// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
//INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/color-visual-properties.h>
namespace
{
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- \n
-
- //Visual size and offset
- 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 = 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 highp vec3 uSize;\n
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- varying mediump float vCornerRadius;\n
- \n
- //Visual size and offset
- 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
- \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
- \n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
+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 = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- varying mediump float vCornerRadius;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\n
- mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
- gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
- gl_FragColor.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
- }\n
-);
-
-const char* VERTEX_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- \n
- //Visual size and offset
- 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
- \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
- \n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_BLUR_EDGE = 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 blurRadius;\n
- \n
- void main()\n
- {\n
- mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n
- gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
- gl_FragColor.a *= blur.x * blur.y;\n
- }\n
-);
+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";
}
return colorVisualPtr;
}
-ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR ),
- mBlurRadius( 0.0f ),
- 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)
{
}
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 );
- map.Insert( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius );
+
+ 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::UpdateShader()
+{
+ if(mImpl->mRenderer)
+ {
+ Shader shader = GetShader();
+ mImpl->mRenderer.SetShader(shader);
+ }
+}
+
void ColorVisual::InitializeRenderer()
{
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
+ 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 = mImpl->mRenderer.RegisterProperty(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor));
+
+ if(!EqualsZero(mBlurRadius))
+ {
+ 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);
+}
+
+Shader ColorVisual::GetShader()
+{
Shader shader;
- if( !EqualsZero( mBlurRadius ) )
+ if(!EqualsZero(mBlurRadius) || mNeedBlurRadius)
{
shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER_BLUR_EDGE, FRAGMENT_SHADER_BLUR_EDGE );
+ 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 );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER );
mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
+ 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 );
}
}
- 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 = mImpl->mRenderer.RegisterProperty( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
+ return shader;
+}
- mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius );
+Dali::Property ColorVisual::OnGetPropertyObject(Dali::Property::Key key)
+{
+ if(!mImpl->mRenderer)
+ {
+ Handle handle;
+ return Dali::Property(handle, Property::INVALID_INDEX);
+ }
- if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) )
+ if((key.type == Property::Key::INDEX && key.indexKey == DevelColorVisual::Property::BLUR_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == BLUR_RADIUS_NAME))
{
- 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);
+
+ mNeedBlurRadius = true;
+
+ // Change shader
+ UpdateShader();
+
+ return Dali::Property(mImpl->mRenderer, mBlurRadiusIndex);
}
- // Register transform properties
- mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ Handle handle;
+ return Dali::Property(handle, Property::INVALID_INDEX);
}
} // namespace Internal