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=593eeb696aad1e01506eacaad0f55c635e15736a;hp=cb2b44709a6f4f80317a9e49dee7a0a404d8ebad;hb=abf5d9bb2bc8c3db867355573bdf8c27389dcf23;hpb=d402b997c5874a73bfec576eff290af235c1c03d diff --git a/dali-toolkit/internal/visuals/color/color-visual.cpp b/dali-toolkit/internal/visuals/color/color-visual.cpp index cb2b447..593eeb6 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) 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. @@ -19,173 +19,60 @@ #include "color-visual.h" // EXTERNAL INCLUDES +#include #include -#include //INTERNAL INCLUDES -#include -#include +#include #include -#include +#include +#include #include +#include #include -#include +#include +#include namespace Dali { - namespace Toolkit { - namespace Internal { - namespace { - -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform highp 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 - uniform mediump vec2 extraSize;\n - - vec4 ComputeVertexPosition()\n - {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\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 vec3 mixColor;\n - \n - void main()\n - {\n - gl_FragColor = vec4(mixColor, 1.0)*uColor;\n - }\n -); - -const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - varying mediump vec2 vPosition;\n - varying mediump vec2 vRectSize;\n - \n - //Visual size and offset - uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n - uniform mediump vec2 extraSize;\n - uniform mediump vec4 offsetSizeMode;\n - uniform mediump vec2 origin;\n - uniform mediump vec2 anchorPoint;\n - uniform mediump float cornerRadius;\n - \n - vec4 ComputeVertexPosition()\n - {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n - vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n - vRectSize = visualSize / 2.0 - cornerRadius;\n - vPosition = aPosition* visualSize;\n - return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n - }\n - \n - void main()\n - {\n - gl_Position = uMvpMatrix * ComputeVertexPosition();\n - }\n -); - -//float distance = length( max( abs( position - center ), size ) - size ) - radius; -const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( - varying mediump vec2 vPosition;\n - varying mediump vec2 vRectSize;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform mediump float cornerRadius;\n - \n - void main()\n - {\n - mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n - gl_FragColor = uColor * vec4( mixColor, 1.0 );\n - gl_FragColor.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n - }\n -); - -const char* VERTEX_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - varying mediump vec2 vPosition;\n - varying mediump vec2 vRectSize;\n - \n - //Visual size and offset - uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n - uniform mediump vec2 extraSize;\n - uniform mediump vec4 offsetSizeMode;\n - uniform mediump vec2 origin;\n - uniform mediump vec2 anchorPoint;\n - uniform mediump float blurRadius;\n - \n - vec4 ComputeVertexPosition()\n - {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n - vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n - vRectSize = visualSize / 2.0;\n - vPosition = aPosition* visualSize;\n - return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n - }\n - \n - void main()\n - {\n - gl_Position = uMvpMatrix * ComputeVertexPosition();\n - }\n -); - -const char* FRAGMENT_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER( - varying mediump vec2 vPosition;\n - varying mediump vec2 vRectSize;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform mediump float blurRadius;\n - \n - void main()\n - {\n - mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n - gl_FragColor = uColor * vec4( mixColor, 1.0 );\n - gl_FragColor.a *= blur.x * blur.y;\n - }\n -); - -} - -ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) +VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[6] = { - ColorVisualPtr colorVisualPtr( new ColorVisual( factoryCache ) ); - colorVisualPtr->SetProperties( properties ); + 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, +}; + +// 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) +{ + ColorVisualPtr colorVisualPtr(new ColorVisual(factoryCache)); + colorVisualPtr->SetProperties(properties); + colorVisualPtr->Initialize(); return colorVisualPtr; } -ColorVisual::ColorVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR ), - mBlurRadius( 0.0f ), - mRenderIfTransparent( false ) +ColorVisual::ColorVisual(VisualFactoryCache& factoryCache) +: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR), + mBlurRadius(0.0f), + mBlurRadiusIndex(Property::INVALID_INDEX), + mAlwaysUsingBlurRadius(false) { } @@ -193,25 +80,25 @@ ColorVisual::~ColorVisual() { } -void ColorVisual::DoSetProperties( const Property::Map& propertyMap ) +void ColorVisual::DoSetProperties(const Property::Map& propertyMap) { // 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 ) + Property::Value* colorValue = propertyMap.Find(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR); + if(colorValue) { Vector4 color; - if( colorValue->Get( color ) ) + if(colorValue->Get(color)) { Property::Type type = colorValue->GetType(); - if( type == Property::VECTOR4 ) + if(type == Property::VECTOR4) { - SetMixColor( color ); + SetMixColor(color); } - else if( type == Property::VECTOR3 ) + else if(type == Property::VECTOR3) { Vector3 color3(color); - SetMixColor( color3 ); + SetMixColor(color3); } } else @@ -220,112 +107,188 @@ void ColorVisual::DoSetProperties( const Property::Map& propertyMap ) } } - Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME ); - if( renderIfTransparentValue ) + Property::Value* blurRadiusValue = propertyMap.Find(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME); + if(blurRadiusValue) { - if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) ) + if(!blurRadiusValue->Get(mBlurRadius)) { - DALI_LOG_ERROR( "ColorVisual: renderIfTransparent property has incorrect type: %d\n", renderIfTransparentValue->GetType() ); - } - } - - Property::Value* blurRadiusValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME ); - if( blurRadiusValue ) - { - if( !blurRadiusValue->Get( mBlurRadius ) ) - { - DALI_LOG_ERROR( "ColorVisual:DoSetProperties:: BLUR_RADIUS property has incorrect type: %d\n", blurRadiusValue->GetType() ); + 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(); - - // Only add the renderer if it's not fully transparent - // We cannot avoid creating a renderer as it's used in the base class - if( mRenderIfTransparent || mImpl->mMixColor.a > 0.0f ) - { - actor.AddRenderer( mImpl->mRenderer ); - } + actor.AddRenderer(mImpl->mRenderer); // Color Visual generated and ready to display - ResourceReady( Toolkit::Visual::ResourceStatus::READY ); + ResourceReady(Toolkit::Visual::ResourceStatus::READY); +} + +void ColorVisual::DoSetOffScene(Actor& actor) +{ + actor.RemoveRenderer(mImpl->mRenderer); } -void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const +void ColorVisual::DoCreatePropertyMap(Property::Map& map) const { map.Clear(); - map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR ); - map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor ); - map.Insert( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, mRenderIfTransparent ); - map.Insert( Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius ); + 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 + { + map.Insert(Toolkit::DevelColorVisual::Property::BLUR_RADIUS, mBlurRadius); + } } -void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const +void ColorVisual::DoCreateInstancePropertyMap(Property::Map& map) const { // Do nothing } - void ColorVisual::OnSetTransform() { - if( mImpl->mRenderer ) + if(mImpl->mRenderer) { - mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); } } -void ColorVisual::InitializeRenderer() +void ColorVisual::OnDoAction(const Property::Index actionId, const Property::Value& attributes) { - Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - - Shader shader; - if( !EqualsZero( mBlurRadius ) ) + // Check if action is valid for this visual type and perform action if possible + switch(actionId) { - shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE ); - if( !shader ) + case DevelColorVisual::Action::UPDATE_PROPERTY: { - shader = Shader::New( VERTEX_SHADER_BLUR_EDGE, FRAGMENT_SHADER_BLUR_EDGE ); - mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader ); - } - } - else if( !IsRoundedCornerRequired() ) - { - shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER ); - if( !shader ) - { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); - mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader ); + const Property::Map* map = attributes.GetMap(); + if(map) + { + DoSetProperties(*map); + } + break; } } - else +} + +void ColorVisual::UpdateShader() +{ + if(mImpl->mRenderer) { - shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER ); - if( !shader ) - { - shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER ); - mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader ); - } + Shader shader = GenerateShader(); + mImpl->mRenderer.SetShader(shader); } +} - mImpl->mRenderer = Renderer::New( geometry, shader ); +void ColorVisual::OnInitialize() +{ + Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY); + + Shader shader = GenerateShader(); + + 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 = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) ); - - mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius ); + mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor)); - if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) ) + 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 ); + mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); +} + +Shader ColorVisual::GenerateShader() const +{ + 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; + } + + shaderType = SHADER_TYPE_TABLE[shaderTypeFlag]; + shader = mFactoryCache.GetShader(shaderType); + if(!shader) + { + 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) + { + 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