[AT-SPI] Squashed implementation
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / shadow-view / shadow-view-impl.cpp
index f2fe0b9..b22bff0 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include <sstream>
 #include <iomanip>
 #include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/common/stage.h>
+#include <dali/devel-api/common/stage.h>
 #include <dali/public-api/object/type-registry.h>
-#include <dali/devel-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry-helper.h>
 #include <dali/public-api/render-tasks/render-task-list.h>
+#include <dali/public-api/rendering/shader.h>
 #include <dali/integration-api/debug.h>
 
 // INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/controls/control/control-renderers.h>
 #include <dali-toolkit/internal/controls/shadow-view/shadow-view-impl.h>
 #include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
+#include <dali-toolkit/internal/controls/control/control-data-impl.h>
 
 // TODO:
 // 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 +89,30 @@ 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 +123,7 @@ const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
 } // namespace
 
 ShadowView::ShadowView( float downsampleWidthScale, float downsampleHeightScale )
-: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
+: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
   mChildrenRoot(Actor::New()),
   mCachedShadowColor(DEFAULT_SHADOW_COLOR),
   mCachedBackgroundColor(DEFAULT_SHADOW_COLOR.r, DEFAULT_SHADOW_COLOR.g, DEFAULT_SHADOW_COLOR.b, 0.0f),
@@ -117,6 +132,10 @@ ShadowView::ShadowView( float downsampleWidthScale, float downsampleHeightScale
   mDownsampleWidthScale(downsampleWidthScale),
   mDownsampleHeightScale(downsampleHeightScale)
 {
+  DevelControl::SetAccessibilityConstructor( Self(), []( Dali::Actor actor ) {
+    return std::unique_ptr< Dali::Accessibility::Accessible >(
+      new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::FILLER ) );
+  } );
 }
 
 ShadowView::~ShadowView()
@@ -136,36 +155,26 @@ 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);
-}
+  mShadowPlane = Actor::New();
+  mShadowPlane.SetProperty( Actor::Property::NAME, "SHADOW_PLANE" );
+  mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  mShadowPlane.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  Renderer shadowRenderer = CreateRenderer( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE, Shader::Hint::OUTPUT_IS_TRANSPARENT, Uint16Pair(20,20) );
+  TextureSet textureSet = shadowRenderer.GetTextures();
+  textureSet.SetTexture( 0u, mOutputFrameBuffer.GetColorTexture() );
+  mShadowPlane.AddRenderer( shadowRenderer );
 
-void ShadowView::SetShadowPlane(Actor shadowPlane)
-{
-  mShadowPlaneBg = shadowPlane;
-
-  mShadowPlane = ImageActor::New();
-  mShadowPlane.SetName( "SHADOW_PLANE" );
-  mShadowPlane.SetParentOrigin(ParentOrigin::CENTER);
-  mShadowPlane.SetAnchorPoint(AnchorPoint::CENTER);
-
-  mShadowPlane.SetImage(mOutputImage);
-  mShadowPlane.SetShaderEffect(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.
-  mShadowPlaneBg.Add(mShadowPlane);
-  mShadowPlane.SetParentOrigin(ParentOrigin::CENTER);
-  mShadowPlane.SetZ(1.0f);
+  mShadowPlaneBg.Add( mShadowPlane );
+  mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  mShadowPlane.SetProperty( Actor::Property::POSITION_Z,  1.0f );
 
   ConstrainCamera();
 
@@ -193,7 +202,10 @@ 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 );
@@ -202,7 +214,7 @@ void ShadowView::SetShadowColor(Vector4 color)
 
 void ShadowView::Activate()
 {
-  DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Activate()\n" );
+  DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Activate()\n" );
 
   // make sure resources are allocated and start the render tasks processing
   CreateRenderTasks();
@@ -210,7 +222,7 @@ void ShadowView::Activate()
 
 void ShadowView::Deactivate()
 {
-  DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Deactivate()\n" )
+  DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Deactivate()\n" )
 
   // stop render tasks processing
   // Note: render target resources are automatically freed since we set the Image::Unused flag
@@ -225,28 +237,28 @@ 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.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
 
   Vector2 stageSize = Stage::GetCurrent().GetSize();
   mCameraActor = CameraActor::New(stageSize);
 
-  mCameraActor.SetParentOrigin( ParentOrigin::CENTER );
+  mCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   // Target is constrained to point at the shadow plane origin
   mCameraActor.SetNearClippingPlane( 1.0f );
   mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
-  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 ));
+  mCameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(Radian(Degree(180)), Vector3::YAXIS) );
+  mCameraActor.SetProperty( Actor::Property::POSITION, DEFAULT_LIGHT_POSITION );
 
   // Create render targets needed for rendering from light's point of view
-  mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 );
+  mSceneFromLightRenderTarget = FrameBuffer::New( stageSize.width, stageSize.height, FrameBuffer::Attachment::NONE );
+  Texture textureFromLight = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, unsigned(stageSize.width), unsigned(stageSize.height) );
+  mSceneFromLightRenderTarget.AttachColorTexture( textureFromLight );
 
-  mOutputImage = FrameBufferImage::New( stageSize.width * 0.5f, stageSize.height * 0.5f, Pixel::RGBA8888 );
+  mOutputFrameBuffer = FrameBuffer::New( stageSize.width * 0.5f, stageSize.height * 0.5f, FrameBuffer::Attachment::NONE );
+  Texture outputTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, unsigned(stageSize.width * 0.5f), unsigned(stageSize.height * 0.5f) );
+  mOutputFrameBuffer.AttachColorTexture( outputTexture );
 
   //////////////////////////////////////////////////////
   // Connect to actor tree
@@ -254,31 +266,51 @@ void ShadowView::OnInitialize()
   Self().Add( mChildrenRoot );
   Stage::GetCurrent().Add( mCameraActor );
 
-  mBlurFilter.SetRefreshOnDemand(false);
-  mBlurFilter.SetInputImage(mSceneFromLightRenderTarget);
-  mBlurFilter.SetOutputImage(mOutputImage);
-  mBlurFilter.SetSize(stageSize * 0.5f);
-  mBlurFilter.SetPixelFormat(Pixel::RGBA8888);
+  mBlurFilter.SetRefreshOnDemand( false );
+  mBlurFilter.SetInputTexture( mSceneFromLightRenderTarget.GetColorTexture() );
+  mBlurFilter.SetOutputFrameBuffer( mOutputFrameBuffer );
+  mBlurFilter.SetSize( stageSize * 0.5f );
+  mBlurFilter.SetPixelFormat( Pixel::RGBA8888 );
 
   mBlurRootActor = Actor::New();
-  mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" );
+  mBlurRootActor.SetProperty( Actor::Property::NAME, "BLUR_ROOT_ACTOR" );
 
   // Turn off inheritance to ensure filter renders properly
-  mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
-  mBlurRootActor.SetInheritOrientation(false);
-  mBlurRootActor.SetInheritScale(false);
-  mBlurRootActor.SetColorMode(USE_OWN_COLOR);
+  mBlurRootActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  mBlurRootActor.SetProperty( Actor::Property::INHERIT_POSITION, false );
+  mBlurRootActor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
+  mBlurRootActor.SetProperty( Actor::Property::INHERIT_SCALE, false );
+  mBlurRootActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
 
-  Self().Add(mBlurRootActor);
+  Self().Add( mBlurRootActor );
 
   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);
+
+  Constraint blurStrengthConstraint = Constraint::New<float>( mBlurFilter.GetHandleForAnimateBlurStrength(), mBlurFilter.GetBlurStrengthPropertyIndex(), EqualToConstraint() );
+  blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) );
+  blurStrengthConstraint.Apply();
 }
 
-void ShadowView::OnSizeSet(const Vector3& targetSize)
+void ShadowView::OnChildAdd( Actor& child )
 {
+  if( child != mChildrenRoot && child != mBlurRootActor)
+  {
+    mChildrenRoot.Add( child );
+  }
+
+  Control::OnChildAdd( child );
+}
+
+void ShadowView::OnChildRemove( Actor& child )
+{
+  mChildrenRoot.Remove( child );
+
+  Control::OnChildRemove( child );
 }
 
 void ShadowView::ConstrainCamera()
@@ -309,7 +341,7 @@ void ShadowView::CreateRenderTasks()
 
   mRenderSceneTask.SetCameraActor( mCameraActor );
   mRenderSceneTask.SetSourceActor( mChildrenRoot );
-  mRenderSceneTask.SetTargetFrameBuffer( mSceneFromLightRenderTarget );
+  mRenderSceneTask.SetFrameBuffer( mSceneFromLightRenderTarget );
   mRenderSceneTask.SetInputEnabled( false );
   mRenderSceneTask.SetClearEnabled( true );
 
@@ -333,38 +365,17 @@ 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