// EXTERNAL HEADERS
#include <cstring> // for strlen()
+#include <dali/public-api/actors/layer.h>
#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/images/native-image.h>
#include <dali/devel-api/images/texture-set-image.h>
// INTERNAL HEADERS
#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
+#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
const char * const IMAGE_DESIRED_WIDTH( "desiredWidth" );
const char * const IMAGE_DESIRED_HEIGHT( "desiredHeight" );
const char * const SYNCHRONOUS_LOADING( "synchronousLoading" );
+const char * const IMAGE_ATLASING("atlasing");
// fitting modes
DALI_ENUM_TO_STRING_TABLE_BEGIN( FITTING_MODE )
const char* DEFAULT_SAMPLER_TYPENAME = "sampler2D";
+const float PIXEL_ALIGN_ON = 1.0f;
+const float PIXEL_ALIGN_OFF = 0.0f;
+
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump mat4 uModelMatrix;\n
+ uniform mediump mat4 uViewMatrix;\n
+ uniform mediump mat4 uProjection;\n
uniform mediump vec3 uSize;\n
uniform mediump vec4 pixelArea;
varying mediump vec2 vTexCoord;\n
+ uniform lowp float uPixelAligned;\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
-
+\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
-
+\n
void main()\n
{\n
- mediump vec4 vertexPosition = uMvpMatrix * ComputeVertexPosition();\n
+ mediump vec4 vertexPosition = uViewMatrix * uModelMatrix * ComputeVertexPosition();\n
+ vec4 alignedVertexPosition = vertexPosition;\n
+ alignedVertexPosition.xy = floor ( vertexPosition.xy );\n // Pixel alignment
+ vertexPosition = uProjection * mix( vertexPosition, alignedVertexPosition, uPixelAligned );\n
vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
gl_Position = vertexPosition;\n
}\n
mFittingMode( fittingMode ),
mSamplingMode( samplingMode ),
mWrapModeU( WrapMode::DEFAULT ),
- mWrapModeV( WrapMode::DEFAULT )
+ mWrapModeV( WrapMode::DEFAULT ),
+ mAttemptAtlasing( false )
{
}
mFittingMode( FittingMode::DEFAULT ),
mSamplingMode( SamplingMode::DEFAULT ),
mWrapModeU( WrapMode::DEFAULT ),
- mWrapModeV( WrapMode::DEFAULT )
+ mWrapModeV( WrapMode::DEFAULT ),
+ mAttemptAtlasing( false )
{
}
{
DoSetProperty( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, keyValue.second );
}
+ else if ( keyValue.first == IMAGE_ATLASING )
+ {
+ DoSetProperty( Toolkit::DevelImageVisual::Property::ATLASING, keyValue.second );
+ }
}
}
- if( mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING && mImageUrl.IsValid() )
+ if( ( mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING ) && mImageUrl.IsValid() )
{
// if sync loading is required, the loading should start
// immediately when new image url is set or the actor is off stage
mWrapModeV = Dali::WrapMode::Type( wrapMode );
break;
}
+
+ case Toolkit::DevelImageVisual::Property::ATLASING:
+ {
+ bool atlasing = false;
+ mAttemptAtlasing = value.Get( atlasing );
+ }
}
}
}
}
+ shader.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_ON ); // Set default to align
+
mImpl->mRenderer = Renderer::New( geometry, shader );
DALI_ASSERT_DEBUG( textures );
mImpl->mRenderer.SetTextures( textures );
Vector4 atlasRect;
// texture set has to be created first as we need to know if atlasing succeeded or not
// when selecting the shader
- TextureSet textures = CreateTextureSet( atlasRect, IsSynchronousResourceLoading(), true );
+ TextureSet textures = CreateTextureSet( atlasRect, IsSynchronousResourceLoading(), mAttemptAtlasing );
CreateRenderer( textures );
if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED ) // the texture is packed inside atlas
mPlacementActor = actor;
+ // Search the Actor tree to find if Layer UI behaviour set.
+ Layer layer = actor.GetLayer();
+ if ( layer && layer.GetBehavior() == Layer::LAYER_3D )
+ {
+ // Layer 3D set, do not align pixels
+ mImpl->mRenderer.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF );
+ }
+
if( mPixelArea != FULL_TEXTURE_RECT )
{
mImpl->mRenderer.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, mPixelArea );
map.Insert( Toolkit::ImageVisual::Property::PIXEL_AREA, mPixelArea );
map.Insert( Toolkit::ImageVisual::Property::WRAP_MODE_U, mWrapModeU );
map.Insert( Toolkit::ImageVisual::Property::WRAP_MODE_V, mWrapModeV );
+
+ map.Insert( Toolkit::DevelImageVisual::Property::ATLASING, mAttemptAtlasing );
}
void ImageVisual::DoCreateInstancePropertyMap( Property::Map& map ) const