TextureRect uniform not registered when multiple ImageViews created with the same...
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / renderers / image / image-renderer.cpp
index 4770960..a9af3ec 100644 (file)
@@ -27,6 +27,7 @@
 #include <dali-toolkit/internal/controls/renderers/renderer-factory-cache.h>
 #include <dali-toolkit/internal/controls/renderers/control-renderer-impl.h>
 #include <dali-toolkit/internal/controls/renderers/control-renderer-data-impl.h>
+#include <dali-toolkit/internal/controls/renderers/image-atlas-manager.h>
 
 namespace Dali
 {
@@ -39,39 +40,42 @@ namespace Internal
 
 namespace
 {
-const char * const RENDERER_TYPE("renderer-type");
-const char * const RENDERER_TYPE_VALUE("image-renderer");
+const char * const RENDERER_TYPE("rendererType");
+const char * const RENDERER_TYPE_VALUE("imageRenderer");
 
 // property names
-const char * const IMAGE_URL_NAME( "image-url" );
-const char * const IMAGE_FITTING_MODE( "image-fitting-mode" );
-const char * const IMAGE_SAMPLING_MODE( "image-sampling-mode" );
-const char * const IMAGE_DESIRED_WIDTH( "image-desired-width" );
-const char * const IMAGE_DESIRED_HEIGHT( "image-desired-height" );
+const char * const IMAGE_URL_NAME( "imageUrl" );
+const char * const IMAGE_FITTING_MODE( "imageFittingMode" );
+const char * const IMAGE_SAMPLING_MODE( "imageSamplingMode" );
+const char * const IMAGE_DESIRED_WIDTH( "imageDesiredWidth" );
+const char * const IMAGE_DESIRED_HEIGHT( "imageDesiredHeight" );
 
 // fitting modes
-const char * const SHRINK_TO_FIT("shrink-to-fit");
-const char * const SCALE_TO_FILL("scale-to-fill");
-const char * const FIT_WIDTH("fit-width");
-const char * const FIT_HEIGHT("fit-height");
+const char * const SHRINK_TO_FIT("shrinkToFit");
+const char * const SCALE_TO_FILL("scaleToFill");
+const char * const FIT_WIDTH("fitWidth");
+const char * const FIT_HEIGHT("fitHeight");
 const char * const DEFAULT("default");
 
 // sampling modes
 const char * const BOX("box");
 const char * const NEAREST("nearest");
 const char * const LINEAR("linear");
-const char * const BOX_THEN_NEAREST("box-then-nearest");
-const char * const BOX_THEN_LINEAR("box-then-linear");
-const char * const NO_FILTER("no-filter");
-const char * const DONT_CARE("dont-care");
+const char * const BOX_THEN_NEAREST("boxThenNearest");
+const char * const BOX_THEN_LINEAR("boxThenLinear");
+const char * const NO_FILTER("noFilter");
+const char * const DONT_CARE("dontCare");
 
-std::string TEXTURE_UNIFORM_NAME = "sTexture";
+const std::string TEXTURE_UNIFORM_NAME = "sTexture";
+const std::string TEXTURE_RECT_UNIFORM_NAME = "uTextureRect";
+const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
 
 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
   attribute mediump vec2 aPosition;\n
   varying mediump vec2 vTexCoord;\n
   uniform mediump mat4 uMvpMatrix;\n
   uniform mediump vec3 uSize;\n
+  uniform mediump vec4 uTextureRect;\n
   \n
   void main()\n
   {\n
@@ -79,7 +83,7 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
     vertexPosition.xyz *= uSize;\n
     vertexPosition = uMvpMatrix * vertexPosition;\n
     \n
-    vTexCoord = aPosition + vec2(0.5);\n
+    vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5));\n
     gl_Position = vertexPosition;\n
   }\n
 );
@@ -95,17 +99,6 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
   }\n
 );
 
-void AddQuadIndices( Vector< unsigned int >& indices, unsigned int rowIdx, unsigned int nextRowIdx )
-{
-  indices.PushBack( rowIdx );
-  indices.PushBack( nextRowIdx + 1 );
-  indices.PushBack( rowIdx + 1 );
-
-  indices.PushBack( rowIdx );
-  indices.PushBack( nextRowIdx );
-  indices.PushBack( nextRowIdx + 1 );
-}
-
 Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsigned int >& indices )
 {
   Property::Map vertexFormat;
@@ -128,6 +121,7 @@ Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsi
   Geometry geometry = Geometry::New();
   geometry.AddVertexBuffer( vertexPropertyBuffer );
   geometry.SetIndexBuffer( indexPropertyBuffer );
+  geometry.SetGeometryType( Geometry::TRIANGLE_STRIP );
 
   return geometry;
 }
@@ -164,15 +158,27 @@ Geometry CreateGeometry( RendererFactoryCache& factoryCache, ImageDimensions gri
 
     // Create indices
     Vector< unsigned int > indices;
-    indices.Reserve( gridWidth * gridHeight * 6 );
+    indices.Reserve( (gridWidth+2)*gridHeight*2 - 2);
 
-    unsigned int rowIdx     = 0;
-    unsigned int nextRowIdx = gridWidth + 1;
-    for( int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx )
+    for( unsigned int row = 0u; row < gridHeight; ++row )
     {
-      for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
+      unsigned int rowStartIndex = row*(gridWidth+1u);
+      unsigned int nextRowStartIndex = rowStartIndex + gridWidth +1u;
+
+      if( row != 0u ) // degenerate index on non-first row
+      {
+        indices.PushBack( rowStartIndex );
+      }
+
+      for( unsigned int column = 0u; column < gridWidth+1u; column++) // main strip
+      {
+        indices.PushBack( rowStartIndex + column);
+        indices.PushBack( nextRowStartIndex + column);
+      }
+
+      if( row != gridHeight-1u ) // degenerate index on non-last row
       {
-        AddQuadIndices( indices, rowIdx, nextRowIdx );
+        indices.PushBack( nextRowStartIndex + gridWidth );
       }
     }
 
@@ -184,8 +190,10 @@ Geometry CreateGeometry( RendererFactoryCache& factoryCache, ImageDimensions gri
 
 } //unnamed namespace
 
-ImageRenderer::ImageRenderer()
-: ControlRenderer(),
+ImageRenderer::ImageRenderer( RendererFactoryCache& factoryCache, ImageAtlasManager& atlasManager )
+: ControlRenderer( factoryCache ),
+  mAtlasManager( atlasManager ),
+  mTextureRect( FULL_TEXTURE_RECT ),
   mDesiredSize(),
   mFittingMode( FittingMode::DEFAULT ),
   mSamplingMode( SamplingMode::DEFAULT )
@@ -196,9 +204,9 @@ ImageRenderer::~ImageRenderer()
 {
 }
 
-void ImageRenderer::DoInitialize( RendererFactoryCache& factoryCache, const Property::Map& propertyMap )
+void ImageRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap )
 {
-  Initialize(factoryCache);
+  std::string oldImageUrl = mImageUrl;
 
   Property::Value* imageURLValue = propertyMap.Find( IMAGE_URL_NAME );
   if( imageURLValue )
@@ -303,6 +311,37 @@ void ImageRenderer::DoInitialize( RendererFactoryCache& factoryCache, const Prop
 
     mDesiredSize = ImageDimensions( desiredWidth, desiredHeight );
   }
+
+  if( mImpl->mRenderer )
+  {
+    //remove old renderer
+    if( actor )
+    {
+      actor.RemoveRenderer( mImpl->mRenderer );
+    }
+
+    //clean the cache
+    if( !oldImageUrl.empty() )
+    {
+      CleanCache( oldImageUrl );
+    }
+
+    //Initialize the renderer
+    if( !mImageUrl.empty() )
+    {
+      InitializeRenderer( mImageUrl );
+    }
+    else if( mImage )
+    {
+      InitializeRenderer( mImage );
+    }
+
+    //add the new renderer to the actor
+    if( actor && mImpl->mRenderer )
+    {
+      actor.AddRenderer( mImpl->mRenderer );
+    }
+  }
 }
 
 void ImageRenderer::SetSize( const Vector2& size )
@@ -344,14 +383,127 @@ void ImageRenderer::SetOffset( const Vector2& offset )
 {
 }
 
+Renderer ImageRenderer::CreateRenderer() const
+{
+  Geometry geometry;
+  Shader shader;
+
+  if( !mImpl->mCustomShader )
+  {
+    geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) );
+    shader = GetImageShader(mFactoryCache);
+  }
+  else
+  {
+    geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize );
+    if( mImpl->mCustomShader->mVertexShader.empty() && mImpl->mCustomShader->mFragmentShader.empty() )
+    {
+      shader = GetImageShader(mFactoryCache);
+    }
+    else
+    {
+      shader  = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? VERTEX_SHADER : mImpl->mCustomShader->mVertexShader,
+                             mImpl->mCustomShader->mFragmentShader.empty() ? FRAGMENT_SHADER : mImpl->mCustomShader->mFragmentShader,
+                             mImpl->mCustomShader->mHints );
+    }
+  }
+
+  Material material = Material::New( shader );
+  return Renderer::New( geometry, material );
+}
+
+void ImageRenderer::InitializeRenderer( const std::string& imageUrl )
+{
+  if( mImageUrl.empty() )
+  {
+    mImpl->mFlags &= ~Impl::IS_FROM_CACHE;
+    return;
+  }
+
+  mImpl->mRenderer.Reset();
+  if( !mImpl->mCustomShader )
+  {
+    mImpl->mRenderer = mFactoryCache.GetRenderer( imageUrl );
+    if( !mImpl->mRenderer )
+    {
+        Material material = mAtlasManager.Add(mTextureRect, imageUrl, mDesiredSize, mFittingMode, mSamplingMode );
+        if( material )
+        {
+          Geometry geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) );
+          mImpl->mRenderer = Renderer::New( geometry, material );
+          SetTextureRectUniform(mTextureRect);
+        }
+        else // big image, atlasing is not applied
+        {
+          mImpl->mRenderer = CreateRenderer();
+          SetTextureRectUniform(FULL_TEXTURE_RECT);
+
+          ResourceImage image = Dali::ResourceImage::New( imageUrl );
+          image.LoadingFinishedSignal().Connect( this, &ImageRenderer::OnImageLoaded );
+          Material material = mImpl->mRenderer.GetMaterial();
+          material.AddTexture( image, TEXTURE_UNIFORM_NAME );
+        }
+
+        mFactoryCache.SaveRenderer( imageUrl, mImpl->mRenderer );
+    }
+    else
+    {
+      Property::Value textureRect = mImpl->mRenderer.GetProperty( mImpl->mRenderer.GetPropertyIndex(TEXTURE_RECT_UNIFORM_NAME) );
+      textureRect.Get( mTextureRect );
+    }
+    mImpl->mFlags |= Impl::IS_FROM_CACHE;
+  }
+  else
+  {
+    mImpl->mFlags &= ~Impl::IS_FROM_CACHE;
+    mImpl->mRenderer = CreateRenderer();
+    ResourceImage image = Dali::ResourceImage::New( imageUrl, mDesiredSize, mFittingMode, mSamplingMode );
+    image.LoadingFinishedSignal().Connect( this, &ImageRenderer::OnImageLoaded );
+    ApplyImageToSampler( image );
+  }
+}
+
+void ImageRenderer::InitializeRenderer( const Image& image )
+{
+  mImpl->mFlags &= ~Impl::IS_FROM_CACHE;
+
+  if( !image )
+  {
+    return;
+  }
+
+  mImpl->mRenderer = CreateRenderer();
+  ApplyImageToSampler( image );
+  SetTextureRectUniform( FULL_TEXTURE_RECT );
+}
+
+
 void ImageRenderer::DoSetOnStage( Actor& actor )
 {
-  if( !mImageUrl.empty() && !mImage )
+  if( !mImageUrl.empty() )
   {
-    mImage = Dali::ResourceImage::New( mImageUrl, mDesiredSize, mFittingMode, mSamplingMode );
+    InitializeRenderer( mImageUrl );
   }
+  else if( mImage )
+  {
+    InitializeRenderer( mImage );
+  }
+
+  if( !GetIsFromCache() )
+  {
+    Image image = mImage;
+    if( !mImageUrl.empty() )
+    {
+      ResourceImage resourceImage = Dali::ResourceImage::New( mImageUrl, mDesiredSize, mFittingMode, mSamplingMode );
+      resourceImage.LoadingFinishedSignal().Connect( this, &ImageRenderer::OnImageLoaded );
+      image = resourceImage;
 
-  ApplyImageToSampler();
+      // Set value to the uTextureRect uniform
+      SetTextureRectUniform( FULL_TEXTURE_RECT );
+    }
+
+    ApplyImageToSampler( image );
+  }
 }
 
 void ImageRenderer::DoSetOffStage( Actor& actor )
@@ -359,8 +511,16 @@ void ImageRenderer::DoSetOffStage( Actor& actor )
   //If we own the image then make sure we release it when we go off stage
   if( !mImageUrl.empty() )
   {
+    actor.RemoveRenderer( mImpl->mRenderer );
+    CleanCache(mImageUrl);
+
     mImage.Reset();
   }
+  else
+  {
+    actor.RemoveRenderer( mImpl->mRenderer );
+    mImpl->mRenderer.Reset();
+  }
 }
 
 void ImageRenderer::DoCreatePropertyMap( Property::Map& map ) const
@@ -459,121 +619,162 @@ void ImageRenderer::DoCreatePropertyMap( Property::Map& map ) const
   }
 }
 
-void ImageRenderer::Initialize( RendererFactoryCache& factoryCache )
+Shader ImageRenderer::GetImageShader( RendererFactoryCache& factoryCache )
 {
-  if( !mImpl->mCustomShader )
+  Shader shader = factoryCache.GetShader( RendererFactoryCache::IMAGE_SHADER );
+  if( !shader )
   {
-    mImpl->mGeometry = CreateGeometry( factoryCache, ImageDimensions( 1, 1 ) );
+    shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+    factoryCache.SaveShader( RendererFactoryCache::IMAGE_SHADER, shader );
+  }
+  return shader;
+}
 
-    mImpl->mShader = factoryCache.GetShader( RendererFactoryCache::IMAGE_SHADER );
+void ImageRenderer::SetImage( Actor& actor, const std::string& imageUrl, ImageDimensions size, Dali::FittingMode::Type fittingMode, Dali::SamplingMode::Type samplingMode )
+{
+  mDesiredSize = size;
+  mFittingMode = fittingMode;
+  mSamplingMode = samplingMode;
 
-    if( !mImpl->mShader )
+  if( mImageUrl != imageUrl )
+  {
+    if( mImpl->mRenderer )
     {
-      mImpl->mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
-      factoryCache.SaveShader( RendererFactoryCache::IMAGE_SHADER, mImpl->mShader );
+      if( GetIsFromCache() )
+      {
+        //remove old renderer
+        if( actor )
+        {
+          actor.RemoveRenderer( mImpl->mRenderer );
+        }
+
+        //clean the cache
+        if( !mImageUrl.empty() )
+        {
+          CleanCache(mImageUrl);
+        }
+
+        //Initialize the renderer
+        InitializeRenderer( imageUrl );
+
+        //add the new renderer to the actor
+        if( actor && mImpl->mRenderer )
+        {
+          actor.AddRenderer( mImpl->mRenderer );
+        }
+      }
+      else
+      {
+        ResourceImage image = Dali::ResourceImage::New( imageUrl, mDesiredSize, mFittingMode, mSamplingMode );
+        image.LoadingFinishedSignal().Connect( this, &ImageRenderer::OnImageLoaded );
+        ApplyImageToSampler( image );
+      }
     }
+
+    mImageUrl = imageUrl;
+
+    mImage.Reset();
   }
-  else
-  {
-    mImpl->mGeometry = CreateGeometry( factoryCache, mImpl->mCustomShader->mGridSize );
+}
 
-    if( mImpl->mCustomShader->mVertexShader.empty() && mImpl->mCustomShader->mFragmentShader.empty() )
+void ImageRenderer::SetImage( Actor& actor, const Image& image )
+{
+  if( mImage != image )
+  {
+    if( mImpl->mRenderer )
     {
-      mImpl->mShader = factoryCache.GetShader( RendererFactoryCache::IMAGE_SHADER );
+      if( GetIsFromCache() )
+      {
+        //remove old renderer
+        if( actor )
+        {
+          actor.RemoveRenderer( mImpl->mRenderer );
+        }
 
-      if( !mImpl->mShader )
+        //clean the cache
+        if( !mImageUrl.empty() )
+        {
+          CleanCache(mImageUrl);
+        }
+
+        //Initialize the renderer
+        InitializeRenderer( image );
+
+        //add the new renderer to the actor
+        if( actor && mImpl->mRenderer )
+        {
+          actor.AddRenderer( mImpl->mRenderer );
+        }
+      }
+      else
       {
-        mImpl->mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
-        factoryCache.SaveShader( RendererFactoryCache::IMAGE_SHADER, mImpl->mShader );
+        ApplyImageToSampler( image );
       }
     }
-    else
-    {
-      mImpl->mShader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? VERTEX_SHADER : mImpl->mCustomShader->mVertexShader,
-                                    mImpl->mCustomShader->mFragmentShader.empty() ? FRAGMENT_SHADER : mImpl->mCustomShader->mFragmentShader,
-                                    mImpl->mCustomShader->mHints );
-    }
+    SetTextureRectUniform( FULL_TEXTURE_RECT );
+
+    mImage = image;
+    mImageUrl.clear();
+    mDesiredSize = ImageDimensions();
+    mFittingMode = FittingMode::DEFAULT;
+    mSamplingMode = SamplingMode::DEFAULT;
   }
+}
 
-  if( mImpl->mRenderer )
+void ImageRenderer::ApplyImageToSampler( const Image& image )
+{
+  if( image )
   {
-    mImpl->mRenderer.SetGeometry( mImpl->mGeometry );
     Material material = mImpl->mRenderer.GetMaterial();
     if( material )
     {
-      material.SetShader( mImpl->mShader );
+      int index = material.GetTextureIndex( TEXTURE_UNIFORM_NAME );
+      if( index != -1 )
+      {
+        material.SetTextureImage( index, image );
+        return;
+      }
+
+      material.AddTexture( image, TEXTURE_UNIFORM_NAME );
     }
   }
 }
 
-void ImageRenderer::SetImage( const std::string& imageUrl )
+void ImageRenderer::OnImageLoaded( ResourceImage image )
 {
-  SetImage( imageUrl, 0, 0, Dali::FittingMode::DEFAULT, Dali::SamplingMode::DEFAULT );
-}
-
-void ImageRenderer::SetImage( const std::string& imageUrl, int desiredWidth, int desiredHeight, Dali::FittingMode::Type fittingMode, Dali::SamplingMode::Type samplingMode )
-{
-  if( mImageUrl != imageUrl )
+  if( image.GetLoadingState() == Dali::ResourceLoadingFailed )
   {
-    mImageUrl = imageUrl;
-    mDesiredSize = ImageDimensions( desiredWidth, desiredHeight );
-    mFittingMode = fittingMode;
-    mSamplingMode = samplingMode;
-
-    if( !mImageUrl.empty() && mImpl->mIsOnStage )
+    Image image = RendererFactory::GetBrokenRendererImage();
+    if( mImpl->mRenderer )
     {
-      mImage = Dali::ResourceImage::New( mImageUrl, mDesiredSize, mFittingMode, mSamplingMode );
-      ApplyImageToSampler();
-    }
-    else
-    {
-      mImage.Reset();
+      ApplyImageToSampler( image );
     }
   }
 }
 
-void ImageRenderer::SetImage( Image image )
+void ImageRenderer::SetTextureRectUniform( const Vector4& textureRect )
 {
-  if( mImage != image )
+  if( mImpl->mRenderer )
   {
-    mImageUrl.clear();
-    mDesiredSize = ImageDimensions();
-    mFittingMode = FittingMode::DEFAULT;
-    mSamplingMode = SamplingMode::DEFAULT;
-    mImage = image;
-
-    if( mImage && mImpl->mIsOnStage )
+    Property::Index index = mImpl->mRenderer.GetPropertyIndex( TEXTURE_RECT_UNIFORM_NAME );
+    if( index == Property::INVALID_INDEX )
+    {
+      index = mImpl->mRenderer.RegisterProperty( TEXTURE_RECT_UNIFORM_NAME, textureRect );
+    }
+    else
     {
-      ApplyImageToSampler();
+      mImpl->mRenderer.SetProperty( index, textureRect );
     }
   }
 }
 
-Image ImageRenderer::GetImage() const
+void ImageRenderer::CleanCache(const std::string& url)
 {
-  return mImage;
-}
-
-void ImageRenderer::ApplyImageToSampler()
-{
-  if( mImage )
+  Material material = mImpl->mRenderer.GetMaterial();
+  mImpl->mRenderer.Reset();
+  if( mFactoryCache.CleanRendererCache( url ) )
   {
-    Material material = mImpl->mRenderer.GetMaterial();
-    if( material )
-    {
-      for( std::size_t i = 0; i < material.GetNumberOfSamplers(); ++i )
-      {
-        Sampler sampler = material.GetSamplerAt( i );
-        if( sampler.GetUniformName() == TEXTURE_UNIFORM_NAME )
-        {
-          sampler.SetImage( mImage );
-          return;
-        }
-      }
-
-      Sampler sampler = Sampler::New( mImage, TEXTURE_UNIFORM_NAME );
-      material.AddSampler( sampler );
-    }
+    mAtlasManager.Remove( material, mTextureRect );
   }
 }