X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fborder%2Fborder-visual.cpp;h=4146b8012158b1a7ecec66ba43aceb743078c661;hp=ddd2e52ed6ce4fe2f73c07637639749ea020ece3;hb=ab447436de92a2e8bc8cd1393f4807f19ef6b316;hpb=097d3a70079f836c1cc5022673b77aaf013f83bc diff --git a/dali-toolkit/internal/visuals/border/border-visual.cpp b/dali-toolkit/internal/visuals/border/border-visual.cpp index ddd2e52..4146b80 100644 --- a/dali-toolkit/internal/visuals/border/border-visual.cpp +++ b/dali-toolkit/internal/visuals/border/border-visual.cpp @@ -1,5 +1,5 @@ /* - * 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. @@ -29,6 +29,7 @@ #include #include #include +#include namespace Dali { @@ -44,80 +45,13 @@ namespace const char * const POSITION_ATTRIBUTE_NAME("aPosition"); const char * const DRIFT_ATTRIBUTE_NAME("aDrift"); const char * const INDEX_NAME("indices"); - -const char* VERTEX_SHADER = - "INPUT mediump vec2 aPosition;\n" - "INPUT mediump vec2 aDrift;\n" - - "uniform highp mat4 uMvpMatrix;\n" - "uniform highp vec3 uSize;\n" - "uniform mediump float borderSize;\n" - - "//Visual size and offset\n" - "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" - - "vec2 ComputeVertexPosition()\n" - "{\n" - " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n" - " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n" - " return (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy;\n" - "}\n" - - "void main()\n" - "{\n" - " vec2 position = ComputeVertexPosition() + aDrift*borderSize;\n" - " gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n" - "}\n"; - -const char* FRAGMENT_SHADER = - "uniform lowp vec4 uColor;\n" - "uniform lowp vec4 borderColor;\n" - "uniform lowp vec3 mixColor;\n" - - "void main()\n" - "{\n" - " OUT_COLOR = vec4(mixColor, 1.0) * borderColor * uColor;\n" - "}\n"; - -const char* VERTEX_SHADER_ANTI_ALIASING = - "INPUT mediump vec2 aPosition;\n" - "INPUT mediump vec2 aDrift;\n" - "OUTPUT mediump float vAlpha;\n" - - "uniform highp mat4 uMvpMatrix;\n" - "uniform highp vec3 uSize;\n" - "uniform mediump float borderSize;\n" - - "void main()\n" - "{\n" - " vec2 position = aPosition*(uSize.xy+vec2(0.75)) + aDrift*(borderSize+1.5);\n" - " gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n" - " vAlpha = min( abs(aDrift.x), abs(aDrift.y) )*(borderSize+1.5);" - "}\n"; - -const char* FRAGMENT_SHADER_ANTI_ALIASING = - "INPUT mediump float vAlpha;\n" - - "uniform lowp vec4 uColor;\n" - "uniform lowp vec4 borderColor;\n" - "uniform lowp vec3 mixColor;\n" - "uniform mediump float borderSize;\n" - - "void main()\n" - "{\n" - " OUT_COLOR = vec4(mixColor, 1.0) * borderColor * uColor;\n" - " OUT_COLOR.a *= smoothstep(0.0, 1.5, vAlpha) * smoothstep( borderSize + 1.5, borderSize, vAlpha );\n" - "}\n"; } BorderVisualPtr BorderVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) { BorderVisualPtr borderVisualPtr( new BorderVisual( factoryCache ) ); borderVisualPtr->SetProperties( properties ); + borderVisualPtr->Initialize(); return borderVisualPtr; } @@ -196,10 +130,8 @@ void BorderVisual::DoSetProperty( Dali::Property::Index index, void BorderVisual::DoSetOnScene( Actor& actor ) { - InitializeRenderer(); - mBorderColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor ); - if( ( mBorderColor.a < 1.f || mAntiAliasing ) || IsAdvancedBlendEquationApplied() ) + if( mBorderColor.a < 1.f || mAntiAliasing ) { mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); } @@ -233,7 +165,7 @@ void BorderVisual::OnSetTransform() } } -void BorderVisual::InitializeRenderer() +void BorderVisual::OnInitialize() { Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::BORDER_GEOMETRY ); if( !geometry ) @@ -257,7 +189,7 @@ Shader BorderVisual::GetBorderShader() shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING ); if( !shader ) { - shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ANTI_ALIASING, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ANTI_ALIASING ); + shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + SHADER_BORDER_VISUAL_ANTI_ALIASING_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_BORDER_VISUAL_ANTI_ALIASING_SHADER_FRAG.data() ); mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING, shader ); } } @@ -266,7 +198,7 @@ Shader BorderVisual::GetBorderShader() shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER ); if( !shader ) { - shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER ); + shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + SHADER_BORDER_VISUAL_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_BORDER_VISUAL_SHADER_FRAG.data() ); mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER, shader ); } }