// EXTERNAL INCLUDES
#include <dali/devel-api/rendering/renderer-devel.h>
#include <dali/integration-api/debug.h>
+#include <dali/public-api/rendering/decorated-visual-renderer.h>
//INTERNAL INCLUDES
#include <dali-toolkit/devel-api/visuals/color-visual-properties-devel.h>
{
namespace
{
-const int CUSTOM_PROPERTY_COUNT(6); // Blur Radius + border/corner
+const int CUSTOM_PROPERTY_COUNT(0);
VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[6] =
{
ColorVisual::ColorVisual(VisualFactoryCache& factoryCache)
: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR),
mBlurRadius(0.0f),
- mBlurRadiusIndex(Property::INVALID_INDEX),
mAlwaysUsingBlurRadius(false)
{
}
DALI_LOG_ERROR("ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType());
}
- if(mBlurRadiusIndex != Property::INVALID_INDEX)
- {
- mImpl->mRenderer.SetProperty(mBlurRadiusIndex, mBlurRadius);
- }
- else if(DALI_UNLIKELY(mImpl->mRenderer && (!EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius)))
+ if(DALI_UNLIKELY(mImpl->mRenderer))
{
// Unusual case. SetProperty called after OnInitialize().
// Assume that DoAction call UPDATE_PROPERTY.
- // We must regist properies into renderer, and update shader.
-
- // BlurRadius added by this action. Regist property to renderer.
- mBlurRadiusIndex = mImpl->mRenderer.RegisterUniqueProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
- mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ DownCast<DecoratedVisualRenderer>(mImpl->mRenderer).RegisterBlurRadiusUniform();
+ mImpl->mRenderer.SetProperty(DecoratedVisualRenderer::Property::BLUR_RADIUS, mBlurRadius);
- // Change the shader must not be occured many times. we always have to use blur feature.
- mAlwaysUsingBlurRadius = true;
-
- // Change shader
- UpdateShader();
+ // Check whether we must update shader.
+ if(!mAlwaysUsingBlurRadius && IsBlurRequired())
+ {
+ // Change the shader must not be occured many times. we always have to use blur feature.
+ mAlwaysUsingBlurRadius = true;
+
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ // Change shader
+ if(!mImpl->mCustomShader)
+ {
+ UpdateShader();
+ }
+ }
}
}
}
map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
map.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor);
- if(mImpl->mRenderer && mBlurRadiusIndex != Property::INVALID_INDEX)
+ if(mImpl->mRenderer)
{
// Update values from Renderer
- float blurRadius = mImpl->mRenderer.GetProperty<float>(mBlurRadiusIndex);
+ float blurRadius = mImpl->mRenderer.GetProperty<float>(DecoratedVisualRenderer::Property::BLUR_RADIUS);
map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, blurRadius);
}
else
Shader shader = GenerateShader();
- mImpl->mRenderer = VisualRenderer::New(geometry, shader);
+ mImpl->mRenderer = DecoratedVisualRenderer::New(geometry, shader);
mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
mImpl->mRenderer.SetProperty(VisualRenderer::Property::VISUAL_MIX_COLOR, Vector3(mImpl->mMixColor));
- if(!EqualsZero(mBlurRadius))
+ if(mAlwaysUsingBlurRadius || !EqualsZero(mBlurRadius))
{
- mBlurRadiusIndex = mImpl->mRenderer.RegisterUniqueProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
+ DownCast<DecoratedVisualRenderer>(mImpl->mRenderer).RegisterBlurRadiusUniform();
+ mImpl->mRenderer.SetProperty(DecoratedVisualRenderer::Property::BLUR_RADIUS, mBlurRadius);
mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
}
bool roundedCorner = IsRoundedCornerRequired();
bool borderline = IsBorderlineRequired();
- bool blur = !EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius;
+ bool blur = IsBlurRequired();
int shaderTypeFlag = ColorVisualRequireFlag::DEFAULT;
if(roundedCorner)
std::string fragmentShaderPrefixList;
if(roundedCorner)
{
- vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
- fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER\n";
}
if(blur)
{
- vertexShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
- fragmentShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
+ vertexShaderPrefixList += "#define IS_REQUIRED_BLUR\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BLUR\n";
}
if(borderline)
{
- vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
- fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE\n";
}
shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_VERT.data(),
Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_FRAG.data());
if((key.type == Property::Key::INDEX && key.indexKey == DevelColorVisual::Property::BLUR_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == BLUR_RADIUS_NAME))
{
- mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
+ const bool updateShader = !mImpl->mCustomShader && !IsBlurRequired();
// Blur is animated now. we always have to use blur feature.
mAlwaysUsingBlurRadius = true;
- mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
-
- // Change shader
- UpdateShader();
+ if(updateShader)
+ {
+ // Update each values to renderer
+ DownCast<DecoratedVisualRenderer>(mImpl->mRenderer).RegisterBlurRadiusUniform();
+ mImpl->mRenderer.SetProperty(DecoratedVisualRenderer::Property::BLUR_RADIUS, mBlurRadius);
- return Dali::Property(mImpl->mRenderer, mBlurRadiusIndex);
+ // Change shader
+ UpdateShader();
+ }
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ return Dali::Property(mImpl->mRenderer, DecoratedVisualRenderer::Property::BLUR_RADIUS);
}
Handle handle;
return Dali::Property(handle, Property::INVALID_INDEX);
}
+bool ColorVisual::IsBlurRequired() const
+{
+ float blurRadius = mBlurRadius;
+ if(mImpl->mRenderer)
+ {
+ // Update values from Renderer
+ blurRadius = mImpl->mRenderer.GetProperty<float>(DecoratedVisualRenderer::Property::BLUR_RADIUS);
+ }
+ return mAlwaysUsingBlurRadius || !EqualsZero(blurRadius);
+}
+
} // namespace Internal
} // namespace Toolkit