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.
20 #include "wireframe-visual.h"
23 #include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
24 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
25 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
26 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
27 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
40 const char * const POSITION_ATTRIBUTE_NAME("aPosition");
41 const char * const INDEX_NAME("indices");
43 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
44 attribute mediump vec2 aPosition;\n
45 uniform mediump mat4 uMvpMatrix;\n
46 uniform mediump vec3 uSize;\n
49 //Visual size and offset
50 uniform mediump vec2 offset;\n
51 uniform mediump vec2 size;\n
52 uniform mediump vec4 offsetSizeMode;\n
53 uniform mediump vec2 origin;\n
54 uniform mediump vec2 anchorPoint;\n
56 vec4 ComputeVertexPosition()\n
58 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
59 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
60 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
65 gl_Position = uMvpMatrix * ComputeVertexPosition();\n
69 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(\n
70 uniform lowp vec4 uColor;\n
74 gl_FragColor = uColor;\n
80 WireframeVisualPtr WireframeVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
82 Visual::BasePtr emtptyVisual;
84 return New(factoryCache, emtptyVisual, properties);
87 WireframeVisualPtr WireframeVisual::New( VisualFactoryCache& factoryCache, Visual::BasePtr actualVisual )
89 return new WireframeVisual( factoryCache, actualVisual );
92 WireframeVisualPtr WireframeVisual::New( VisualFactoryCache& factoryCache, Visual::BasePtr actualVisual, const Property::Map& properties )
94 WireframeVisualPtr wireframeVisual( new WireframeVisual( factoryCache, actualVisual ) );
96 // Instead of calling SetProperties, looking for the only valid property 'transform'
97 Property::Value* transformValue = properties.Find( DevelVisual::Property::TRANSFORM, TRANSFORM );
98 Property::Map transformMap;
99 if( transformValue && transformValue->Get( transformMap ) )
101 wireframeVisual->SetTransformAndSize( transformMap, Vector2::ZERO );
104 return wireframeVisual;
107 WireframeVisual::WireframeVisual( VisualFactoryCache& factoryCache, Visual::BasePtr actualVisual )
108 : Visual::Base( factoryCache ),
109 mActualVisual( actualVisual )
113 WireframeVisual::~WireframeVisual()
117 float WireframeVisual::GetHeightForWidth( float width )
121 return mActualVisual->GetHeightForWidth( width );
125 return Visual::Base::GetHeightForWidth( width );
129 void WireframeVisual::GetNaturalSize( Vector2& naturalSize )
133 mActualVisual->GetNaturalSize( naturalSize );
137 Visual::Base::GetNaturalSize( naturalSize );
141 void WireframeVisual::DoCreatePropertyMap( Property::Map& map ) const
145 mActualVisual->CreatePropertyMap( map );
150 map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::WIREFRAME );
154 void WireframeVisual::DoSetProperties( const Property::Map& propertyMap )
156 // no properties supported at the moment
159 void WireframeVisual::DoSetOnStage( Actor& actor )
161 InitializeRenderer();
163 actor.AddRenderer( mImpl->mRenderer );
166 void WireframeVisual::InitializeRenderer()
168 Shader shader = mFactoryCache.GetShader( VisualFactoryCache::WIREFRAME_SHADER );
171 shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
172 mFactoryCache.SaveShader( VisualFactoryCache::WIREFRAME_SHADER, shader );
175 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::WIREFRAME_GEOMETRY );
178 geometry = CreateQuadWireframeGeometry();
179 mFactoryCache.SaveGeometry( VisualFactoryCache::WIREFRAME_GEOMETRY, geometry );
182 //Create the renderer
183 mImpl->mRenderer = Renderer::New( geometry, shader);
185 //Register transform properties
186 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
189 Geometry WireframeVisual::CreateQuadWireframeGeometry()
191 const float halfWidth = 0.5f;
192 const float halfHeight = 0.5f;
193 struct QuadVertex { Vector2 position;};
194 QuadVertex quadVertexData[4] =
196 { Vector2(-halfWidth, -halfHeight) },
197 { Vector2( halfWidth, -halfHeight) },
198 { Vector2( halfWidth, halfHeight) },
199 { Vector2(-halfWidth, halfHeight) }
202 Property::Map quadVertexFormat;
203 quadVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
204 PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
205 quadVertices.SetData( quadVertexData, 4 );
208 unsigned short indexData[10] = { 0, 1, 1, 2, 2, 3, 3, 0 };
210 // Create the geometry object
211 Geometry geometry = Geometry::New();
212 geometry.AddVertexBuffer( quadVertices );
213 geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
214 geometry.SetType( Geometry::LINES );
219 void WireframeVisual::OnSetTransform()
221 if( mImpl->mRenderer )
223 //Register transform properties
224 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
228 } // namespace Internal
230 } // namespace Toolkit