#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
namespace Dali
{
DALI_ENUM_TO_STRING_WITH_SCOPE( DevelArcVisual::Cap, ROUND )
DALI_ENUM_TO_STRING_TABLE_END( CAP )
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- \n
- varying mediump vec2 vPosition;\n
- \n
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
-
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- vPosition = aPosition* visualSize;\n
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
-
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_BUTT_CAP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float thickness;\n
- uniform mediump float radius;\n
- uniform mediump float startAngle;\n
- uniform mediump float sweepAngle;\n
- \n
- const mediump float M_PI_OVER_2 = 1.57079632679;\n
- const mediump float M_PI = 3.14159265359;\n
- const mediump float M_PI_2 = 6.28318530718;\n
- \n
- mediump float GetOpacity()\n
- {\n
- mediump float start = radians( mod( startAngle, 360.0 ) );\n
- mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n
- mediump float dist = length( vPosition );\n
- if( angle <= radians( sweepAngle ) )\n
- {\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n
- }\n
- mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n
- mediump vec2 q0 = vec2( dist * cos( start - M_PI_OVER_2 ), dist * sin( start - M_PI_OVER_2 ) );\n
- mediump vec2 q1 = vec2( dist * cos( end - M_PI_OVER_2 ), dist * sin( end - M_PI_OVER_2 ) );\n
- mediump float opacity = 1.0 - smoothstep( 0.0, 2.0, min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n
- opacity *= step( 0.0, thickness / 2.0 - abs( dist - radius ) );\n
- return opacity;\n
- }\n
- void main()\n
- {\n
- gl_FragColor = vec4( mixColor, 1.0 ) * uColor;\n
- gl_FragColor.a *= GetOpacity();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_ROUND_CAP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float thickness;\n
- uniform mediump float radius;\n
- uniform mediump float startAngle;\n
- uniform mediump float sweepAngle;\n
- \n
- const mediump float M_PI_OVER_2 = 1.57079632679;\n
- const mediump float M_PI_2 = 6.28318530718;\n
- \n
- mediump float GetOpacity()\n
- {\n
- mediump float start = radians( mod( startAngle, 360.0 ) );\n
- mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n
- mediump float dist = length( vPosition );\n
- if( angle <= radians( sweepAngle ) )\n
- {\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n
- }\n
- mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n
- mediump vec2 q0 = vec2( radius * cos( start - M_PI_OVER_2 ), radius * sin( start - M_PI_OVER_2 ) );\n
- mediump vec2 q1 = vec2( radius * cos( end - M_PI_OVER_2 ), radius * sin( end - M_PI_OVER_2 ) );\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n
- }\n
- void main()\n
- {\n
- gl_FragColor = vec4( mixColor, 1.0 ) * uColor;\n
- gl_FragColor.a *= GetOpacity();\n
- }\n
-);
-
}
ArcVisualPtr ArcVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
+void ArcVisual::DoSetOffScene(Actor& actor)
+{
+ if(mImpl->mRenderer)
+ {
+ // Update values from Renderer
+ mThickness = mImpl->mRenderer.GetProperty<float>(mThicknessIndex);
+ mStartAngle = mImpl->mRenderer.GetProperty<float>(mStartAngleIndex);
+ mSweepAngle = mImpl->mRenderer.GetProperty<float>(mSweepAngleIndex);
+ }
+
+ actor.RemoveRenderer(mImpl->mRenderer);
+ mImpl->mRenderer.Reset();
+
+ mThicknessIndex = Property::INVALID_INDEX;
+ mStartAngleIndex = Property::INVALID_INDEX;
+ mSweepAngleIndex = Property::INVALID_INDEX;
+}
+
void ArcVisual::DoCreatePropertyMap( Property::Map& map ) const
{
+ float thickness, startAngle, sweepAngle;
+ if(mImpl->mRenderer)
+ {
+ // Update values from Renderer
+ thickness = mImpl->mRenderer.GetProperty<float>(mThicknessIndex);
+ startAngle = mImpl->mRenderer.GetProperty<float>(mStartAngleIndex);
+ sweepAngle = mImpl->mRenderer.GetProperty<float>(mSweepAngleIndex);
+ }
+ else
+ {
+ thickness = mThickness;
+ startAngle = mStartAngle;
+ sweepAngle = mSweepAngle;
+ }
+
map.Clear();
map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::DevelVisual::ARC );
- map.Insert( Toolkit::DevelArcVisual::Property::THICKNESS, mThickness );
- map.Insert( Toolkit::DevelArcVisual::Property::START_ANGLE, mStartAngle );
- map.Insert( Toolkit::DevelArcVisual::Property::SWEEP_ANGLE, mSweepAngle );
+ map.Insert(Toolkit::DevelArcVisual::Property::THICKNESS, thickness);
+ map.Insert(Toolkit::DevelArcVisual::Property::START_ANGLE, startAngle);
+ map.Insert(Toolkit::DevelArcVisual::Property::SWEEP_ANGLE, sweepAngle);
map.Insert( Toolkit::DevelArcVisual::Property::CAP, mCapType );
}
shader = mFactoryCache.GetShader( VisualFactoryCache::ARC_BUTT_CAP_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_BUTT_CAP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + SHADER_ARC_VISUAL_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_ARC_VISUAL_BUTT_CAP_SHADER_FRAG.data() );
mFactoryCache.SaveShader( VisualFactoryCache::ARC_BUTT_CAP_SHADER, shader );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::ARC_ROUND_CAP_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ROUND_CAP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + SHADER_ARC_VISUAL_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_ARC_VISUAL_ROUND_CAP_SHADER_FRAG.data() );
mFactoryCache.SaveShader( VisualFactoryCache::ARC_ROUND_CAP_SHADER, shader );
}
}
mImpl->mRenderer = Renderer::New( geometry, shader );
- mThicknessIndex = mImpl->mRenderer.RegisterProperty( THICKNESS_NAME, mThickness );
- mStartAngleIndex = mImpl->mRenderer.RegisterProperty( START_ANGLE_NAME, mStartAngle );
- mSweepAngleIndex = mImpl->mRenderer.RegisterProperty( SWEEP_ANGLE_NAME, mSweepAngle );
+ mThicknessIndex = mImpl->mRenderer.RegisterProperty(DevelArcVisual::Property::THICKNESS, THICKNESS_NAME, mThickness);
+ mStartAngleIndex = mImpl->mRenderer.RegisterProperty(DevelArcVisual::Property::START_ANGLE, START_ANGLE_NAME, mStartAngle);
+ mSweepAngleIndex = mImpl->mRenderer.RegisterProperty(DevelArcVisual::Property::SWEEP_ANGLE, SWEEP_ANGLE_NAME, mSweepAngle);
mRadiusIndex = mImpl->mRenderer.RegisterProperty( RADIUS_NAME, mRadius );