/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
#include <dali-toolkit/internal/visuals/npatch-loader.h>
-#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
+#include <dali-toolkit/internal/visuals/rendering-addon.h>
+#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
+#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
-#include <dali-toolkit/internal/visuals/visual-base-impl.h>
-#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
-#include <dali-toolkit/internal/visuals/rendering-addon.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
namespace
{
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- varying mediump vec2 vTexCoord;\n
- varying mediump vec2 vMaskTexCoord;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
- uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\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
-
- void main()\n
- {\n
- mediump vec2 fixedFactor = vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x );\n
- mediump vec2 stretch = vec2( uNinePatchFactorsX[ int( ( aPosition.x ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y ) * 0.5 ) ].y );\n
- \n
- mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
- mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n
- \n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- \n
- mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );\n
- mediump vec4 vertexPosition = gridPosition;\n
- vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n
- vertexPosition.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;\n
- vertexPosition = uMvpMatrix * vertexPosition;\n
- \n
- vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
- vMaskTexCoord = gridPosition.xy / visualSize;\n
- \n
- gl_Position = vertexPosition;\n
- }\n
-);
-
-const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- varying mediump vec2 vTexCoord;\n
- varying mediump vec2 vMaskTexCoord;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- uniform mediump vec2 uFixed[ 3 ];\n
- uniform mediump vec2 uStretchTotal;\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
- \n
- void main()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- \n
- mediump vec2 size = visualSize.xy;\n
- \n
- mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y );\n
- mediump vec2 stretch = floor( aPosition * 0.5 );\n
- mediump vec2 fixedTotal = uFixed[ 2 ];\n
- \n
- mediump vec4 gridPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );\n
- mediump vec4 vertexPosition = gridPosition;\n
- vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n
- vertexPosition.xy += anchorPoint*size + (visualOffset + origin)*uSize.xy;\n
- \n
- vertexPosition = uMvpMatrix * vertexPosition;\n
- \n
- vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n
- \n
- vMaskTexCoord = gridPosition.xy / size;\n
- gl_Position = vertexPosition;\n
- }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
- }\n
-);
-
-const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- varying mediump vec2 vMaskTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform sampler2D sMask;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float preMultipliedAlpha;\n
- uniform mediump float auxiliaryImageAlpha;\n
- \n
- void main()\n
- {\n
- // Where mask image is transparent, all of background image must show through.
- // where mask image is opaque, only mask should be shown
- // where mask is translucent, less of background should be shown.
- // auxiliaryImageAlpha controls how much of mask is visible
-
- mediump vec4 color = texture2D( sTexture, vTexCoord );\n
- mediump vec4 mask = texture2D( sMask, vMaskTexCoord );\n
-
- mediump vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha)
- + mask.rgb*mask.a * auxiliaryImageAlpha;\n
- gl_FragColor = vec4(mixedColor,1.0) * uColor * vec4( mixColor, 1.0 );\n
- }\n
-);
/**
* @brief Creates the geometry formed from the vertices and indices
/////////////////NPatchVisual////////////////
-NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties )
+NPatchVisualPtr NPatchVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties)
{
- NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
+ NPatchVisualPtr nPatchVisual(new NPatchVisual(factoryCache, shaderFactory));
nPatchVisual->mImageUrl = imageUrl;
nPatchVisual->SetProperties( properties );
-
+ nPatchVisual->Initialize();
return nPatchVisual;
}
-NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl )
+NPatchVisualPtr NPatchVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl)
{
- NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
+ NPatchVisualPtr nPatchVisual(new NPatchVisual(factoryCache, shaderFactory));
nPatchVisual->mImageUrl = imageUrl;
-
+ nPatchVisual->Initialize();
return nPatchVisual;
}
Geometry geometry = CreateGeometry();
Shader shader = CreateShader();
- mImpl->mRenderer = Renderer::New( geometry, shader );
+ mImpl->mRenderer.SetGeometry(geometry);
+ mImpl->mRenderer.SetShader(shader);
mPlacementActor = actor;
if( data->GetLoadingState() != NPatchData::LoadingState::LOADING )
}
actor.RemoveRenderer( mImpl->mRenderer );
- mImpl->mRenderer.Reset();
mPlacementActor.Reset();
}
}
}
-NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::N_PATCH ),
+NPatchVisual::NPatchVisual(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory)
+: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::N_PATCH),
mPlacementActor(),
- mLoader( factoryCache.GetNPatchLoader() ),
+ mLoader(factoryCache.GetNPatchLoader()),
+ mImageVisualShaderFactory(shaderFactory),
mImageUrl(),
mAuxiliaryUrl(),
mId(NPatchData::INVALID_NPATCH_DATA_ID),
- mBorderOnly( false ),
+ mBorderOnly(false),
mBorder(),
- mAuxiliaryImageAlpha( 0.0f ),
- mReleasePolicy( Toolkit::ImageVisual::ReleasePolicy::DETACHED )
+ mAuxiliaryImageAlpha(0.0f),
+ mReleasePolicy(Toolkit::ImageVisual::ReleasePolicy::DETACHED)
{
EnablePreMultipliedAlpha( mFactoryCache.GetPreMultiplyOnLoad() );
}
}
}
+void NPatchVisual::OnInitialize()
+{
+ // Get basic geometry and shader
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
+ Shader shader = mImageVisualShaderFactory.GetShader(mFactoryCache, false, true, false);
+
+ mImpl->mRenderer = Renderer::New(geometry, shader);
+
+ //Register transform properties
+ mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+}
+
Geometry NPatchVisual::CreateGeometry()
{
Geometry geometry;
NPatchUtility::StretchRanges::SizeType xStretchCount = 0;
NPatchUtility::StretchRanges::SizeType yStretchCount = 0;
- auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
- : FRAGMENT_SHADER;
+ 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;
shader = mFactoryCache.GetShader( shaderType );
if( DALI_UNLIKELY( !shader ) )
{
- shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader );
+ shader = Shader::New( SHADER_NPATCH_VISUAL_3X3_SHADER_VERT, fragmentShader );
// Only cache vanilla 9 patch shaders
mFactoryCache.SaveShader( shaderType, shader );
}
std::stringstream vertexShader;
vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
<< "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
- << VERTEX_SHADER;
+ << SHADER_NPATCH_VISUAL_SHADER_VERT;
shader = Shader::New( vertexShader.str(), fragmentShader );
}
if( ( xStretchCount == 1 && yStretchCount == 1 ) ||
( xStretchCount == 0 && yStretchCount == 0 ) )
{
- const char* vertexShader = VERTEX_SHADER_3X3;
+ const char* vertexShader = SHADER_NPATCH_VISUAL_3X3_SHADER_VERT.data();
if( !mImpl->mCustomShader->mVertexShader.empty() )
{
std::stringstream vertexShader;
vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
<< "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
- << VERTEX_SHADER;
+ << SHADER_NPATCH_VISUAL_SHADER_VERT;
shader = Shader::New( vertexShader.str(), fragmentShader, hints );
}