X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fcolor%2Fcolor-visual.cpp;h=0ac80d61a62cbb19937b39374f0f5dc583bef275;hp=1a56968fe8ae2aaf17834d1bbed4debaeec13eb4;hb=d2a6f4d721fbc03b51d4f1328a58b1fa65f90d43;hpb=5e04f7584e88f851481db93078a22100bbf88015 diff --git a/dali-toolkit/internal/visuals/color/color-visual.cpp b/dali-toolkit/internal/visuals/color/color-visual.cpp index 1a56968..73b0931 100644 --- a/dali-toolkit/internal/visuals/color/color-visual.cpp +++ b/dali-toolkit/internal/visuals/color/color-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 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. @@ -19,74 +19,59 @@ #include "color-visual.h" // EXTERNAL INCLUDES +#include #include //INTERNAL INCLUDES -#include -#include -#include +#include +#include +#include #include +#include #include -#include +#include +#include namespace Dali { - namespace Toolkit { - namespace Internal { - namespace { -const char * const COLOR_NAME("mixColor"); - -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\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 - - vec4 ComputeVertexPosition()\n - {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n - vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n - return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n - }\n - - void main()\n - {\n - gl_Position = uMvpMatrix * ComputeVertexPosition();\n - }\n -); - -const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( - uniform lowp vec4 uColor;\n - uniform lowp vec4 mixColor;\n - \n - void main()\n - {\n - gl_FragColor = mixColor*uColor;\n - }\n -); -} +VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[6] = +{ + VisualFactoryCache::COLOR_SHADER, + VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, + VisualFactoryCache::COLOR_SHADER_BORDERLINE, + VisualFactoryCache::COLOR_SHADER_ROUNDED_BORDERLINE, + VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, + VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER_BLUR_EDGE, +}; -ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache ) +// enum of required list when we select shader +enum ColorVisualRequireFlag +{ + DEFAULT = 0, + ROUNDED_CORNER = 1 << 0, + BORDERLINE = 1 << 1, + BLUR = 1 << 2, +}; +} // unnamed namespace +ColorVisualPtr ColorVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties) { - return new ColorVisual( factoryCache ); + ColorVisualPtr colorVisualPtr(new ColorVisual(factoryCache)); + colorVisualPtr->SetProperties(properties); + colorVisualPtr->Initialize(); + return colorVisualPtr; } -ColorVisual::ColorVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), - mMixColorIndex( Property::INVALID_INDEX ) +ColorVisual::ColorVisual(VisualFactoryCache& factoryCache) +: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR), + mBlurRadius(0.0f), + mBlurRadiusIndex(Property::INVALID_INDEX), + mAlwaysUsingBlurRadius(false) { } @@ -94,77 +79,198 @@ ColorVisual::~ColorVisual() { } -void ColorVisual::DoSetProperties( const Property::Map& propertyMap ) +void ColorVisual::DoSetProperties(const Property::Map& propertyMap) { - Property::Value* color = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, COLOR_NAME ); - if( !( color && color->Get(mMixColor) ) ) + // By virtue of DoSetProperties being called last, this will override + // anything set by Toolkit::Visual::Property::MIX_COLOR + Property::Value* colorValue = propertyMap.Find(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR); + if(colorValue) + { + Vector4 color; + if(colorValue->Get(color)) + { + Property::Type type = colorValue->GetType(); + if(type == Property::VECTOR4) + { + SetMixColor(color); + } + else if(type == Property::VECTOR3) + { + Vector3 color3(color); + SetMixColor(color3); + } + } + else + { + DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n"); + } + } + + Property::Value* blurRadiusValue = propertyMap.Find(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME); + if(blurRadiusValue) { - DALI_LOG_ERROR( "Fail to provide a color to the ColorVisual object\n" ); + if(!blurRadiusValue->Get(mBlurRadius)) + { + DALI_LOG_ERROR("ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType()); + } } } -void ColorVisual::DoSetOnStage( Actor& actor ) +void ColorVisual::DoSetOnScene(Actor& actor) { - InitializeRenderer(); + actor.AddRenderer(mImpl->mRenderer); - actor.AddRenderer( mImpl->mRenderer ); + // Color Visual generated and ready to display + ResourceReady(Toolkit::Visual::ResourceStatus::READY); } -void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const +void ColorVisual::DoSetOffScene(Actor& actor) { - map.Clear(); - map.Insert( Toolkit::VisualProperty::TYPE, Toolkit::Visual::COLOR ); - map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mMixColor ); + actor.RemoveRenderer(mImpl->mRenderer); } -void ColorVisual::OnSetTransform() +void ColorVisual::DoCreatePropertyMap(Property::Map& map) const { - if( mImpl->mRenderer ) + map.Clear(); + map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR); + map.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor); + + if(mImpl->mRenderer && mBlurRadiusIndex != Property::INVALID_INDEX) + { + // Update values from Renderer + float blurRadius = mImpl->mRenderer.GetProperty(mBlurRadiusIndex); + map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, blurRadius); + } + else { - mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius); } } -void ColorVisual::InitializeRenderer() +void ColorVisual::DoCreateInstancePropertyMap(Property::Map& map) const +{ + // Do nothing +} + +void ColorVisual::OnSetTransform() { - Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - if( !geometry ) + if(mImpl->mRenderer) { - geometry = VisualFactoryCache::CreateQuadGeometry(); - mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry ); + mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); } +} - Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER ); - if( !shader ) +void ColorVisual::UpdateShader() +{ + if(mImpl->mRenderer) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); - mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader ); + Shader shader = GenerateShader(); + mImpl->mRenderer.SetShader(shader); } +} + +void ColorVisual::OnInitialize() +{ + Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY); - mImpl->mRenderer = Renderer::New( geometry, shader ); + Shader shader = GenerateShader(); - mMixColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::ColorVisual::Property::MIX_COLOR, COLOR_NAME, mMixColor ); - if( mMixColor.a < 1.f ) + mImpl->mRenderer = Renderer::New(geometry, shader); + + // ColorVisual has it's own index key for mix color - use this instead + // of using the new base index to avoid changing existing applications + // String keys will get to this property. + mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor)); + + if(!EqualsZero(mBlurRadius)) { - mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); + mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius); + mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); } - //Register transform properties - mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + // Register transform properties + mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); } -void ColorVisual::SetColor(const Vector4& color) +Shader ColorVisual::GenerateShader() const { - mMixColor = color; + Shader shader; + VisualFactoryCache::ShaderType shaderType; + + bool roundedCorner = IsRoundedCornerRequired(); + bool borderline = IsBorderlineRequired(); + bool blur = !EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius; + int shaderTypeFlag = ColorVisualRequireFlag::DEFAULT; + + if(roundedCorner) + { + shaderTypeFlag |= ColorVisualRequireFlag::ROUNDED_CORNER; + } + if(blur) + { + // If we use blur, just ignore borderline + borderline = false; + shaderTypeFlag |= ColorVisualRequireFlag::BLUR; + } + if(borderline) + { + shaderTypeFlag |= ColorVisualRequireFlag::BORDERLINE; + } - if( mImpl->mRenderer ) + shaderType = SHADER_TYPE_TABLE[shaderTypeFlag]; + shader = mFactoryCache.GetShader(shaderType); + if(!shader) { - (mImpl->mRenderer).SetProperty( mMixColorIndex, color ); - if( color.a < 1.f ) + std::string vertexShaderPrefixList; + std::string fragmentShaderPrefixList; + if(roundedCorner) + { + vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n"; + fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n"; + } + if(blur) { - mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); + vertexShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n"; + fragmentShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n"; } + if(borderline) + { + vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n"; + fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n"; + } + shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_VERT.data(), + Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_FRAG.data()); + mFactoryCache.SaveShader(shaderType, shader); + } + + return shader; +} + +Dali::Property ColorVisual::OnGetPropertyObject(Dali::Property::Key key) +{ + if(!mImpl->mRenderer) + { + Handle handle; + return Dali::Property(handle, Property::INVALID_INDEX); } + + if((key.type == Property::Key::INDEX && key.indexKey == DevelColorVisual::Property::BLUR_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == BLUR_RADIUS_NAME)) + { + mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius); + + // Blur is animated now. we always have to use blur feature. + mAlwaysUsingBlurRadius = true; + + mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON); + + // Change shader + UpdateShader(); + + return Dali::Property(mImpl->mRenderer, mBlurRadiusIndex); + } + + Handle handle; + return Dali::Property(handle, Property::INVALID_INDEX); } } // namespace Internal