}\n
);
+const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform highp mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ uniform mediump vec4 pixelArea;
+ varying mediump vec2 vTexCoord;\n
+ varying mediump vec2 vPosition;\n
+ varying mediump vec2 vRectSize;\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
+ uniform mediump float cornerRadius;\n
+ \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
+ vRectSize = visualSize / 2.0 - cornerRadius;\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
+ vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
+ }\n
+);
+
+//float distance = length( max( abs( position - center ), size ) - size ) - radius;
+const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ varying mediump vec2 vPosition;\n
+ varying mediump vec2 vRectSize;\n
+ uniform sampler2D sTexture;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform mediump float cornerRadius;\n
+ \n
+ void main()\n
+ {\n
+ mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
+ gl_FragColor.a *= smoothstep( 1.0, -1.0, dist );\n
+ }\n
+);
+
} // unnamed namespace
ImageVisualShaderFactory::ImageVisualShaderFactory()
{
}
-Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping )
+Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner )
{
Shader shader;
if( atlasing )
}
else
{
- shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
- if( !shader )
+ if( roundedCorner )
+ {
+ shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader );
+ }
+ }
+ else
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
+ shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
+ }
}
}