const int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
+// enum of required list when we select shader
+enum class ImageVisualRequireFlag : uint32_t
+{
+ DEFAULT = 0,
+ ROUNDED_CORNER = 1 << 0,
+ BORDERLINE = 1 << 1,
+ ALPHA_MASKING = 1 << 2,
+};
+
+static constexpr auto SHADER_TYPE_COUNT = 8u;
+VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[SHADER_TYPE_COUNT] =
+{
+ VisualFactoryCache::IMAGE_SHADER,
+ VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
+ VisualFactoryCache::IMAGE_SHADER_BORDERLINE,
+ VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE,
+ VisualFactoryCache::IMAGE_SHADER_MASKING,
+ VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_MASKING,
+ VisualFactoryCache::IMAGE_SHADER_BORDERLINE_MASKING,
+ VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE_MASKING
+};
+
} // unnamed namespace
namespace ImageVisualShaderFeature
mTexture = texture;
return *this;
}
+FeatureBuilder& FeatureBuilder::EnableAlphaMaskingOnRendering(bool enableAlphaMaskingOnRendering)
+{
+ mAlphaMaskingOnRendering = (enableAlphaMaskingOnRendering ? AlphaMaskingOnRendering::ENABLED : AlphaMaskingOnRendering::DISABLED);
+ return *this;
+}
} // namespace ImageVisualShaderFeature
ImageVisualShaderFactory::ImageVisualShaderFactory()
Shader shader;
VisualFactoryCache::ShaderType shaderType = VisualFactoryCache::IMAGE_SHADER;
- const auto& atlasing = featureBuilder.mTextureAtlas;
- const auto& defaultTextureWrapping = featureBuilder.mDefaultTextureWrapMode;
- const auto& roundedCorner = featureBuilder.mRoundedCorner;
- const auto& borderline = featureBuilder.mBorderline;
- const auto& changeFragmentShader = (featureBuilder.mTexture && DevelTexture::IsNative(featureBuilder.mTexture))
- ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE
- : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
+ const auto& atlasing = featureBuilder.mTextureAtlas;
+ const auto& defaultTextureWrapping = featureBuilder.mDefaultTextureWrapMode;
+ const auto& roundedCorner = featureBuilder.mRoundedCorner;
+ const auto& borderline = featureBuilder.mBorderline;
+ const auto& alphaMaskingOnRendering = featureBuilder.mAlphaMaskingOnRendering;
+ const auto& changeFragmentShader = (featureBuilder.mTexture && DevelTexture::IsNative(featureBuilder.mTexture))
+ ? ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE
+ : ImageVisualShaderFeature::ChangeFragmentShader::DONT_CHANGE;
if(atlasing == ImageVisualShaderFeature::TextureAtlas::ENABLED)
{
}
else
{
+ uint32_t shaderTypeFlag = static_cast<uint32_t>(ImageVisualRequireFlag::DEFAULT);
if(roundedCorner == ImageVisualShaderFeature::RoundedCorner::ENABLED)
{
- if(borderline == ImageVisualShaderFeature::Borderline::ENABLED)
- {
- shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_BORDERLINE;
- }
- else
- {
- shaderType = VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER;
- }
+ shaderTypeFlag |= static_cast<uint32_t>(ImageVisualRequireFlag::ROUNDED_CORNER);
}
- else
+ if(borderline == ImageVisualShaderFeature::Borderline::ENABLED)
{
- if(borderline == ImageVisualShaderFeature::Borderline::ENABLED)
- {
- shaderType = VisualFactoryCache::IMAGE_SHADER_BORDERLINE;
- }
+ shaderTypeFlag |= static_cast<uint32_t>(ImageVisualRequireFlag::BORDERLINE);
+ }
+ if(alphaMaskingOnRendering == ImageVisualShaderFeature::AlphaMaskingOnRendering::ENABLED)
+ {
+ shaderTypeFlag |= static_cast<uint32_t>(ImageVisualRequireFlag::ALPHA_MASKING);
}
+ shaderType = SHADER_TYPE_TABLE[shaderTypeFlag];
}
if(changeFragmentShader == ImageVisualShaderFeature::ChangeFragmentShader::NEED_CHANGE &&
vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
}
+ if(alphaMaskingOnRendering == ImageVisualShaderFeature::AlphaMaskingOnRendering::ENABLED)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_ALPHA_MASKING 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_ALPHA_MASKING 1\n";
+ }
}
std::string vertexShader = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_IMAGE_VISUAL_SHADER_VERT.data());