-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\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
- return vec4( (aPosition + 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 = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\n
- gl_FragColor = vec4(mixColor, 1.0)*uColor;\n
- }\n
-);
-
-const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\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
- uniform mediump float cornerRadius;\n
- \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
- vRectSize = visualSize / 2.0 - cornerRadius;\n
- vPosition = aPosition* visualSize;\n
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
- \n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
-
-//float distance = length( max( abs( position - center ), size ) - size ) - radius;
-const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float cornerRadius;\n
- \n
- void main()\n
- {\n
- mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
- gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
- gl_FragColor.a *= smoothstep( 1.0, -1.0, dist );\n
- }\n
-);
-
-}
-
-ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
+VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[6] =
+ {
+ VisualFactoryCache::COLOR_SHADER,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER,
+ VisualFactoryCache::COLOR_SHADER_BORDERLINE,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_BORDERLINE,
+ VisualFactoryCache::COLOR_SHADER_BLUR_EDGE,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER_BLUR_EDGE,
+};
+
+// enum of required list when we select shader
+enum ColorVisualRequireFlag
+{
+ DEFAULT = 0,
+ ROUNDED_CORNER = 1 << 0,
+ BORDERLINE = 1 << 1,
+ BLUR = 1 << 2,
+};
+} // unnamed namespace
+ColorVisualPtr ColorVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties)