/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 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/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-actions-devel.h>
#include <dali-toolkit/devel-api/visuals/color-visual-properties-devel.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>
{
namespace Internal
{
+namespace
+{
+const int CUSTOM_PROPERTY_COUNT(0);
+
+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,
+};
+
+constexpr uint32_t MINIMUM_SHADER_VERSION_SUPPORT_ROUNDED_BLUR = 300;
+} // unnamed namespace
ColorVisualPtr ColorVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties)
{
ColorVisualPtr colorVisualPtr(new ColorVisual(factoryCache));
ColorVisual::ColorVisual(VisualFactoryCache& factoryCache)
: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR),
mBlurRadius(0.0f),
- mBlurRadiusIndex(Property::INVALID_INDEX),
- mRenderIfTransparent(false),
- mNeedBlurRadius(false)
+ mAlwaysUsingBlurRadius(false)
{
}
}
}
- Property::Value* renderIfTransparentValue = propertyMap.Find(Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME);
- if(renderIfTransparentValue)
- {
- if(!renderIfTransparentValue->Get(mRenderIfTransparent))
- {
- 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)
{
{
DALI_LOG_ERROR("ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType());
}
+
+ if(DALI_UNLIKELY(mImpl->mRenderer))
+ {
+ // Unusual case. SetProperty called after OnInitialize().
+ // Assume that DoAction call UPDATE_PROPERTY.
+ DownCast<DecoratedVisualRenderer>(mImpl->mRenderer).RegisterBlurRadiusUniform();
+ mImpl->mRenderer.SetProperty(DecoratedVisualRenderer::Property::BLUR_RADIUS, mBlurRadius);
+
+ // 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();
+ }
+ }
+ }
}
}
void ColorVisual::DoSetOnScene(Actor& actor)
{
- // 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);
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)
+ 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
// Do nothing
}
-void ColorVisual::OnSetTransform()
+void ColorVisual::EnablePreMultipliedAlpha(bool preMultiplied)
{
- if(mImpl->mRenderer)
+ // Make always disable pre multiplied alpha whether preMultiplied value is true.
+ if(preMultiplied)
{
- mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ DALI_LOG_WARNING("Note : ColorVisual cannot enable PreMultipliedAlpha\n");
}
}
-void ColorVisual::OnDoAction(const Property::Index actionId, const Property::Value& attributes)
+void ColorVisual::OnSetTransform()
{
- // 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.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
}
{
if(mImpl->mRenderer)
{
- Shader shader = GetShader();
+ Shader shader = GenerateShader();
mImpl->mRenderer.SetShader(shader);
}
}
{
Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
- Shader shader = GetShader();
+ Shader shader = GenerateShader();
- mImpl->mRenderer = Renderer::New(geometry, shader);
+ mImpl->mRenderer = DecoratedVisualRenderer::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
- // String keys will get to this property.
- mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor));
+ mImpl->mRenderer.SetProperty(VisualRenderer::Property::VISUAL_MIX_COLOR, Vector3(mImpl->mMixColor));
- if(!EqualsZero(mBlurRadius))
+ if(mAlwaysUsingBlurRadius || !EqualsZero(mBlurRadius))
{
- mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(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);
}
// Register transform properties
- mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mTransform.SetUniforms(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 = IsBlurRequired();
+ int shaderTypeFlag = ColorVisualRequireFlag::DEFAULT;
+
+ if(blur)
{
- 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);
- }
+ // If we use blur, just ignore borderline
+ borderline = false;
+ shaderTypeFlag |= ColorVisualRequireFlag::BLUR;
}
- else if(!IsRoundedCornerRequired())
+ if(roundedCorner)
{
- 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);
- }
+ shaderTypeFlag |= ColorVisualRequireFlag::ROUNDED_CORNER;
}
- else
+ if(borderline)
+ {
+ shaderTypeFlag |= ColorVisualRequireFlag::BORDERLINE;
+ }
+
+ shaderType = SHADER_TYPE_TABLE[shaderTypeFlag];
+ shader = mFactoryCache.GetShader(shaderType);
+ if(!shader)
{
- shader = mFactoryCache.GetShader(VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER);
- if(!shader)
+ std::string vertexShaderPrefixList;
+ std::string fragmentShaderPrefixList;
+ if(roundedCorner)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER\n";
+ }
+ if(blur)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_BLUR\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BLUR\n";
+
+ // If shader version doesn't support latest blur with corner radius, Let we use legacy code.
+ if(DALI_UNLIKELY(Dali::Shader::GetShaderLanguageVersion() < MINIMUM_SHADER_VERSION_SUPPORT_ROUNDED_BLUR))
+ {
+ fragmentShaderPrefixList += "#define SL_VERSION_LOW\n";
+ }
+ }
+ if(borderline)
{
- 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);
+ vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE\n";
}
+
+ shader = mFactoryCache.GenerateAndSaveShader(shaderType,
+ Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_VERT.data(),
+ Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_FRAG.data());
}
return shader;
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);
+ const bool updateShader = !mImpl->mCustomShader && !IsBlurRequired();
- mNeedBlurRadius = true;
+ // Blur is animated now. we always have to use blur feature.
+ mAlwaysUsingBlurRadius = true;
- // 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