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=452fda9a604318c5eb055b5e877d8a1220a37fb2;hp=13b8633a5cb3db83d6b8c2e38c9083454fdc130a;hb=453a02269ec66b61d23debab49fd2e7afed7d9e1;hpb=ef5d3e154b9a2aeb05ebcd81dbc552bad70c4132 diff --git a/dali-toolkit/internal/visuals/border/border-visual.cpp b/dali-toolkit/internal/visuals/border/border-visual.cpp index 13b8633..452fda9 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) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -20,11 +20,11 @@ // EXTERNAL INCLUDES #include -#include +#include // INTERNAL INCLUDES #include -#include +#include #include #include #include @@ -41,86 +41,77 @@ namespace Internal namespace { -const char * const COLOR_NAME("borderColor"); -const char * const SIZE_NAME("borderSize"); -const char * const ANTI_ALIASING("antiAliasing"); - const char * const POSITION_ATTRIBUTE_NAME("aPosition"); const char * const DRIFT_ATTRIBUTE_NAME("aDrift"); const char * const INDEX_NAME("indices"); - -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - attribute mediump vec2 aDrift;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - uniform mediump float borderSize;\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 - - 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 = DALI_COMPOSE_SHADER( - uniform lowp vec4 uColor;\n - uniform lowp vec4 borderColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n - \n - void main()\n - {\n - gl_FragColor = vec4(mixColor, opacity)*borderColor*uColor;\n - }\n -); - -const char* VERTEX_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - attribute mediump vec2 aDrift;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - uniform mediump float borderSize;\n - varying mediump float vAlpha;\n - \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 = DALI_COMPOSE_SHADER( - uniform lowp vec4 uColor;\n - uniform lowp vec4 borderColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n - uniform mediump float borderSize;\n - varying mediump float vAlpha;\n - \n - void main()\n - {\n - gl_FragColor = vec4(mixColor, opacity)*borderColor*uColor;\n - gl_FragColor.a *= smoothstep(0.0, 1.5, vAlpha)*smoothstep( borderSize+1.5, borderSize, vAlpha );\n - }\n -); +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 ) @@ -131,7 +122,7 @@ BorderVisualPtr BorderVisual::New( VisualFactoryCache& factoryCache, const Prope } BorderVisual::BorderVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), +: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::BORDER ), mBorderColor( Color::TRANSPARENT ), mBorderSize( 0.f ), mBorderColorIndex( Property::INVALID_INDEX ), @@ -203,29 +194,37 @@ void BorderVisual::DoSetProperty( Dali::Property::Index index, } } -void BorderVisual::DoSetOnStage( Actor& actor ) +void BorderVisual::DoSetOnScene( Actor& actor ) { InitializeRenderer(); - mBorderColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor ); - if( mBorderColor.a < 1.f || mAntiAliasing) + mBorderColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor ); + if( mBorderColor.a < 1.f || mAntiAliasing ) { mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); } - mBorderSizeIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize ); + mBorderSizeIndex = mImpl->mRenderer.RegisterProperty( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize ); actor.AddRenderer( mImpl->mRenderer ); + + // Border Visual Generated and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); } void BorderVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::BORDER ); + map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::BORDER ); map.Insert( Toolkit::BorderVisual::Property::COLOR, mBorderColor ); map.Insert( Toolkit::BorderVisual::Property::SIZE, mBorderSize ); map.Insert( Toolkit::BorderVisual::Property::ANTI_ALIASING, mAntiAliasing ); } +void BorderVisual::DoCreateInstancePropertyMap( Property::Map& map ) const +{ + // Do nothing +} + void BorderVisual::OnSetTransform() { if( mImpl->mRenderer ) @@ -250,47 +249,6 @@ void BorderVisual::InitializeRenderer() mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); } -void BorderVisual::SetBorderColor(const Vector4& color) -{ - mBorderColor = color; - - if( mImpl->mRenderer ) - { - (mImpl->mRenderer).SetProperty( mBorderColorIndex, color ); - if( color.a < 1.f ) - { - mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); - } - } -} - -void BorderVisual::SetBorderSize( float size ) -{ - mBorderSize = size; - - if( mImpl->mRenderer ) - { - (mImpl->mRenderer).SetProperty( mBorderSizeIndex, size ); - } -} - -void BorderVisual::RequireAntiAliasing( bool antiAliasing ) -{ - if( mAntiAliasing != antiAliasing ) - { - mAntiAliasing = antiAliasing; - if( mImpl->mRenderer ) - { - Shader borderShader( GetBorderShader() ); - mImpl->mRenderer.SetShader( borderShader ); - if( mAntiAliasing ) - { - mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); - } - } - } -} - Shader BorderVisual::GetBorderShader() { Shader shader; @@ -299,7 +257,7 @@ Shader BorderVisual::GetBorderShader() shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER_ANTI_ALIASING, FRAGMENT_SHADER_ANTI_ALIASING ); + shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ANTI_ALIASING, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ANTI_ALIASING ); mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING, shader ); } } @@ -308,7 +266,7 @@ Shader BorderVisual::GetBorderShader() shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER ); mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER, shader ); } } @@ -363,7 +321,7 @@ Geometry BorderVisual::CreateBorderGeometry() Property::Map borderVertexFormat; borderVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2; borderVertexFormat[DRIFT_ATTRIBUTE_NAME] = Property::VECTOR2; - PropertyBuffer borderVertices = PropertyBuffer::New( borderVertexFormat ); + VertexBuffer borderVertices = VertexBuffer::New( borderVertexFormat ); borderVertices.SetData( borderVertexData, 16 ); // Create indices