Remove OnControl methods & add up-calls
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / shadow-view / shadow-view-impl.cpp
index 2011b7f..7ae8fa4 100644 (file)
@@ -24,7 +24,7 @@
 #include <dali/public-api/animation/constraint.h>
 #include <dali/public-api/common/stage.h>
 #include <dali/public-api/object/type-registry.h>
-#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/devel-api/object/type-registry-helper.h>
 #include <dali/public-api/render-tasks/render-task-list.h>
 #include <dali/integration-api/debug.h>
 
@@ -36,7 +36,6 @@
 // pixel format / size - set from JSON
 // aspect ratio property needs to be able to be constrained also for cameras. (now do-able)
 // default near clip value
-// mChildrenRoot Add()/Remove() overloads - better solution
 
 
 /////////////////////////////////////////////////////////
@@ -86,18 +85,30 @@ const char* const BLUR_STRENGTH_PROPERTY_NAME = "BlurStrengthProperty";
 const char* const SHADOW_COLOR_PROPERTY_NAME = "ShadowColorProperty";
 
 const char* const RENDER_SHADOW_VERTEX_SOURCE =
+
+  " attribute mediump vec2 aPosition;\n"
+  " uniform mediump mat4 uMvpMatrix;\n"
+  " uniform mediump mat4 uModelMatrix;\n"
+  " uniform vec3 uSize;\n"
+  " varying vec2 vTexCoord;\n"
+
   " uniform mediump mat4 uLightCameraProjectionMatrix;\n"
   " uniform mediump mat4 uLightCameraViewMatrix;\n"
   "\n"
   "void main()\n"
   "{\n"
-    "  gl_Position = uProjection * uModelView * vec4(aPosition,1.0);\n"
-    "  vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix  * vec4(aPosition,1.0);\n"
+    "  mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n"
+    "  vertexPosition.xyz *= uSize;\n"
+    "  gl_Position = uMvpMatrix * vertexPosition;\n"
+    "  vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix  * vertexPosition;\n"
     "  vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);\n"
   "}\n";
 
 const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
+  "varying mediump vec2 vTexCoord;\n"
   "uniform lowp vec4 uShadowColor;\n"
+  "uniform sampler2D sTexture;\n"
+
   "void main()\n"
   "{\n"
   "  lowp float alpha;\n"
@@ -108,7 +119,7 @@ const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
 } // namespace
 
 ShadowView::ShadowView( float downsampleWidthScale, float downsampleHeightScale )
-: Control( CONTROL_BEHAVIOUR_NONE ),
+: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
   mChildrenRoot(Actor::New()),
   mCachedShadowColor(DEFAULT_SHADOW_COLOR),
   mCachedBackgroundColor(DEFAULT_SHADOW_COLOR.r, DEFAULT_SHADOW_COLOR.g, DEFAULT_SHADOW_COLOR.b, 0.0f),
@@ -136,30 +147,18 @@ Toolkit::ShadowView ShadowView::New(float downsampleWidthScale, float downsample
   return handle;
 }
 
-/////////////////////////////////////////////////////////////
-// for creating a subtree for all user added child actors.
-// TODO: overloading Actor::Add()/Remove() not nice since breaks polymorphism. Need another method to pass ownership of added child actors to our internal actor root.
-void ShadowView::Add(Actor child)
+void ShadowView::SetShadowPlaneBackground(Actor shadowPlaneBackground)
 {
-  mChildrenRoot.Add(child);
-}
+  mShadowPlaneBg = shadowPlaneBackground;
 
-void ShadowView::Remove(Actor child)
-{
-  mChildrenRoot.Remove(child);
-}
-
-void ShadowView::SetShadowPlane(Actor shadowPlane)
-{
-  mShadowPlaneBg = shadowPlane;
-
-  mShadowPlane = ImageActor::New();
+  mShadowPlane = Toolkit::ImageView::New();
   mShadowPlane.SetName( "SHADOW_PLANE" );
   mShadowPlane.SetParentOrigin(ParentOrigin::CENTER);
   mShadowPlane.SetAnchorPoint(AnchorPoint::CENTER);
 
   mShadowPlane.SetImage(mOutputImage);
-  mShadowPlane.SetShaderEffect(mShadowRenderShader);
+  mShadowPlane.SetProperty( Toolkit::ImageView::Property::IMAGE, mShadowRenderShader );
+  SetShaderConstants();
 
   // Rather than parent the shadow plane drawable and have constraints to move it to the same
   // position, instead parent the shadow plane drawable on the shadow plane passed in.
@@ -193,7 +192,10 @@ void ShadowView::SetShadowColor(Vector4 color)
   mCachedBackgroundColor.g = color.g;
   mCachedBackgroundColor.b = color.b;
 
-  Self().SetProperty( mShadowColorPropertyIndex, mCachedShadowColor );
+  if( mShadowPlane )
+  {
+    mShadowPlane.SetProperty( mShadowColorPropertyIndex, mCachedShadowColor );
+  }
   if(mRenderSceneTask)
   {
     mRenderSceneTask.SetClearColor( mCachedBackgroundColor );
@@ -225,8 +227,7 @@ void ShadowView::Deactivate()
 void ShadowView::OnInitialize()
 {
   // root actor to parent all user added actors. Used as source actor for shadow render task.
-  mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
-  mChildrenRoot.SetRelayoutEnabled( true );
+  mChildrenRoot.SetParentOrigin( ParentOrigin::CENTER );
   mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
 
   Vector2 stageSize = Stage::GetCurrent().GetSize();
@@ -240,9 +241,17 @@ void ShadowView::OnInitialize()
   mCameraActor.SetOrientation(Radian(Degree(180)), Vector3::YAXIS);
   mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
 
-  mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE,
-                                           Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
-                                           ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ));
+
+  Property::Map customShader;
+  customShader[ "vertexShader" ] = RENDER_SHADOW_VERTEX_SOURCE;
+  customShader[ "fragmentShader" ] = RENDER_SHADOW_FRAGMENT_SOURCE;
+
+  customShader[ "subdivideGridX" ] = 20;
+  customShader[ "subdivideGridY" ] = 20;
+
+  customShader[ "hints" ] = "outputIsTransparent";
+
+  mShadowRenderShader[ "shader" ] = customShader;
 
   // Create render targets needed for rendering from light's point of view
   mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 );
@@ -263,10 +272,9 @@ void ShadowView::OnInitialize()
 
   mBlurRootActor = Actor::New();
   mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" );
-  mBlurRootActor.SetRelayoutEnabled( true );
 
   // Turn off inheritance to ensure filter renders properly
-  mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
+  mBlurRootActor.SetParentOrigin( ParentOrigin::CENTER );
   mBlurRootActor.SetInheritOrientation(false);
   mBlurRootActor.SetInheritScale(false);
   mBlurRootActor.SetColorMode(USE_OWN_COLOR);
@@ -276,25 +284,30 @@ void ShadowView::OnInitialize()
   mBlurFilter.SetRootActor(mBlurRootActor);
   mBlurFilter.SetBackgroundColor(Vector4::ZERO);
 
-  SetShaderConstants();
-}
+  CustomActor self = Self();
+  // Register a property that the user can use to control the blur in the internal object
+  mBlurStrengthPropertyIndex = self.RegisterProperty(BLUR_STRENGTH_PROPERTY_NAME, BLUR_STRENGTH_DEFAULT);
 
-void ShadowView::OnSizeSet(const Vector3& targetSize)
-{
+  Constraint blurStrengthConstraint = Constraint::New<float>( mBlurFilter.GetHandleForAnimateBlurStrength(), mBlurFilter.GetBlurStrengthPropertyIndex(), EqualToConstraint() );
+  blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) );
+  blurStrengthConstraint.Apply();
 }
 
-void ShadowView::OnStageConnection()
+void ShadowView::OnChildAdd( Actor& child )
 {
-  // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet
-  // Need to fix the stage connection so this callback can be used arbitrarily. At that point we  can simplify the API by removing the need for Activate() / Deactivate()
-  //Activate();
+  Control::OnChildAdd( child );
+
+  if( child != mChildrenRoot && child != mBlurRootActor)
+  {
+    mChildrenRoot.Add( child );
+  }
 }
 
-void ShadowView::OnStageDisconnection()
+void ShadowView::OnChildRemove( Actor& child )
 {
-  // TODO: can't call this here, since SetImage() calls fails similarly to above
-  // Need to fix the stage connection so this callback can be used arbitrarily. At that point we  can simplify the API by removing the need for Activate() / Deactivate()
-  //Deactivate();
+  mChildrenRoot.Remove( child );
+
+  Control::OnChildRemove( child );
 }
 
 void ShadowView::ConstrainCamera()
@@ -349,38 +362,17 @@ void ShadowView::RemoveRenderTasks()
 
 void ShadowView::SetShaderConstants()
 {
-  CustomActor self = Self();
-
-  mShadowRenderShader.SetUniform( SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
-  mShadowRenderShader.SetUniform( SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
-  mShadowRenderShader.SetUniform( SHADER_SHADOW_COLOR_PROPERTY_NAME, mCachedShadowColor );
-
-  Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME);
-  Property::Index lightCameraViewMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME);
-
-  Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( mShadowRenderShader, lightCameraProjectionMatrixPropertyIndex, EqualToConstraint() );
+  Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowPlane.RegisterProperty( SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
+  Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( mShadowPlane, lightCameraProjectionMatrixPropertyIndex, EqualToConstraint() );
   projectionMatrixConstraint.AddSource( Source( mCameraActor, CameraActor::Property::PROJECTION_MATRIX ) );
+  projectionMatrixConstraint.Apply();
 
-  Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( mShadowRenderShader, lightCameraViewMatrixPropertyIndex, EqualToConstraint() );
+  Property::Index lightCameraViewMatrixPropertyIndex = mShadowPlane.RegisterProperty( SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
+  Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( mShadowPlane, lightCameraViewMatrixPropertyIndex, EqualToConstraint() );
   viewMatrixConstraint.AddSource( Source( mCameraActor, CameraActor::Property::VIEW_MATRIX ) );
-
-  projectionMatrixConstraint.Apply();
   viewMatrixConstraint.Apply();
 
-  // Register a property that the user can use to control the blur in the internal object
-  mBlurStrengthPropertyIndex = self.RegisterProperty(BLUR_STRENGTH_PROPERTY_NAME, BLUR_STRENGTH_DEFAULT);
-
-  Constraint blurStrengthConstraint = Constraint::New<float>( mBlurFilter.GetHandleForAnimateBlurStrength(), mBlurFilter.GetBlurStrengthPropertyIndex(), EqualToConstraint() );
-  blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) );
-  blurStrengthConstraint.Apply();
-
-  //  Register a property that the user can use to control the color of the shadow.
-  Property::Index index = mShadowRenderShader.GetPropertyIndex(SHADER_SHADOW_COLOR_PROPERTY_NAME);
-  mShadowColorPropertyIndex = self.RegisterProperty(SHADOW_COLOR_PROPERTY_NAME, mCachedShadowColor);
-
-  Constraint shadowRenderShaderConstraint = Constraint::New<Dali::Vector4>( mShadowRenderShader, index, EqualToConstraint() );
-  shadowRenderShaderConstraint.AddSource( Source( self, mShadowColorPropertyIndex ) );
-  shadowRenderShaderConstraint.Apply();
+  mShadowColorPropertyIndex = mShadowPlane.RegisterProperty( SHADER_SHADOW_COLOR_PROPERTY_NAME, mCachedShadowColor );
 }
 
 } // namespace Internal