#include "image-renderer.h"
// EXTERNAL HEADER
+#include <cstring> // for strncasecmp
#include <dali/public-api/images/resource-image.h>
+#include <dali/public-api/images/native-image.h>
#include <dali/integration-api/debug.h>
// INTERNAL HEADER
#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
{
namespace
{
-const char * const RENDERER_TYPE("renderer-type");
-const char * const RENDERER_TYPE_VALUE("image-renderer");
+const char HTTP_URL[] = "http://";
+const char HTTPS_URL[] = "https://";
+
+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");
+
+const std::string TEXTURE_UNIFORM_NAME = "sTexture";
+const std::string ATLAS_RECT_UNIFORM_NAME = "uAtlasRect";
+const std::string PIXEL_AREA_UNIFORM_NAME = "pixelArea";
+
+// Set this uniform to 1.0 for conventional alpha blending; if pre-multiplied alpha blending, set this uniform to 0.0
+const std::string ALPHA_BLENDING_UNIFORM_NAME = "uAlphaBlending";
+
+const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
-std::string TEXTURE_UNIFORM_NAME = "sTexture";
+const char* DEFAULT_SAMPLER_TYPENAME = "sampler2D";
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 uAtlasRect;\n
+ uniform mediump vec4 pixelArea;
+ varying mediump vec2 vTexCoord;\n
\n
void main()\n
{\n
vertexPosition.xyz *= uSize;\n
vertexPosition = uMvpMatrix * vertexPosition;\n
\n
- vTexCoord = aPosition + vec2(0.5);\n
+ vTexCoord = mix( uAtlasRect.xy, uAtlasRect.zw, pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) ) );\n
gl_Position = vertexPosition;\n
}\n
);
varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
uniform lowp vec4 uColor;\n
+ uniform lowp float uAlphaBlending; // Set to 1.0 for conventional alpha blending; if pre-multiplied alpha blending, set to 0.0
\n
void main()\n
{\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * vec4( uColor.rgb*max( uAlphaBlending, uColor.a ), uColor.a );\n
}\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 )
{
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer( vertexPropertyBuffer );
geometry.SetIndexBuffer( indexPropertyBuffer );
+ geometry.SetGeometryType( Geometry::TRIANGLE_STRIP );
return geometry;
}
// 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 );
}
}
} //unnamed namespace
-ImageRenderer::ImageRenderer()
-: ControlRenderer(),
+ImageRenderer::ImageRenderer( RendererFactoryCache& factoryCache, ImageAtlasManager& atlasManager )
+: ControlRenderer( factoryCache ),
+ mAtlasManager( atlasManager ),
mDesiredSize(),
mFittingMode( FittingMode::DEFAULT ),
- mSamplingMode( SamplingMode::DEFAULT )
+ mSamplingMode( SamplingMode::DEFAULT ),
+ mIsAlphaPreMultiplied( false ),
+ mNativeFragmentShaderCode( ),
+ mNativeImageFlag( false )
{
}
{
}
-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 )
mDesiredSize = ImageDimensions( desiredWidth, desiredHeight );
}
+
+ // remove old renderer if exit
+ if( mImpl->mRenderer )
+ {
+ if( actor ) //remove old renderer from actor
+ {
+ actor.RemoveRenderer( mImpl->mRenderer );
+ }
+ if( !oldImageUrl.empty() ) //clean old renderer from cache
+ {
+ CleanCache( oldImageUrl );
+ }
+ }
+
+ NativeImage nativeImage = NativeImage::DownCast( mImage );
+
+ if( nativeImage )
+ {
+ SetNativeFragmentShaderCode( nativeImage );
+ }
+
+ // if actor is on stage, create new renderer and apply to actor
+ if( actor && actor.OnStage() )
+ {
+ SetOnStage( actor );
+ }
}
void ImageRenderer::SetSize( const Vector2& size )
{
}
+Renderer ImageRenderer::CreateRenderer() const
+{
+ Geometry geometry;
+ Shader shader;
+
+ // If mImage is nativeImage with custom sampler or prefix, mNativeFragmentShaderCode will be applied.
+ // Renderer can't be shared between NativeImage and other image types.
+ if( !mNativeFragmentShaderCode.empty() )
+ {
+ return CreateNativeImageRenderer();
+ }
+
+ 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 );
+ if( mImpl->mCustomShader->mVertexShader.empty() )
+ {
+ shader.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ shader.RegisterProperty( ALPHA_BLENDING_UNIFORM_NAME, 1.f );
+ }
+ }
+ }
+
+ Material material = Material::New( shader );
+ return Renderer::New( geometry, material );
+}
+
+Renderer ImageRenderer::CreateNativeImageRenderer() const
+{
+ Geometry geometry;
+ Shader shader;
+
+ if( !mImpl->mCustomShader )
+ {
+ geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) );
+
+ shader = Shader::New( VERTEX_SHADER, mNativeFragmentShaderCode );
+ shader.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ shader.RegisterProperty( ALPHA_BLENDING_UNIFORM_NAME, 1.f );
+ }
+ else
+ {
+ geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize );
+ if( mImpl->mCustomShader->mVertexShader.empty() && mImpl->mCustomShader->mFragmentShader.empty() )
+ {
+ shader = Shader::New( VERTEX_SHADER, mNativeFragmentShaderCode );
+ }
+ else
+ {
+ shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? VERTEX_SHADER : mImpl->mCustomShader->mVertexShader,
+ mNativeFragmentShaderCode,
+ mImpl->mCustomShader->mHints );
+ if( mImpl->mCustomShader->mVertexShader.empty() )
+ {
+ shader.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ shader.RegisterProperty( ALPHA_BLENDING_UNIFORM_NAME, 1.f );
+ }
+ }
+ }
+
+ Material material = Material::New( shader );
+ return Renderer::New( geometry, material );
+}
+
+void ImageRenderer::InitializeRenderer( const std::string& imageUrl )
+{
+ if( imageUrl.empty() )
+ {
+ return;
+ }
+
+ mImageUrl = imageUrl;
+ mImpl->mRenderer.Reset();
+
+ if( !mImpl->mCustomShader &&
+ ( strncasecmp( imageUrl.c_str(), HTTP_URL, sizeof(HTTP_URL) -1 ) != 0 ) && // ignore remote images
+ ( strncasecmp( imageUrl.c_str(), HTTPS_URL, sizeof(HTTPS_URL) -1 ) != 0 ) )
+ {
+ mImpl->mRenderer = mFactoryCache.GetRenderer( imageUrl );
+ if( !mImpl->mRenderer )
+ {
+ Vector4 atlasRect;
+ Material material = mAtlasManager.Add(atlasRect, imageUrl, mDesiredSize, mFittingMode, mSamplingMode );
+ if( material )
+ {
+ Geometry geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) );
+ mImpl->mRenderer = Renderer::New( geometry, material );
+ mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
+ }
+ else // big image, atlasing is not applied
+ {
+ mImpl->mRenderer = CreateRenderer();
+
+ ResourceImage image = Dali::ResourceImage::New( imageUrl, mDesiredSize, mFittingMode, mSamplingMode );
+ image.LoadingFinishedSignal().Connect( this, &ImageRenderer::OnImageLoaded );
+ Material material = mImpl->mRenderer.GetMaterial();
+ material.AddTexture( image, TEXTURE_UNIFORM_NAME );
+ }
+
+ mFactoryCache.SaveRenderer( imageUrl, mImpl->mRenderer );
+ }
+
+ mImpl->mFlags |= Impl::IS_FROM_CACHE;
+ }
+ else
+ {
+ // for custom shader or remote image, renderer is not cached and atlas is not applied
+
+ mImpl->mFlags &= ~Impl::IS_FROM_CACHE;
+ mImpl->mRenderer = CreateRenderer();
+ ResourceImage resourceImage = Dali::ResourceImage::New( imageUrl, mDesiredSize, mFittingMode, mSamplingMode );
+ resourceImage.LoadingFinishedSignal().Connect( this, &ImageRenderer::OnImageLoaded );
+ ApplyImageToSampler( resourceImage );
+ }
+}
+
+void ImageRenderer::InitializeRenderer( const Image& image )
+{
+ mImpl->mFlags &= ~Impl::IS_FROM_CACHE;
+
+ mImpl->mRenderer = CreateRenderer();
+
+ if( image )
+ {
+ ApplyImageToSampler( image );
+ }
+}
+
+
void ImageRenderer::DoSetOnStage( Actor& actor )
{
- if( !mImageUrl.empty() && !mImage )
+ if( !mImageUrl.empty() )
{
- mImage = Dali::ResourceImage::New( mImageUrl, mDesiredSize, mFittingMode, mSamplingMode );
+ InitializeRenderer( mImageUrl );
+ }
+ else
+ {
+ InitializeRenderer( mImage );
}
- ApplyImageToSampler();
+ EnablePreMultipliedAlpha( mIsAlphaPreMultiplied );
}
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
}
}
-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 );
+ shader.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ shader.RegisterProperty( ALPHA_BLENDING_UNIFORM_NAME, 1.f );
+ }
+ 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 )
+{
+ if( mImageUrl != imageUrl )
+ {
+ std::string oldImageUrl = mImageUrl;
+ mImageUrl = imageUrl;
+ mDesiredSize = size;
+ mFittingMode = fittingMode;
+ mSamplingMode = samplingMode;
+ mImage.Reset();
- if( !mImpl->mShader )
+ if( mImpl->mRenderer )
{
- mImpl->mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- factoryCache.SaveShader( RendererFactoryCache::IMAGE_SHADER, mImpl->mShader );
+ if( GetIsFromCache() ) // if renderer is from cache, remove the old one
+ {
+ //remove old renderer
+ if( actor )
+ {
+ actor.RemoveRenderer( mImpl->mRenderer );
+ }
+
+ //clean the cache
+ if( !oldImageUrl.empty() )
+ {
+ CleanCache(oldImageUrl);
+ }
+
+ if( actor && actor.OnStage() ) // if actor on stage, create a new renderer and apply to actor
+ {
+ SetOnStage(actor);
+ }
+ }
+ else // if renderer is not from cache, reuse the same renderer and only change the texture
+ {
+ ResourceImage image = Dali::ResourceImage::New( imageUrl, mDesiredSize, mFittingMode, mSamplingMode );
+ image.LoadingFinishedSignal().Connect( this, &ImageRenderer::OnImageLoaded );
+ ApplyImageToSampler( image );
+ }
}
}
- else
+}
+
+void ImageRenderer::SetImage( Actor& actor, const Image& image )
+{
+ if( mImage != image )
{
- mImpl->mGeometry = CreateGeometry( factoryCache, mImpl->mCustomShader->mGridSize );
+ NativeImage newNativeImage = NativeImage::DownCast( image );
+ bool newRendererFlag = true;
- if( mImpl->mCustomShader->mVertexShader.empty() && mImpl->mCustomShader->mFragmentShader.empty() )
+ if( newNativeImage && !mNativeImageFlag )
{
- mImpl->mShader = factoryCache.GetShader( RendererFactoryCache::IMAGE_SHADER );
+ SetNativeFragmentShaderCode( newNativeImage );
+ }
- if( !mImpl->mShader )
- {
- mImpl->mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- factoryCache.SaveShader( RendererFactoryCache::IMAGE_SHADER, mImpl->mShader );
- }
+ if( ( newNativeImage && mNativeImageFlag ) || ( !newNativeImage && !mNativeImageFlag ) )
+ {
+ newRendererFlag = false;
+ }
+
+ if( newNativeImage )
+ {
+ mNativeImageFlag = true;
}
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 );
+ mNativeFragmentShaderCode.clear();
+ mNativeImageFlag = false;
}
- }
- if( mImpl->mRenderer )
- {
- mImpl->mRenderer.SetGeometry( mImpl->mGeometry );
- Material material = mImpl->mRenderer.GetMaterial();
- if( material )
+ mImage = image;
+
+ if( mImpl->mRenderer )
{
- material.SetShader( mImpl->mShader );
+ // if renderer is from cache, remove the old one, and create new renderer
+ if( GetIsFromCache() )
+ {
+ //remove old renderer
+ if( actor )
+ {
+ actor.RemoveRenderer( mImpl->mRenderer );
+ }
+
+ //clean the cache
+ if( !mImageUrl.empty() )
+ {
+ CleanCache(mImageUrl);
+ }
+ mImageUrl.clear();
+
+ if( actor && actor.OnStage() ) // if actor on stage, create a new renderer and apply to actor
+ {
+ SetOnStage(actor);
+ }
+ }
+ // if input image is nativeImage and mImage is regular image or the reverse, remove the old one, and create new renderer
+ else if( newRendererFlag )
+ {
+ //remove old renderer
+ if( actor )
+ {
+ actor.RemoveRenderer( mImpl->mRenderer );
+ }
+
+ if( actor && actor.OnStage() ) // if actor on stage, create a new renderer and apply to actor
+ {
+ SetOnStage(actor);
+ }
+ }
+ else // if renderer is not from cache, reuse the same renderer and only change the texture
+ {
+ ApplyImageToSampler( image );
+ }
}
- }
-}
-void ImageRenderer::SetImage( const std::string& imageUrl )
-{
- SetImage( imageUrl, 0, 0, Dali::FittingMode::DEFAULT, Dali::SamplingMode::DEFAULT );
+ mImageUrl.clear();
+ mDesiredSize = ImageDimensions();
+ mFittingMode = FittingMode::DEFAULT;
+ mSamplingMode = SamplingMode::DEFAULT;
+ }
}
-void ImageRenderer::SetImage( const std::string& imageUrl, int desiredWidth, int desiredHeight, Dali::FittingMode::Type fittingMode, Dali::SamplingMode::Type samplingMode )
+void ImageRenderer::EnablePreMultipliedAlpha( bool preMultipled )
{
- if( mImageUrl != imageUrl )
+ mIsAlphaPreMultiplied = preMultipled;
+ if( mImpl->mRenderer )
{
- mImageUrl = imageUrl;
- mDesiredSize = ImageDimensions( desiredWidth, desiredHeight );
- mFittingMode = fittingMode;
- mSamplingMode = samplingMode;
+ Material material = mImpl->mRenderer.GetMaterial();
- if( !mImageUrl.empty() && mImpl->mIsOnStage )
+ if( preMultipled )
{
- mImage = Dali::ResourceImage::New( mImageUrl, mDesiredSize, mFittingMode, mSamplingMode );
- ApplyImageToSampler();
+ material.SetBlendFunc( BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA,
+ BlendingFactor::ONE, BlendingFactor::ONE );
+ if( !mImpl->mCustomShader || mImpl->mCustomShader->mVertexShader.empty())
+ {
+ material.RegisterProperty( ALPHA_BLENDING_UNIFORM_NAME, 0.f );
+ }
}
else
{
- mImage.Reset();
+ // using default blend func
+ material.SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
+ BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
+
+ Property::Index index = material.GetPropertyIndex( ALPHA_BLENDING_UNIFORM_NAME );
+ if( index != Property::INVALID_INDEX ) // only set value when the property already exist on the Material
+ {
+ material.SetProperty( index, 1.f );
+ }
}
}
}
-void ImageRenderer::SetImage( Image image )
+void ImageRenderer::ApplyImageToSampler( const Image& image )
{
- if( mImage != image )
+ if( image )
{
- mImageUrl.clear();
- mDesiredSize = ImageDimensions();
- mFittingMode = FittingMode::DEFAULT;
- mSamplingMode = SamplingMode::DEFAULT;
- mImage = image;
+ Material material = mImpl->mRenderer.GetMaterial();
+ if( material )
+ {
+ int index = material.GetTextureIndex( TEXTURE_UNIFORM_NAME );
+ if( index != -1 )
+ {
+ material.SetTextureImage( index, image );
+ return;
+ }
- if( mImage && mImpl->mIsOnStage )
+ material.AddTexture( image, TEXTURE_UNIFORM_NAME );
+ }
+ }
+}
+
+void ImageRenderer::OnImageLoaded( ResourceImage image )
+{
+ if( image.GetLoadingState() == Dali::ResourceLoadingFailed )
+ {
+ Image brokenImage = RendererFactory::GetBrokenRendererImage();
+ if( mImpl->mRenderer )
{
- ApplyImageToSampler();
+ ApplyImageToSampler( brokenImage );
}
}
}
-Image ImageRenderer::GetImage() const
+void ImageRenderer::CleanCache(const std::string& url)
{
- return mImage;
+ Material material = mImpl->mRenderer.GetMaterial();
+
+ Vector4 atlasRect( 0.f, 0.f, 1.f, 1.f );
+ Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME );
+ if( index != Property::INVALID_INDEX )
+ {
+ Property::Value atlasRectValue = mImpl->mRenderer.GetProperty( index );
+ atlasRectValue.Get( atlasRect );
+ }
+
+ mImpl->mRenderer.Reset();
+ if( mFactoryCache.CleanRendererCache( url ) && index != Property::INVALID_INDEX )
+ {
+ mAtlasManager.Remove( material, atlasRect );
+ }
}
-void ImageRenderer::ApplyImageToSampler()
+void ImageRenderer::SetNativeFragmentShaderCode( Dali::NativeImage& nativeImage )
{
- if( mImage )
+ const char* fragmentPreFix = nativeImage.GetCustomFragmentPreFix();
+ const char* customSamplerTypename = nativeImage.GetCustomSamplerTypename();
+
+ if( fragmentPreFix )
{
- 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;
- }
- }
+ mNativeFragmentShaderCode = fragmentPreFix;
+ mNativeFragmentShaderCode += "\n";
+ }
- Sampler sampler = Sampler::New( mImage, TEXTURE_UNIFORM_NAME );
- material.AddSampler( sampler );
- }
+ if( mImpl->mCustomShader && !mImpl->mCustomShader->mFragmentShader.empty() )
+ {
+ mNativeFragmentShaderCode += mImpl->mCustomShader->mFragmentShader;
}
+ else
+ {
+ mNativeFragmentShaderCode += FRAGMENT_SHADER;
+ }
+
+ if( customSamplerTypename )
+ {
+ mNativeFragmentShaderCode.replace( mNativeFragmentShaderCode.find( DEFAULT_SAMPLER_TYPENAME ), strlen( DEFAULT_SAMPLER_TYPENAME ), customSamplerTypename );
+ }
+
}
} // namespace Internal