/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
-#include <dali/devel-api/object/handle-devel.h>
+#include <dali/devel-api/rendering/renderer-devel.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/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
{
namespace Internal
{
-namespace
-{
-
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform mediump 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
- uniform lowp float opacity;\n
- \n
- void main()\n
- {\n
- gl_FragColor = vec4(mixColor, opacity)*uColor;\n
- }\n
-);
-}
-
ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
{
ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) );
return colorVisualPtr;
}
-ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache, Visual::FittingMode::FILL ),
- mRenderIfTransparent( false )
+ColorVisual::ColorVisual(VisualFactoryCache& factoryCache)
+: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR),
+ mBlurRadius(0.0f),
+ mBlurRadiusIndex(Property::INVALID_INDEX),
+ mRenderIfTransparent(false),
+ mNeedBlurRadius(false)
{
}
DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() );
}
}
+
+ Property::Value* blurRadiusValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME );
+ if( blurRadiusValue )
+ {
+ if( !blurRadiusValue->Get( mBlurRadius ) )
+ {
+ DALI_LOG_ERROR( "ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType() );
+ }
+ }
}
-void ColorVisual::DoSetOnStage( Actor& actor )
+void ColorVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
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
{
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 );
+
+ if(mImpl->mRenderer && mBlurRadiusIndex != Property::INVALID_INDEX)
+ {
+ // Update values from Renderer
+ float blurRadius = mImpl->mRenderer.GetProperty<float>(mBlurRadiusIndex);
+ map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, blurRadius);
+ }
+ else
+ {
+ map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius);
+ }
}
void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
// Do nothing
}
-
void ColorVisual::OnSetTransform()
{
if( mImpl->mRenderer )
}
}
-void ColorVisual::InitializeRenderer()
+void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
{
- Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
+ // Check if action is valid for this visual type and perform action if possible
+ switch( actionId )
+ {
+ case DevelColorVisual::Action::UPDATE_PROPERTY:
+ {
+ const Property::Map* map = attributes.GetMap();
+ if( map )
+ {
+ DoSetProperties( *map );
+ }
+ break;
+ }
+ }
+}
- Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
- if( !shader )
+void ColorVisual::UpdateShader()
+{
+ if(mImpl->mRenderer)
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
+ Shader shader = GetShader();
+ mImpl->mRenderer.SetShader(shader);
}
+}
+
+void ColorVisual::InitializeRenderer()
+{
+ Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- mImpl->mRenderer = Renderer::New( geometry, shader );
+ Shader shader = GetShader();
+
+ mImpl->mRenderer = Renderer::New(geometry, shader);
// ColorVisual has it's own index key for mix color - use this instead
// of using the new base index to avoid changing existing applications
// String keys will get to this property.
- mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
+ mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor));
- if( mImpl->mMixColor.a < 1.f )
+ if(!EqualsZero(mBlurRadius))
{
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
}
// Register transform properties
- mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+}
+
+Shader ColorVisual::GetShader()
+{
+ Shader shader;
+ if(!EqualsZero(mBlurRadius) || mNeedBlurRadius)
+ {
+ shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE );
+ if( !shader )
+ {
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + SHADER_COLOR_VISUAL_BLUR_EDGE_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_COLOR_VISUAL_BLUR_EDGE_SHADER_FRAG.data() );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader );
+ }
+ }
+ else if( !IsRoundedCornerRequired() )
+ {
+ shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
+ if( !shader )
+ {
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + SHADER_COLOR_VISUAL_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_COLOR_VISUAL_SHADER_FRAG.data() );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
+ }
+ }
+ else
+ {
+ shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
+ if( !shader )
+ {
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + SHADER_COLOR_VISUAL_ROUNDED_CORNER_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_COLOR_VISUAL_ROUNDED_CORNER_SHADER_FRAG.data() );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader );
+ }
+ }
+
+ return shader;
+}
+
+Dali::Property ColorVisual::OnGetPropertyObject(Dali::Property::Key key)
+{
+ if(!mImpl->mRenderer)
+ {
+ Handle handle;
+ return Dali::Property(handle, Property::INVALID_INDEX);
+ }
+
+ 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);
+
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ mNeedBlurRadius = true;
+
+ // Change shader
+ UpdateShader();
+
+ return Dali::Property(mImpl->mRenderer, mBlurRadiusIndex);
+ }
+
+ Handle handle;
+ return Dali::Property(handle, Property::INVALID_INDEX);
}
} // namespace Internal