Use RegisterUniqueProperty for some more renderers
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / npatch / npatch-visual.cpp
index b9e046a..bca8d03 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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/adaptor-framework/image-loading.h>
+#include <dali/devel-api/common/stage.h>
 #include <dali/devel-api/rendering/renderer-devel.h>
 #include <dali/integration-api/debug.h>
-#include <dali/devel-api/common/stage.h>
 
 // INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/utility/npatch-helper.h>
 #include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
@@ -45,90 +46,9 @@ namespace Internal
 {
 namespace
 {
-/**
- * @brief Creates the geometry formed from the vertices and indices
- *
- * @param[in]  vertices             The vertices to generate the geometry from
- * @param[in]  indices              The indices to generate the geometry from
- * @return The geometry formed from the vertices and indices
- */
-Geometry GenerateGeometry(const Vector<Vector2>& vertices, const Vector<unsigned short>& indices)
-{
-  Property::Map vertexFormat;
-  vertexFormat["aPosition"] = Property::VECTOR2;
-  VertexBuffer vertexBuffer = VertexBuffer::New(vertexFormat);
-  if(vertices.Size() > 0)
-  {
-    vertexBuffer.SetData(&vertices[0], vertices.Size());
-  }
-
-  // Create the geometry object
-  Geometry geometry = Geometry::New();
-  geometry.AddVertexBuffer(vertexBuffer);
-  if(indices.Size() > 0)
-  {
-    geometry.SetIndexBuffer(&indices[0], indices.Size());
-  }
-
-  return geometry;
-}
-
-/**
- * @brief Adds the indices to form a quad composed off two triangles where the indices are organised in a grid
- *
- * @param[out] indices     The indices to add to
- * @param[in]  rowIdx      The row index to start the quad
- * @param[in]  nextRowIdx  The index to the next row
- */
-void AddQuadIndices(Vector<unsigned short>& indices, unsigned int rowIdx, unsigned int nextRowIdx)
-{
-  indices.PushBack(rowIdx);
-  indices.PushBack(nextRowIdx + 1);
-  indices.PushBack(rowIdx + 1);
-
-  indices.PushBack(rowIdx);
-  indices.PushBack(nextRowIdx);
-  indices.PushBack(nextRowIdx + 1);
-}
-
-void AddVertex(Vector<Vector2>& vertices, unsigned int x, unsigned int y)
-{
-  vertices.PushBack(Vector2(x, y));
-}
-
-void RegisterStretchProperties(Renderer& renderer, const char* uniformName, const NPatchUtility::StretchRanges& stretchPixels, uint16_t imageExtent)
-{
-  uint16_t     prevEnd     = 0;
-  uint16_t     prevFix     = 0;
-  uint16_t     prevStretch = 0;
-  unsigned int i           = 1;
-  for(NPatchUtility::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i)
-  {
-    uint16_t start = it->GetX();
-    uint16_t end   = it->GetY();
-
-    uint16_t fix     = prevFix + start - prevEnd;
-    uint16_t stretch = prevStretch + end - start;
-
-    std::stringstream uniform;
-    uniform << uniformName << "[" << i << "]";
-    renderer.RegisterProperty(uniform.str(), Vector2(fix, stretch));
-
-    prevEnd     = end;
-    prevFix     = fix;
-    prevStretch = stretch;
-  }
-
-  {
-    prevFix += imageExtent - prevEnd;
-    std::stringstream uniform;
-    uniform << uniformName << "[" << i << "]";
-    renderer.RegisterProperty(uniform.str(), Vector2(prevFix, prevStretch));
-  }
+const int CUSTOM_PROPERTY_COUNT(10); // 5 transform properties + fixed(3),stretch,aux
 }
 
-} //unnamed namespace
-
 /////////////////NPatchVisual////////////////
 
 NPatchVisualPtr NPatchVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties)
@@ -378,10 +298,10 @@ void NPatchVisual::OnInitialize()
   Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
   Shader   shader   = mImageVisualShaderFactory.GetShader(
     mFactoryCache,
-    ImageVisualShaderFeature::FeatureBuilder()
-  );
+    ImageVisualShaderFeature::FeatureBuilder());
 
   mImpl->mRenderer = Renderer::New(geometry, shader);
+  mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
 
   //Register transform properties
   mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
@@ -421,12 +341,12 @@ Geometry NPatchVisual::CreateGeometry()
       Uint16Pair gridSize(2 * data->GetStretchPixelsX().Size() + 1, 2 * data->GetStretchPixelsY().Size() + 1);
       if(!data->GetRenderingMap())
       {
-        geometry = !mBorderOnly ? CreateGridGeometry(gridSize) : CreateBorderGeometry(gridSize);
+        geometry = !mBorderOnly ? NPatchHelper::CreateGridGeometry(gridSize) : NPatchHelper::CreateBorderGeometry(gridSize);
       }
       else
       {
         uint32_t elementCount[2];
-        geometry = !mBorderOnly ? RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), gridSize, elementCount) : CreateBorderGeometry(gridSize);
+        geometry = !mBorderOnly ? RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), gridSize, elementCount) : NPatchHelper::CreateBorderGeometry(gridSize);
         if(mImpl->mRenderer)
         {
           RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
@@ -453,8 +373,8 @@ Shader NPatchVisual::CreateShader()
 
   auto fragmentShader = mAuxiliaryPixelBuffer ? SHADER_NPATCH_VISUAL_MASK_SHADER_FRAG
                                               : SHADER_NPATCH_VISUAL_SHADER_FRAG;
-  auto shaderType     = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
-                                              : VisualFactoryCache::NINE_PATCH_SHADER;
+  auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
+                                          : VisualFactoryCache::NINE_PATCH_SHADER;
 
   // ask loader for the regions
   if(mLoader.GetNPatchData(mId, data))
@@ -530,48 +450,20 @@ void NPatchVisual::ApplyTextureAndUniforms()
   if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
   {
     textureSet = data->GetTextures();
-
-    if(data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1)
-    {
-      //special case for 9 patch
-      Uint16Pair stretchX = data->GetStretchPixelsX()[0];
-      Uint16Pair stretchY = data->GetStretchPixelsY()[0];
-
-      uint16_t stretchWidth  = (stretchX.GetY() >= stretchX.GetX()) ? stretchX.GetY() - stretchX.GetX() : 0;
-      uint16_t stretchHeight = (stretchY.GetY() >= stretchY.GetX()) ? stretchY.GetY() - stretchY.GetX() : 0;
-
-      mImpl->mRenderer.RegisterProperty("uFixed[0]", Vector2::ZERO);
-      mImpl->mRenderer.RegisterProperty("uFixed[1]", Vector2(stretchX.GetX(), stretchY.GetX()));
-      mImpl->mRenderer.RegisterProperty("uFixed[2]", Vector2(data->GetCroppedWidth() - stretchWidth, data->GetCroppedHeight() - stretchHeight));
-      mImpl->mRenderer.RegisterProperty("uStretchTotal", Vector2(stretchWidth, stretchHeight));
-    }
-    else
-    {
-      mImpl->mRenderer.RegisterProperty("uNinePatchFactorsX[0]", Vector2::ZERO);
-      mImpl->mRenderer.RegisterProperty("uNinePatchFactorsY[0]", Vector2::ZERO);
-
-      RegisterStretchProperties(mImpl->mRenderer, "uNinePatchFactorsX", data->GetStretchPixelsX(), data->GetCroppedWidth());
-      RegisterStretchProperties(mImpl->mRenderer, "uNinePatchFactorsY", data->GetStretchPixelsY(), data->GetCroppedHeight());
-    }
+    NPatchHelper::ApplyTextureAndUniforms(mImpl->mRenderer, data);
   }
   else
   {
     DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str());
     textureSet = TextureSet::New();
 
-    Actor actor = mPlacementActor.GetHandle();
+    Actor   actor     = mPlacementActor.GetHandle();
     Vector2 imageSize = Vector2::ZERO;
     if(actor)
     {
       imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
     }
     mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
-    Texture croppedImage = mImpl->mRenderer.GetTextures().GetTexture(0);
-    textureSet.SetTexture(0u, croppedImage);
-    mImpl->mRenderer.RegisterProperty("uFixed[0]", Vector2::ZERO);
-    mImpl->mRenderer.RegisterProperty("uFixed[1]", Vector2::ZERO);
-    mImpl->mRenderer.RegisterProperty("uFixed[2]", Vector2::ZERO);
-    mImpl->mRenderer.RegisterProperty("uStretchTotal", Vector2(croppedImage.GetWidth(), croppedImage.GetHeight()));
   }
 
   if(mAuxiliaryPixelBuffer)
@@ -611,148 +503,17 @@ Geometry NPatchVisual::GetNinePatchGeometry(VisualFactoryCache::GeometryType sub
   {
     if(DALI_LIKELY(VisualFactoryCache::NINE_PATCH_GEOMETRY == subType))
     {
-      geometry = CreateGridGeometry(Uint16Pair(3, 3));
+      geometry = NPatchHelper::CreateGridGeometry(Uint16Pair(3, 3));
     }
     else if(VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType)
     {
-      geometry = CreateBorderGeometry(Uint16Pair(3, 3));
+      geometry = NPatchHelper::CreateBorderGeometry(Uint16Pair(3, 3));
     }
     mFactoryCache.SaveGeometry(subType, geometry);
   }
   return geometry;
 }
 
-Geometry NPatchVisual::CreateGridGeometry(Uint16Pair gridSize)
-{
-  uint16_t gridWidth  = gridSize.GetWidth();
-  uint16_t gridHeight = gridSize.GetHeight();
-
-  // Create vertices
-  Vector<Vector2> vertices;
-  vertices.Reserve((gridWidth + 1) * (gridHeight + 1));
-
-  for(int y = 0; y < gridHeight + 1; ++y)
-  {
-    for(int x = 0; x < gridWidth + 1; ++x)
-    {
-      AddVertex(vertices, x, y);
-    }
-  }
-
-  // Create indices
-  Vector<unsigned short> indices;
-  indices.Reserve(gridWidth * gridHeight * 6);
-
-  unsigned int rowIdx     = 0;
-  unsigned int nextRowIdx = gridWidth + 1;
-  for(int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx)
-  {
-    for(int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx)
-    {
-      AddQuadIndices(indices, rowIdx, nextRowIdx);
-    }
-  }
-
-  return GenerateGeometry(vertices, indices);
-}
-
-Geometry NPatchVisual::CreateBorderGeometry(Uint16Pair gridSize)
-{
-  uint16_t gridWidth  = gridSize.GetWidth();
-  uint16_t gridHeight = gridSize.GetHeight();
-
-  // Create vertices
-  Vector<Vector2> vertices;
-  vertices.Reserve((gridWidth + 1) * (gridHeight + 1));
-
-  //top
-  int y = 0;
-  for(; y < 2; ++y)
-  {
-    for(int x = 0; x < gridWidth + 1; ++x)
-    {
-      AddVertex(vertices, x, y);
-    }
-  }
-
-  for(; y < gridHeight - 1; ++y)
-  {
-    //left
-    AddVertex(vertices, 0, y);
-    AddVertex(vertices, 1, y);
-
-    //right
-    AddVertex(vertices, gridWidth - 1, y);
-    AddVertex(vertices, gridWidth, y);
-  }
-
-  //bottom
-  for(; y < gridHeight + 1; ++y)
-  {
-    for(int x = 0; x < gridWidth + 1; ++x)
-    {
-      AddVertex(vertices, x, y);
-    }
-  }
-
-  // Create indices
-  Vector<unsigned short> indices;
-  indices.Reserve(gridWidth * gridHeight * 6);
-
-  //top
-  unsigned int rowIdx     = 0;
-  unsigned int nextRowIdx = gridWidth + 1;
-  for(int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx)
-  {
-    AddQuadIndices(indices, rowIdx, nextRowIdx);
-  }
-
-  if(gridHeight > 2)
-  {
-    rowIdx     = gridWidth + 1;
-    nextRowIdx = (gridWidth + 1) * 2;
-
-    unsigned increment = gridWidth - 1;
-    if(gridHeight > 3)
-    {
-      increment = 2;
-      //second row left
-      AddQuadIndices(indices, rowIdx, nextRowIdx);
-
-      rowIdx     = gridWidth * 2;
-      nextRowIdx = (gridWidth + 1) * 2 + 2;
-      //second row right
-      AddQuadIndices(indices, rowIdx, nextRowIdx);
-
-      //left and right
-      rowIdx     = nextRowIdx - 2;
-      nextRowIdx = rowIdx + 4;
-      for(int y = 2; y < 2 * (gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
-      {
-        AddQuadIndices(indices, rowIdx, nextRowIdx);
-      }
-    }
-
-    //second row left
-    AddQuadIndices(indices, rowIdx, nextRowIdx);
-
-    rowIdx += increment;
-    nextRowIdx += gridWidth - 1;
-    //second row right
-    AddQuadIndices(indices, rowIdx, nextRowIdx);
-  }
-
-  //bottom
-  rowIdx     = nextRowIdx - gridWidth + 1;
-  nextRowIdx = rowIdx + gridWidth + 1;
-  for(int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx)
-  {
-    AddQuadIndices(indices, rowIdx, nextRowIdx);
-  }
-
-  return GenerateGeometry(vertices, indices);
-}
-
 void NPatchVisual::SetResource()
 {
   const NPatchData* data;
@@ -793,7 +554,7 @@ void NPatchVisual::LoadComplete(bool loadSuccess, TextureInformation textureInfo
       SetResource();
     }
   }
-  else  // for the ReturnType::PIXEL_BUFFER
+  else // for the ReturnType::PIXEL_BUFFER
   {
     if(loadSuccess && textureInformation.url == mAuxiliaryUrl.GetUrl())
     {