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=229d12cf11bff345bd2f0838e2b540daba66a6e6;hb=453a02269ec66b61d23debab49fd2e7afed7d9e1;hpb=37aa8e50d140ee95be5f03fadbc269a0a239adde diff --git a/dali-toolkit/internal/visuals/border/border-visual.cpp b/dali-toolkit/internal/visuals/border/border-visual.cpp index 229d12c..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) 2018 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. @@ -20,7 +20,7 @@ // EXTERNAL INCLUDES #include -#include +#include // INTERNAL INCLUDES #include @@ -45,76 +45,73 @@ 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 highp 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 - \n - void main()\n - {\n - gl_FragColor = vec4(mixColor, 1.0)*borderColor*uColor;\n - }\n -); - -const char* VERTEX_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - attribute mediump vec2 aDrift;\n - uniform highp 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 mediump float borderSize;\n - varying mediump float vAlpha;\n - \n - void main()\n - {\n - gl_FragColor = vec4(mixColor, 1.0)*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 ) @@ -201,12 +198,12 @@ 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 ); @@ -260,7 +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 ); } } @@ -269,7 +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 ); } } @@ -324,7 +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