#include "gradient-renderer.h"
// EXTERNAL INCLUDES
+#include <typeinfo>
#include <dali/integration-api/debug.h>
#include <dali/public-api/common/dali-vector.h>
#include <dali/public-api/images/buffer-image.h>
namespace
{
+const char * const RENDERER_TYPE("renderer-type");
+const char * const RENDERER_TYPE_VALUE("gradient-renderer");
+
// properties: linear gradient
const char * const GRADIENT_START_POSITION_NAME("gradient-start-position"); // Property::VECTOR2
const char * const GRADIENT_END_POSITION_NAME("gradient-end-position"); // Property::VECTOR2
// string values
const char * const UNIT_USER_SPACE("user-space");
+const char * const UNIT_BOUNDING_BOX("object-bounding-box");
+const char * const SPREAD_PAD("pad");
const char * const SPREAD_REFLECT("reflect");
const char * const SPREAD_REPEAT("repeat");
const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" );
const char * const UNIFORM_TEXTULRE_NAME("sTexture");
+RendererFactoryCache::ShaderType GetShaderType( GradientRenderer::Type type, Gradient::GradientUnits units)
+{
+ if( type==GradientRenderer::LINEAR )
+ {
+ if( units == Gradient::USER_SPACE_ON_USE )
+ {
+ return RendererFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE;
+ }
+ return RendererFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX;
+ }
+ else if( units == Gradient::USER_SPACE_ON_USE )
+ {
+ return RendererFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE;
+ }
+
+ return RendererFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX;
+}
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
+const char* VERTEX_SHADER[] =
+{
+// vertex shader for gradient units as USER_SPACE_ON_USE
+DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
\n
vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
}\n
-);
+),
+
+// vertex shader for gradient units as OBJECT_BOUNDING_BOX
+ DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ uniform mediump mat3 uAlignmentMatrix;\n
+ varying mediump vec2 vTexCoord;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
+ vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
+ \n
+ vertexPosition.xyz *= uSize;\n
+ gl_Position = uMvpMatrix * vertexPosition;\n
+ }\n
+)
+};
-const char* FRAGMENT_SHADER_LINEAR = DALI_COMPOSE_SHADER(
+const char* FRAGMENT_SHADER[] =
+{
+// fragment shader for linear gradient
+DALI_COMPOSE_SHADER(
uniform sampler2D sTexture;\n // sampler1D?
uniform lowp vec4 uColor;\n
varying mediump vec2 vTexCoord;\n
{\n
gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * uColor;\n
}\n
-);
+),
-const char* FRAGMENT_SHADER_RADIAL = DALI_COMPOSE_SHADER(
+// fragment shader for radial gradient
+DALI_COMPOSE_SHADER(
uniform sampler2D sTexture;\n // sampler1D?
uniform lowp vec4 uColor;\n
varying mediump vec2 vTexCoord;\n
{\n
gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * uColor;\n
}\n
-);
+)
+};
-Sampler::WrapMode GetWrapMode( Gradient::SpreadMethod spread )
+Dali::WrapMode::Type GetWrapMode( Gradient::SpreadMethod spread )
{
switch(spread)
{
case Gradient::REPEAT:
{
- return Sampler::REPEAT;
+ return Dali::WrapMode::REPEAT;
}
case Gradient::REFLECT:
{
- return Sampler::MIRRORED_REPEAT;
+ return Dali::WrapMode::MIRRORED_REPEAT;
}
case Gradient::PAD:
default:
{
- return Sampler::CLAMP_TO_EDGE;
+ return Dali::WrapMode::CLAMP_TO_EDGE;
}
}
}
}
-GradientRenderer::GradientRenderer()
-:mGradientTransformIndex( Property::INVALID_INDEX )
+GradientRenderer::GradientRenderer( RendererFactoryCache& factoryCache )
+: ControlRenderer( factoryCache ),
+ mGradientType( LINEAR )
{
}
{
}
-void GradientRenderer::Initialize( RendererFactoryCache& factoryCache, const Property::Map& propertyMap )
+void GradientRenderer::DoInitialize( const Property::Map& propertyMap )
{
- mImpl->mGeometry = factoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
- if( !(mImpl->mGeometry) )
+ Gradient::GradientUnits gradientUnits = Gradient::OBJECT_BOUNDING_BOX;
+ Property::Value* unitsValue = propertyMap.Find( GRADIENT_UNITS_NAME );
+ std::string units;
+ // The default unit is OBJECT_BOUNDING_BOX.
+ // Only need to set new units if 'user-space'
+ if( unitsValue && unitsValue->Get( units ) && units == UNIT_USER_SPACE )
{
- mImpl->mGeometry = RendererFactoryCache::CreateQuadGeometry();
- factoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, mImpl->mGeometry );
+ gradientUnits = Gradient::USER_SPACE_ON_USE;
}
- Type gradientType;
+ mGradientType = LINEAR;
if( propertyMap.Find( GRADIENT_RADIUS_NAME ))
{
- mImpl->mShader = factoryCache.GetShader( RendererFactoryCache::GRADIENT_SHADER_RADIAL );
- if( !(mImpl->mShader) )
- {
- mImpl->mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_RADIAL );
- factoryCache.SaveShader( RendererFactoryCache::GRADIENT_SHADER_RADIAL, mImpl->mShader );
- }
- gradientType = RADIAL;
- }
- else
- {
- mImpl->mShader = factoryCache.GetShader( RendererFactoryCache::GRADIENT_SHADER_LINEAR );
- if( !(mImpl->mShader) )
- {
- mImpl->mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_LINEAR );
- factoryCache.SaveShader( RendererFactoryCache::GRADIENT_SHADER_LINEAR, mImpl->mShader );
- }
- gradientType = LINEAR;
+ mGradientType = RADIAL;
}
- if( NewGradient(gradientType, propertyMap) )
+ if( NewGradient( mGradientType, propertyMap ) )
{
+ mGradient->SetGradientUnits( gradientUnits );
mGradientTransform = mGradient->GetAlignmentTransform();
}
else
void GradientRenderer::SetSize( const Vector2& size )
{
ControlRenderer::SetSize( size );
-
- if( mGradient->GetGradientUnits() == Gradient::OBJECT_BOUNDING_BOX )
- {
- // Apply scaling
- Matrix3 scaling( 1.f/(size.x+Math::MACHINE_EPSILON_100), 0.f, 0.f,
- 0.f, 1.f/(size.y+Math::MACHINE_EPSILON_100), 0.f, 0.5f, 0.5f, 1.f );
- Matrix3::Multiply( mGradientTransform, scaling, mGradient->GetAlignmentTransform() );
-
- if( mImpl->mRenderer )
- {
- (mImpl->mRenderer).SetProperty( mGradientTransformIndex, mGradientTransform );
- }
- }
}
void GradientRenderer::SetClipRect( const Rect<int>& clipRect )
//ToDo: renderer applies the offset
}
-void GradientRenderer::SetOnStage( Actor& actor )
+void GradientRenderer::DoCreatePropertyMap( Property::Map& map ) const
{
- ControlRenderer::SetOnStage(actor);
+ map.Clear();
+ map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE );
- mGradientTransformIndex = (mImpl->mRenderer).RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
+ Gradient::GradientUnits units = mGradient->GetGradientUnits();
+ if( units == Gradient::USER_SPACE_ON_USE )
+ {
+ map.Insert( GRADIENT_UNITS_NAME, UNIT_USER_SPACE );
+ }
+ else // if( units == Gradient::OBJECT_BOUNDING_BOX )
+ {
+ map.Insert( GRADIENT_UNITS_NAME, UNIT_BOUNDING_BOX );
+ }
+
+ Gradient::SpreadMethod spread = mGradient->GetSpreadMethod();
+ if( spread == Gradient::PAD )
+ {
+ map.Insert( GRADIENT_SPREAD_METHOD_NAME, SPREAD_PAD );
+ }
+ else if( spread == Gradient::REFLECT )
+ {
+ map.Insert( GRADIENT_SPREAD_METHOD_NAME, SPREAD_REFLECT );
+ }
+ else // if( units == Gradient::REPEAT )
+ {
+ map.Insert( GRADIENT_SPREAD_METHOD_NAME, SPREAD_REPEAT );
+ }
+
+ const Vector<Gradient::GradientStop>& stops( mGradient->GetStops() );
+ Property::Array offsets;
+ Property::Array colors;
+ for( unsigned int i=0; i<stops.Count(); i++ )
+ {
+ offsets.PushBack( stops[i].mOffset );
+ colors.PushBack( stops[i].mStopColor );
+ }
+
+ map.Insert( GRADIENT_STOP_OFFSET_NAME, offsets );
+ map.Insert( GRADIENT_STOP_COLOR_NAME, colors );
+
+ if( &typeid( *mGradient ) == &typeid(LinearGradient) )
+ {
+ LinearGradient* gradient = static_cast<LinearGradient*>( mGradient.Get() );
+ map.Insert( GRADIENT_START_POSITION_NAME, gradient->GetStartPosition() );
+ map.Insert( GRADIENT_END_POSITION_NAME, gradient->GetEndPosition() );
+ }
+ else // if( &typeid( *mGradient ) == &typeid(RadialGradient) )
+ {
+ RadialGradient* gradient = static_cast<RadialGradient*>( mGradient.Get() );
+ map.Insert( GRADIENT_CENTER_NAME, gradient->GetCenter() );
+ map.Insert( GRADIENT_RADIUS_NAME, gradient->GetRadius() );
+ }
+}
+
+void GradientRenderer::InitializeRenderer( Dali::Renderer& renderer )
+{
+ Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
+ if( !geometry )
+ {
+ geometry = RendererFactoryCache::CreateQuadGeometry();
+ mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
+ }
+
+ Gradient::GradientUnits gradientUnits = mGradient->GetGradientUnits();
+ RendererFactoryCache::ShaderType shaderType = GetShaderType( mGradientType, gradientUnits );
+ Shader shader = mFactoryCache.GetShader( shaderType );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER[gradientUnits], FRAGMENT_SHADER[ mGradientType ] );
+ mFactoryCache.SaveShader( shaderType, shader );
+ }
+
+ Material material;
+ if( !renderer )
+ {
+ material = Material::New( shader );
+ renderer = Renderer::New( geometry, material );
+ }
+ else
+ {
+ mImpl->mRenderer.SetGeometry( geometry );
+ material = mImpl->mRenderer.GetMaterial();
+ if( material )
+ {
+ material.SetShader( shader );
+ }
+ }
Dali::BufferImage lookupTexture = mGradient->GenerateLookupTexture();
- Sampler sampler = Sampler::New( lookupTexture, UNIFORM_TEXTULRE_NAME );
- Sampler::WrapMode wrap = GetWrapMode( mGradient->GetSpreadMethod() );
+ Sampler sampler = Sampler::New();
+ Dali::WrapMode::Type wrap = GetWrapMode( mGradient->GetSpreadMethod() );
sampler.SetWrapMode( wrap, wrap );
- ((mImpl->mRenderer).GetMaterial()).AddSampler( sampler );
+
+ material.AddTexture( lookupTexture, UNIFORM_TEXTULRE_NAME, sampler );
+
+ renderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
}
bool GradientRenderer::NewGradient(Type gradientType, const Property::Map& propertyMap)
Property::Value* stopColorValue = propertyMap.Find( GRADIENT_STOP_COLOR_NAME );
if( stopOffsetValue && stopColorValue )
{
- Property::Array* offsetArray = stopOffsetValue->GetArray();
+ Vector<float> offsetArray;
Property::Array* colorArray = stopColorValue->GetArray();
- if( offsetArray && colorArray )
+ if( colorArray && GetStopOffsets( stopOffsetValue, offsetArray ))
{
- unsigned int numStop = offsetArray->Count() < colorArray->Count() ?
- offsetArray->Count() : colorArray->Count();
- float offset;
+ unsigned int numStop = offsetArray.Count() < colorArray->Count() ?
+ offsetArray.Count() : colorArray->Count();
Vector4 color;
for( unsigned int i=0; i<numStop; i++ )
{
- if( (offsetArray->GetElementAt(i)).Get(offset)
- && (colorArray->GetElementAt(i)).Get(color) )
+ if( (colorArray->GetElementAt(i)).Get(color) )
{
- mGradient->AddStop( offset, color);
+ mGradient->AddStop( offsetArray[i], color);
numValidStop++;
}
}
}
}
+
if( numValidStop < 1u ) // no valid stop
{
return false;
}
- Property::Value* unitsValue = propertyMap.Find( GRADIENT_UNITS_NAME );
- std::string units;
- // The default unit is OBJECT_BOUNDING_BOX.
- // Only need to set new units if 'user-space'
- if( unitsValue && unitsValue->Get( units ) && units == UNIT_USER_SPACE )
- {
- mGradient->SetGradientUnits( Gradient::USER_SPACE_ON_USE );
- }
-
Property::Value* spread = propertyMap.Find( GRADIENT_SPREAD_METHOD_NAME );
std::string stringValue ;
// The default spread method is PAD.
return true;
}
+bool GradientRenderer::GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets)
+{
+ Vector2 offset2;
+ if( value->Get( offset2 ) )
+ {
+ stopOffsets.PushBack( offset2.x );
+ stopOffsets.PushBack( offset2.y );
+ return true;
+ }
+
+ Vector3 offset3;
+ if( value->Get( offset3 ) )
+ {
+ stopOffsets.PushBack( offset3.x );
+ stopOffsets.PushBack( offset3.y );
+ stopOffsets.PushBack( offset3.z );
+ return true;
+ }
+
+ Vector4 offset4;
+ if( value->Get( offset4 ) )
+ {
+ stopOffsets.PushBack( offset4.x );
+ stopOffsets.PushBack( offset4.y );
+ stopOffsets.PushBack( offset4.z );
+ stopOffsets.PushBack( offset4.w );
+ return true;
+ }
+
+ Property::Array* offsetArray = value->GetArray();
+ if( offsetArray )
+ {
+ unsigned int numStop = offsetArray->Count();
+ float offset;
+ for( unsigned int i=0; i<numStop; i++ )
+ {
+ if( offsetArray->GetElementAt(i).Get(offset) )
+ {
+ stopOffsets.PushBack( offset );
+ }
+ }
+ return true;
+ }
+
+ return false;
+}
+
} // namespace Internal
} // namespace Toolkit