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=f62afc3b04e3d4588e4ff4937e02b426675c7c05;hp=452fda9a604318c5eb055b5e877d8a1220a37fb2;hb=0e96d3c3debf43ce2c02883bc269f087f8286528;hpb=9f87f31e8eea129579f00d6590f625a6290fc9cd diff --git a/dali-toolkit/internal/visuals/border/border-visual.cpp b/dali-toolkit/internal/visuals/border/border-visual.cpp index 452fda9..f62afc3 100644 --- a/dali-toolkit/internal/visuals/border/border-visual.cpp +++ b/dali-toolkit/internal/visuals/border/border-visual.cpp @@ -29,6 +29,7 @@ #include #include #include +#include namespace Dali { @@ -44,74 +45,6 @@ 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 ) @@ -257,7 +190,7 @@ 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 +199,7 @@ 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 ); } }