#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 =
- "INPUT mediump vec2 aPosition;\n"
- "OUTPUT mediump vec2 vPosition;\n"
-
- "uniform highp mat4 uMvpMatrix;\n"
- "uniform highp vec3 uSize;\n"
-
- "//Visual size and offset\n"
- "uniform mediump vec2 offset;\n"
- "uniform highp 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 =
- "INPUT 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"
-
- "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"
-
- "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"
- " OUT_COLOR = vec4( mixColor, 1.0 ) * uColor;\n"
- " OUT_COLOR.a *= GetOpacity();\n"
- "}\n";
-
-const char* FRAGMENT_SHADER_ROUND_CAP =
- "INPUT 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"
-
- "const mediump float M_PI_OVER_2 = 1.57079632679;\n"
- "const mediump float M_PI_2 = 6.28318530718;\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"
- " OUT_COLOR = vec4( mixColor, 1.0 ) * uColor;\n"
- " OUT_COLOR.a *= GetOpacity();\n"
- "}\n";
-
}
ArcVisualPtr ArcVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
shader = mFactoryCache.GetShader( VisualFactoryCache::ARC_BUTT_CAP_SHADER );
if( !shader )
{
- shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + 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( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + 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 );
}
}