/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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 "color-visual.h"
// EXTERNAL INCLUDES
-#include <dali/integration-api/debug.h>
#include <dali/devel-api/rendering/renderer-devel.h>
+#include <dali/integration-api/debug.h>
//INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/color-visual-properties.h>
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/devel-api/visuals/color-visual-properties-devel.h>
-#include <dali-toolkit/devel-api/visuals/color-visual-actions-devel.h>
-#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
+#include <dali-toolkit/devel-api/visuals/visual-actions-devel.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
+#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
-#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+#include <dali-toolkit/public-api/visuals/color-visual-properties.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
+const int CUSTOM_PROPERTY_COUNT(12); // 5 transform properties + Blur Radius + Mix Color + border/corner
-const char* VERTEX_SHADER =
- "INPUT mediump vec2 aPosition;\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"
- "uniform mediump vec2 extraSize;\n"
-
- "vec4 ComputeVertexPosition()\n"
- "{\n"
- " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\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 =
- "uniform lowp vec4 uColor;\n"
- "uniform lowp vec3 mixColor;\n"
-
- "void main()\n"
- "{\n"
- " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
- "}\n";
-
-const char* VERTEX_SHADER_ROUNDED_CORNER =
- "INPUT mediump vec2 aPosition;\n"
- "OUTPUT mediump vec2 vPosition;\n"
- "OUTPUT mediump vec2 vRectSize;\n"
- "OUTPUT mediump float vCornerRadius;\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 vec2 extraSize;\n"
- "uniform mediump vec4 offsetSizeMode;\n"
- "uniform mediump vec2 origin;\n"
- "uniform mediump vec2 anchorPoint;\n"
- "uniform mediump float cornerRadius;\n"
- "uniform mediump float cornerRadiusPolicy;\n"
-
- "vec4 ComputeVertexPosition()\n"
- "{\n"
- " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
- " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
- " mediump float minSize = min( visualSize.x, visualSize.y );\n"
- " vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n"
- " vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n"
- " vRectSize = visualSize / 2.0 - vCornerRadius;\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";
-
-//float distance = length( max( abs( position - center ), size ) - size ) - radius;
-const char* FRAGMENT_SHADER_ROUNDED_CORNER =
- "INPUT mediump vec2 vPosition;\n"
- "INPUT mediump vec2 vRectSize;\n"
- "INPUT mediump float vCornerRadius;\n"
-
- "uniform lowp vec4 uColor;\n"
- "uniform lowp vec3 mixColor;\n"
-
- "void main()\n"
- "{\n"
- " mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n"
- " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
- " OUT_COLOR.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n"
- "}\n";
-
-const char* VERTEX_SHADER_BLUR_EDGE =
- "INPUT mediump vec2 aPosition;\n"
- "OUTPUT mediump vec2 vPosition;\n"
- "OUTPUT mediump vec2 vRectSize;\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 vec2 extraSize;\n"
- "uniform mediump vec4 offsetSizeMode;\n"
- "uniform mediump vec2 origin;\n"
- "uniform mediump vec2 anchorPoint;\n"
- "uniform mediump float blurRadius;\n"
-
- "vec4 ComputeVertexPosition()\n"
- "{\n"
- " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n"
- " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
- " vRectSize = visualSize / 2.0;\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_BLUR_EDGE =
- "INPUT mediump vec2 vPosition;\n"
- "INPUT mediump vec2 vRectSize;\n"
-
- "uniform lowp vec4 uColor;\n"
- "uniform lowp vec3 mixColor;\n"
- "uniform mediump float blurRadius;\n"
-
- "void main()\n"
- "{\n"
- " mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n"
- " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
- " OUT_COLOR.a *= blur.x * blur.y;\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
{
- ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) );
- colorVisualPtr->SetProperties( properties );
+ DEFAULT = 0,
+ ROUNDED_CORNER = 1 << 0,
+ BORDERLINE = 1 << 1,
+ BLUR = 1 << 2,
+};
+} // unnamed namespace
+ColorVisualPtr ColorVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties)
+{
+ ColorVisualPtr colorVisualPtr(new ColorVisual(factoryCache));
+ colorVisualPtr->SetProperties(properties);
+ colorVisualPtr->Initialize();
return colorVisualPtr;
}
: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR),
mBlurRadius(0.0f),
mBlurRadiusIndex(Property::INVALID_INDEX),
- mRenderIfTransparent(false),
- mNeedBlurRadius(false)
+ mAlwaysUsingBlurRadius(false)
{
}
{
}
-void ColorVisual::DoSetProperties( const Property::Map& propertyMap )
+void ColorVisual::DoSetProperties(const Property::Map& propertyMap)
{
// By virtue of DoSetProperties being called last, this will override
// anything set by Toolkit::Visual::Property::MIX_COLOR
- Property::Value* colorValue = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR );
- if( colorValue )
+ Property::Value* colorValue = propertyMap.Find(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR);
+ if(colorValue)
{
Vector4 color;
- if( colorValue->Get( color ) )
+ if(colorValue->Get(color))
{
Property::Type type = colorValue->GetType();
- if( type == Property::VECTOR4 )
+ if(type == Property::VECTOR4)
{
- SetMixColor( color );
+ SetMixColor(color);
}
- else if( type == Property::VECTOR3 )
+ else if(type == Property::VECTOR3)
{
Vector3 color3(color);
- SetMixColor( color3 );
+ SetMixColor(color3);
}
}
else
}
}
- Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME );
- if( renderIfTransparentValue )
+ Property::Value* blurRadiusValue = propertyMap.Find(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME);
+ if(blurRadiusValue)
{
- if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) )
+ if(!blurRadiusValue->Get(mBlurRadius))
{
- DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() );
+ DALI_LOG_ERROR("ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType());
}
- }
- Property::Value* blurRadiusValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME );
- if( blurRadiusValue )
- {
- if( !blurRadiusValue->Get( mBlurRadius ) )
+ if(mBlurRadiusIndex != Property::INVALID_INDEX)
{
- DALI_LOG_ERROR( "ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType() );
+ mImpl->mRenderer.SetProperty(mBlurRadiusIndex, mBlurRadius);
+ }
+ else if(DALI_UNLIKELY(mImpl->mRenderer && (!EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius)))
+ {
+ // 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);
+
+ // Change the shader must not be occured many times. we always have to use blur feature.
+ mAlwaysUsingBlurRadius = true;
+
+ // Change shader
+ UpdateShader();
}
}
}
-void ColorVisual::DoSetOnScene( Actor& actor )
+void ColorVisual::DoSetOnScene(Actor& actor)
{
- InitializeRenderer();
-
- // Only add the renderer if it's not fully transparent
- // We cannot avoid creating a renderer as it's used in the base class
- if( mRenderIfTransparent || mImpl->mMixColor.a > 0.0f )
- {
- actor.AddRenderer( mImpl->mRenderer );
- }
+ actor.AddRenderer(mImpl->mRenderer);
// Color Visual generated and ready to display
- ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
}
void ColorVisual::DoSetOffScene(Actor& actor)
{
- if(mImpl->mRenderer && mBlurRadiusIndex != Property::INVALID_INDEX)
- {
- // Update values from Renderer
- mBlurRadius = mImpl->mRenderer.GetProperty<float>(mBlurRadiusIndex);
- }
-
actor.RemoveRenderer(mImpl->mRenderer);
- mImpl->mRenderer.Reset();
- mBlurRadiusIndex = Property::INVALID_INDEX;
}
-void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
+void ColorVisual::DoCreatePropertyMap(Property::Map& map) const
{
map.Clear();
- map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR );
- map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor );
- map.Insert( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, mRenderIfTransparent );
+ 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)
{
}
}
-void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+void ColorVisual::DoCreateInstancePropertyMap(Property::Map& map) const
{
// Do nothing
}
void ColorVisual::OnSetTransform()
{
- if( mImpl->mRenderer )
- {
- mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
- }
-}
-
-void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
-{
- // Check if action is valid for this visual type and perform action if possible
- switch( actionId )
+ if(mImpl->mRenderer)
{
- case DevelColorVisual::Action::UPDATE_PROPERTY:
- {
- const Property::Map* map = attributes.GetMap();
- if( map )
- {
- DoSetProperties( *map );
- }
- break;
- }
+ mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
}
{
if(mImpl->mRenderer)
{
- Shader shader = GetShader();
+ Shader shader = GenerateShader();
mImpl->mRenderer.SetShader(shader);
}
}
-void ColorVisual::InitializeRenderer()
+void ColorVisual::OnInitialize()
{
- Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
- Shader shader = GetShader();
+ Shader shader = GenerateShader();
mImpl->mRenderer = Renderer::New(geometry, shader);
+ mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
// ColorVisual has it's own index key for mix color - use this instead
// of using the new base index to avoid changing existing applications
if(!EqualsZero(mBlurRadius))
{
- mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
+ mBlurRadiusIndex = mImpl->mRenderer.RegisterUniqueProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
}
mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
-Shader ColorVisual::GetShader()
+Shader ColorVisual::GenerateShader() const
{
- Shader shader;
- if(!EqualsZero(mBlurRadius) || mNeedBlurRadius)
+ Shader shader;
+ VisualFactoryCache::ShaderType shaderType;
+
+ bool roundedCorner = IsRoundedCornerRequired();
+ bool borderline = IsBorderlineRequired();
+ bool blur = !EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius;
+ int shaderTypeFlag = ColorVisualRequireFlag::DEFAULT;
+
+ if(roundedCorner)
{
- shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE );
- if( !shader )
- {
- shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_BLUR_EDGE, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_BLUR_EDGE );
- mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader );
- }
+ shaderTypeFlag |= ColorVisualRequireFlag::ROUNDED_CORNER;
}
- else if( !IsRoundedCornerRequired() )
+ if(blur)
{
- shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
- if( !shader )
- {
- shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER );
- mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
- }
+ // If we use blur, just ignore borderline
+ borderline = false;
+ shaderTypeFlag |= ColorVisualRequireFlag::BLUR;
}
- else
+ if(borderline)
{
- shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
- if( !shader )
+ shaderTypeFlag |= ColorVisualRequireFlag::BORDERLINE;
+ }
+
+ shaderType = SHADER_TYPE_TABLE[shaderTypeFlag];
+ shader = mFactoryCache.GetShader(shaderType);
+ if(!shader)
+ {
+ std::string vertexShaderPrefixList;
+ std::string fragmentShaderPrefixList;
+ if(roundedCorner)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ }
+ if(blur)
{
- shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ROUNDED_CORNER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUNDED_CORNER );
- mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader );
+ vertexShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
}
+ if(borderline)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ }
+ shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_VERT.data(),
+ Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_FRAG.data());
+ mFactoryCache.SaveShader(shaderType, shader);
}
return shader;
{
mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
- mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ // Blur is animated now. we always have to use blur feature.
+ mAlwaysUsingBlurRadius = true;
- mNeedBlurRadius = true;
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
// Change shader
UpdateShader();