SHADER );
392 if( DALI_UNLIKELY( !shader ) )
394 shader = Shader::New( VERTEX_SHADER_3X3, FRAGMENT_SHADER );
395 mFactoryCache.SaveShader( VisualFactoryCache::NINE_PATCH_SHADER, shader );
398 else if( xStretchCount > 0 || yStretchCount > 0)
400 std::stringstream vertexShader;
401 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
402 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
405 shader = Shader::New( vertexShader.str(), FRAGMENT_SHADER );
410 const char* fragmentShader = FRAGMENT_SHADER;
411 Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
413 if( !mImpl->mCustomShader->mFragmentShader.empty() )
415 fragmentShader = mImpl->mCustomShader->mFragmentShader.c_str();
417 hints = mImpl->mCustomShader->mHints;
419 if( ( xStretchCount == 1 && yStretchCount == 1 ) ||
420 ( xStretchCount == 0 && yStretchCount == 0 ) )
422 shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader, hints );
424 else if( xStretchCount > 0 || yStretchCount > 0)
426 std::stringstream vertexShader;
427 vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
428 << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
431 shader = Shader::New( vertexShader.str(), fragmentShader, hints );
438 void NPatchVisual::ApplyTextureAndUniforms()
440 const NPatchLoader::Data* data;
441 if( mLoader.GetNPatchData( mId, data ) )
443 TextureSet textures( data->textureSet );
444 mImpl->mRenderer.SetTextures( textures );
445 if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
447 //special case for 9 patch
448 Uint16Pair stretchX = data->stretchPixelsX[ 0 ];
449 Uint16Pair stretchY = data->stretchPixelsY[ 0 ];
451 uint16_t stretchWidth = stretchX.GetY() - stretchX.GetX();
452 uint16_t stretchHeight = stretchY.GetY() - stretchY.GetX();
454 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
455 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) );
456 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->croppedWidth - stretchWidth, data->croppedHeight - stretchHeight ) );
457 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( stretchWidth, stretchHeight ) );
461 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsX[0]", Vector2::ZERO );
462 mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsY[0]", Vector2::ZERO );
464 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->stretchPixelsX, data->croppedWidth );
465 RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->stretchPixelsY, data->croppedHeight );
470 DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.c_str() );
471 TextureSet textureSet = TextureSet::New();
472 mImpl->mRenderer.SetTextures( textureSet );
473 Image croppedImage = VisualFactoryCache::GetBrokenVisualImage();
474 TextureSetImage( textureSet, 0u, croppedImage );
475 mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
476 mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO );
477 mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2::ZERO );
478 mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( croppedImage.GetWidth(), croppedImage.GetHeight() ) );
481 //Register transform properties
482 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
485 Geometry NPatchVisual::GetNinePatchGeometry( VisualFactoryCache::GeometryType subType )
487 Geometry geometry = mFactoryCache.GetGeometry( subType );
490 if( DALI_LIKELY( VisualFactoryCache::NINE_PATCH_GEOMETRY == subType ) )
492 geometry = CreateGridGeometry( Uint16Pair( 3, 3 ) );
494 else if( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType )
496 geometry = CreateBorderGeometry( Uint16Pair( 3, 3 ) );
498 mFactoryCache.SaveGeometry( subType, geometry );
503 Geometry NPatchVisual::CreateGridGeometry( Uint16Pair gridSize )
505 uint16_t gridWidth = gridSize.GetWidth();
506 uint16_t gridHeight = gridSize.GetHeight();
509 Vector< Vector2 > vertices;
510 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
512 for( int y = 0; y < gridHeight + 1; ++y )
514 for( int x = 0; x < gridWidth + 1; ++x )
516 AddVertex( vertices, x, y );
521 Vector< unsigned short > indices;
522 indices.Reserve( gridWidth * gridHeight * 6 );
524 unsigned int rowIdx = 0;
525 unsigned int nextRowIdx = gridWidth + 1;
526 for( int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx )
528 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
530 AddQuadIndices( indices, rowIdx, nextRowIdx );
534 return GenerateGeometry( vertices, indices );
537 Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize )
539 uint16_t gridWidth = gridSize.GetWidth();
540 uint16_t gridHeight = gridSize.GetHeight();
543 Vector< Vector2 > vertices;
544 vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
550 for( int x = 0; x < gridWidth + 1; ++x )
552 AddVertex( vertices, x, y );
556 for(; y < gridHeight - 1; ++y)
559 AddVertex( vertices, 0, y );
560 AddVertex( vertices, 1, y );
563 AddVertex( vertices, gridWidth - 1, y );
564 AddVertex( vertices, gridWidth, y );
568 for(; y < gridHeight + 1; ++y)
570 for( int x = 0; x < gridWidth + 1; ++x )
572 AddVertex( vertices, x, y );
577 Vector< unsigned short > indices;
578 indices.Reserve( gridWidth * gridHeight * 6 );
581 unsigned int rowIdx = 0 ;
582 unsigned int nextRowIdx = gridWidth + 1;
583 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
585 AddQuadIndices( indices, rowIdx, nextRowIdx );
590 rowIdx = gridWidth + 1;
591 nextRowIdx = ( gridWidth + 1 ) * 2;
593 unsigned increment = gridWidth - 1;
598 AddQuadIndices( indices, rowIdx, nextRowIdx );
600 rowIdx = gridWidth * 2;
601 nextRowIdx = ( gridWidth + 1 ) * 2 + 2;
603 AddQuadIndices( indices, rowIdx, nextRowIdx );
606 rowIdx = nextRowIdx - 2;
607 nextRowIdx = rowIdx + 4;
608 for(int y = 2; y < 2*(gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
610 AddQuadIndices( indices, rowIdx, nextRowIdx );
615 AddQuadIndices( indices, rowIdx, nextRowIdx );
618 nextRowIdx += gridWidth - 1;
620 AddQuadIndices( indices, rowIdx, nextRowIdx );
624 rowIdx = nextRowIdx - gridWidth + 1;
625 nextRowIdx = rowIdx + gridWidth + 1;
626 for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
628 AddQuadIndices( indices, rowIdx, nextRowIdx );
631 return GenerateGeometry( vertices, indices );
634 } // namespace Internal
636 } // namespace Toolkit