X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Frenderers%2Fimage%2Fimage-renderer.cpp;h=10a6bc679ea55d3db1e97b24c448185c881752b4;hp=da77f9510d84f5931f75d292b60655da50d31a9f;hb=6c6cdc0f1c2e6373e4eb3bf74397abba5befe026;hpb=397218b6cdd85915f5fe00fa9d3615dfa3867422 diff --git a/dali-toolkit/internal/controls/renderers/image/image-renderer.cpp b/dali-toolkit/internal/controls/renderers/image/image-renderer.cpp index da77f95..10a6bc6 100644 --- a/dali-toolkit/internal/controls/renderers/image/image-renderer.cpp +++ b/dali-toolkit/internal/controls/renderers/image/image-renderer.cpp @@ -21,6 +21,7 @@ // EXTERNAL HEADER #include // for strncasecmp #include +#include #include // INTERNAL HEADER @@ -45,7 +46,7 @@ const char HTTP_URL[] = "http://"; const char HTTPS_URL[] = "https://"; const char * const RENDERER_TYPE("rendererType"); -const char * const RENDERER_TYPE_VALUE("imageRenderer"); +const char * const RENDERER_TYPE_VALUE("image"); // property names const char * const IMAGE_URL_NAME( "imageUrl" ); @@ -71,15 +72,20 @@ const char * const NO_FILTER("noFilter"); const char * const DONT_CARE("dontCare"); const std::string TEXTURE_UNIFORM_NAME = "sTexture"; -const std::string TEXTURE_RECT_UNIFORM_NAME = "uTextureRect"; +const std::string ATLAS_RECT_UNIFORM_NAME = "uAtlasRect"; +const std::string PIXEL_AREA_UNIFORM_NAME = "pixelArea"; + const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f); +const char* DEFAULT_SAMPLER_TYPENAME = "sampler2D"; + const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n - varying mediump vec2 vTexCoord;\n uniform mediump mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n - uniform mediump vec4 uTextureRect;\n + uniform mediump vec4 uAtlasRect;\n + uniform mediump vec4 pixelArea; + varying mediump vec2 vTexCoord;\n \n void main()\n {\n @@ -87,7 +93,7 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( vertexPosition.xyz *= uSize;\n vertexPosition = uMvpMatrix * vertexPosition;\n \n - vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5));\n + vTexCoord = mix( uAtlasRect.xy, uAtlasRect.zw, pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) ) );\n gl_Position = vertexPosition;\n }\n ); @@ -103,22 +109,23 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( }\n ); + Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsigned int >& indices ) { Property::Map vertexFormat; vertexFormat[ "aPosition" ] = Property::VECTOR2; - PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat, vertices.Size() ); + PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat ); if( vertices.Size() > 0 ) { - vertexPropertyBuffer.SetData( &vertices[ 0 ] ); + vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() ); } Property::Map indexFormat; indexFormat[ "indices" ] = Property::INTEGER; - PropertyBuffer indexPropertyBuffer = PropertyBuffer::New( indexFormat, indices.Size() ); + PropertyBuffer indexPropertyBuffer = PropertyBuffer::New( indexFormat ); if( indices.Size() > 0 ) { - indexPropertyBuffer.SetData( &indices[ 0 ] ); + indexPropertyBuffer.SetData( &indices[ 0 ], indices.Size() ); } // Create the geometry object @@ -197,10 +204,12 @@ Geometry CreateGeometry( RendererFactoryCache& factoryCache, ImageDimensions gri ImageRenderer::ImageRenderer( RendererFactoryCache& factoryCache, ImageAtlasManager& atlasManager ) : ControlRenderer( factoryCache ), mAtlasManager( atlasManager ), - mTextureRect( FULL_TEXTURE_RECT ), mDesiredSize(), mFittingMode( FittingMode::DEFAULT ), - mSamplingMode( SamplingMode::DEFAULT ) + mSamplingMode( SamplingMode::DEFAULT ), + mIsAlphaPreMultiplied( false ), + mNativeFragmentShaderCode( ), + mNativeImageFlag( false ) { } @@ -329,6 +338,13 @@ void ImageRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap } } + NativeImage nativeImage = NativeImage::DownCast( mImage ); + + if( nativeImage ) + { + SetNativeFragmentShaderCode( nativeImage ); + } + // if actor is on stage, create new renderer and apply to actor if( actor && actor.OnStage() ) { @@ -380,9 +396,17 @@ Renderer ImageRenderer::CreateRenderer() const Geometry geometry; Shader shader; + // If mImage is nativeImage with custom sampler or prefix, mNativeFragmentShaderCode will be applied. + // Renderer can't be shared between NativeImage and other image types. + if( !mNativeFragmentShaderCode.empty() ) + { + return CreateNativeImageRenderer(); + } + if( !mImpl->mCustomShader ) { geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) ); + shader = GetImageShader(mFactoryCache); } else @@ -397,6 +421,48 @@ Renderer ImageRenderer::CreateRenderer() const shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? VERTEX_SHADER : mImpl->mCustomShader->mVertexShader, mImpl->mCustomShader->mFragmentShader.empty() ? FRAGMENT_SHADER : mImpl->mCustomShader->mFragmentShader, mImpl->mCustomShader->mHints ); + if( mImpl->mCustomShader->mVertexShader.empty() ) + { + shader.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + } + } + } + + Material material = Material::New( shader ); + return Renderer::New( geometry, material ); +} + +Renderer ImageRenderer::CreateNativeImageRenderer() const +{ + Geometry geometry; + Shader shader; + + if( !mImpl->mCustomShader ) + { + geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) ); + + shader = Shader::New( VERTEX_SHADER, mNativeFragmentShaderCode ); + shader.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + } + else + { + geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize ); + if( mImpl->mCustomShader->mVertexShader.empty() && mImpl->mCustomShader->mFragmentShader.empty() ) + { + shader = Shader::New( VERTEX_SHADER, mNativeFragmentShaderCode ); + } + else + { + shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? VERTEX_SHADER : mImpl->mCustomShader->mVertexShader, + mNativeFragmentShaderCode, + mImpl->mCustomShader->mHints ); + if( mImpl->mCustomShader->mVertexShader.empty() ) + { + shader.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + } } } @@ -421,20 +487,19 @@ void ImageRenderer::InitializeRenderer( const std::string& imageUrl ) mImpl->mRenderer = mFactoryCache.GetRenderer( imageUrl ); if( !mImpl->mRenderer ) { - Material material = mAtlasManager.Add(mTextureRect, imageUrl, mDesiredSize, mFittingMode, mSamplingMode ); + Vector4 atlasRect; + Material material = mAtlasManager.Add(atlasRect, imageUrl, mDesiredSize, mFittingMode, mSamplingMode ); if( material ) { Geometry geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) ); mImpl->mRenderer = Renderer::New( geometry, material ); - SetTextureRectUniform(mTextureRect); + mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect ); } else // big image, atlasing is not applied { mImpl->mRenderer = CreateRenderer(); - mTextureRect = FULL_TEXTURE_RECT; - SetTextureRectUniform(mTextureRect); - ResourceImage image = Dali::ResourceImage::New( imageUrl ); + ResourceImage image = Dali::ResourceImage::New( imageUrl, mDesiredSize, mFittingMode, mSamplingMode ); image.LoadingFinishedSignal().Connect( this, &ImageRenderer::OnImageLoaded ); Material material = mImpl->mRenderer.GetMaterial(); material.AddTexture( image, TEXTURE_UNIFORM_NAME ); @@ -442,11 +507,7 @@ void ImageRenderer::InitializeRenderer( const std::string& imageUrl ) mFactoryCache.SaveRenderer( imageUrl, mImpl->mRenderer ); } - else - { - Property::Value textureRect = mImpl->mRenderer.GetProperty( mImpl->mRenderer.GetPropertyIndex(TEXTURE_RECT_UNIFORM_NAME) ); - textureRect.Get( mTextureRect ); - } + mImpl->mFlags |= Impl::IS_FROM_CACHE; } else @@ -458,15 +519,6 @@ void ImageRenderer::InitializeRenderer( const std::string& imageUrl ) ResourceImage resourceImage = Dali::ResourceImage::New( imageUrl, mDesiredSize, mFittingMode, mSamplingMode ); resourceImage.LoadingFinishedSignal().Connect( this, &ImageRenderer::OnImageLoaded ); ApplyImageToSampler( resourceImage ); - - // custom vertex shader does not need texture rect uniform - if( mImpl->mCustomShader && !mImpl->mCustomShader->mVertexShader.empty() ) - { - return; - } - - mTextureRect = FULL_TEXTURE_RECT; - SetTextureRectUniform( mTextureRect ); } } @@ -480,13 +532,6 @@ void ImageRenderer::InitializeRenderer( const Image& image ) { ApplyImageToSampler( image ); } - - // default shader or custom shader with the default image vertex shader - if( !mImpl->mCustomShader || mImpl->mCustomShader->mVertexShader.empty() ) - { - mTextureRect = FULL_TEXTURE_RECT; - SetTextureRectUniform( mTextureRect ); - } } @@ -500,6 +545,8 @@ void ImageRenderer::DoSetOnStage( Actor& actor ) { InitializeRenderer( mImage ); } + + mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, mIsAlphaPreMultiplied); } void ImageRenderer::DoSetOffStage( Actor& actor ) @@ -622,6 +669,8 @@ Shader ImageRenderer::GetImageShader( RendererFactoryCache& factoryCache ) { shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); factoryCache.SaveShader( RendererFactoryCache::IMAGE_SHADER, shader ); + shader.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); } return shader; } @@ -672,11 +721,35 @@ void ImageRenderer::SetImage( Actor& actor, const Image& image ) { if( mImage != image ) { + NativeImage newNativeImage = NativeImage::DownCast( image ); + bool newRendererFlag = true; + + if( newNativeImage && !mNativeImageFlag ) + { + SetNativeFragmentShaderCode( newNativeImage ); + } + + if( ( newNativeImage && mNativeImageFlag ) || ( !newNativeImage && !mNativeImageFlag ) ) + { + newRendererFlag = false; + } + + if( newNativeImage ) + { + mNativeImageFlag = true; + } + else + { + mNativeFragmentShaderCode.clear(); + mNativeImageFlag = false; + } + mImage = image; if( mImpl->mRenderer ) { - if( GetIsFromCache() ) // if renderer is from cache, remove the old one + // if renderer is from cache, remove the old one, and create new renderer + if( GetIsFromCache() ) { //remove old renderer if( actor ) @@ -696,6 +769,20 @@ void ImageRenderer::SetImage( Actor& actor, const Image& image ) SetOnStage(actor); } } + // if input image is nativeImage and mImage is regular image or the reverse, remove the old one, and create new renderer + else if( newRendererFlag ) + { + //remove old renderer + if( actor ) + { + actor.RemoveRenderer( mImpl->mRenderer ); + } + + if( actor && actor.OnStage() ) // if actor on stage, create a new renderer and apply to actor + { + SetOnStage(actor); + } + } else // if renderer is not from cache, reuse the same renderer and only change the texture { ApplyImageToSampler( image ); @@ -709,6 +796,15 @@ void ImageRenderer::SetImage( Actor& actor, const Image& image ) } } +void ImageRenderer::EnablePreMultipliedAlpha( bool preMultipled ) +{ + mIsAlphaPreMultiplied = preMultipled; + if( mImpl->mRenderer ) + { + mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, mIsAlphaPreMultiplied); + } +} + void ImageRenderer::ApplyImageToSampler( const Image& image ) { if( image ) @@ -740,23 +836,50 @@ void ImageRenderer::OnImageLoaded( ResourceImage image ) } } -void ImageRenderer::SetTextureRectUniform( const Vector4& textureRect ) +void ImageRenderer::CleanCache(const std::string& url) { - if( mImpl->mRenderer ) + Material material = mImpl->mRenderer.GetMaterial(); + + Vector4 atlasRect( 0.f, 0.f, 1.f, 1.f ); + Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME ); + if( index != Property::INVALID_INDEX ) { - // Register/Set property. - mImpl->mRenderer.RegisterProperty( TEXTURE_RECT_UNIFORM_NAME, textureRect ); + Property::Value atlasRectValue = mImpl->mRenderer.GetProperty( index ); + atlasRectValue.Get( atlasRect ); + } + + mImpl->mRenderer.Reset(); + if( mFactoryCache.CleanRendererCache( url ) && index != Property::INVALID_INDEX ) + { + mAtlasManager.Remove( material, atlasRect ); } } -void ImageRenderer::CleanCache(const std::string& url) +void ImageRenderer::SetNativeFragmentShaderCode( Dali::NativeImage& nativeImage ) { - Material material = mImpl->mRenderer.GetMaterial(); - mImpl->mRenderer.Reset(); - if( mFactoryCache.CleanRendererCache( url ) ) + const char* fragmentPreFix = nativeImage.GetCustomFragmentPreFix(); + const char* customSamplerTypename = nativeImage.GetCustomSamplerTypename(); + + if( fragmentPreFix ) { - mAtlasManager.Remove( material, mTextureRect ); + mNativeFragmentShaderCode = fragmentPreFix; + mNativeFragmentShaderCode += "\n"; } + + if( mImpl->mCustomShader && !mImpl->mCustomShader->mFragmentShader.empty() ) + { + mNativeFragmentShaderCode += mImpl->mCustomShader->mFragmentShader; + } + else + { + mNativeFragmentShaderCode += FRAGMENT_SHADER; + } + + if( customSamplerTypename ) + { + mNativeFragmentShaderCode.replace( mNativeFragmentShaderCode.find( DEFAULT_SAMPLER_TYPENAME ), strlen( DEFAULT_SAMPLER_TYPENAME ), customSamplerTypename ); + } + } } // namespace Internal