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=68dc04ae6d606d08462a0c045385c6a554814f24;hp=86fa121d4e99746926922dc8b74032fe890f83ff;hb=798ef5fa1591aa78851e9e3d08fe37411192176a;hpb=82d4420e3c533bc298d8fd81c572d05c70fd0336 diff --git a/dali-toolkit/internal/visuals/color/color-visual.cpp b/dali-toolkit/internal/visuals/color/color-visual.cpp index 86fa121..68dc04a 100644 --- a/dali-toolkit/internal/visuals/color/color-visual.cpp +++ b/dali-toolkit/internal/visuals/color/color-visual.cpp @@ -20,7 +20,7 @@ // EXTERNAL INCLUDES #include -#include +#include //INTERNAL INCLUDES #include @@ -44,140 +44,139 @@ 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 - varying mediump float vCornerRadius;\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 - uniform mediump float cornerRadiusPolicy;\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 - mediump float minSize = min( visualSize.x, visualSize.y );\n - vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n - vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n - vRectSize = visualSize / 2.0 - vCornerRadius;\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* VERTEX_SHADER = + "INPUT mediump vec2 aPosition;\n" + + "uniform highp mat4 uMvpMatrix;\n" + "uniform highp vec3 uSize;\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" + "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 = + "uniform lowp vec4 uColor;\n" + "uniform lowp vec3 mixColor;\n" + + "void main()\n" + "{\n" + " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n" + "}\n"; + +const char* VERTEX_SHADER_ROUNDED_CORNER = + "INPUT mediump vec2 aPosition;\n" + "OUTPUT mediump vec2 vPosition;\n" + "OUTPUT mediump vec2 vRectSize;\n" + "OUTPUT mediump float vCornerRadius;\n" + + "uniform highp mat4 uMvpMatrix;\n" + "uniform highp vec3 uSize;\n" + + "//Visual size and offset\n" + "uniform mediump vec2 offset;\n" + "uniform highp 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" + "uniform mediump float cornerRadiusPolicy;\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" + " mediump float minSize = min( visualSize.x, visualSize.y );\n" + " vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n" + " vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n" + " vRectSize = visualSize / 2.0 - vCornerRadius;\n" + " vPosition = aPosition* visualSize;\n" + " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\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 - varying mediump float vCornerRadius;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - \n - void main()\n - {\n - mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\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 -); +const char* FRAGMENT_SHADER_ROUNDED_CORNER = + "INPUT mediump vec2 vPosition;\n" + "INPUT mediump vec2 vRectSize;\n" + "INPUT mediump float vCornerRadius;\n" + + "uniform lowp vec4 uColor;\n" + "uniform lowp vec3 mixColor;\n" + + "void main()\n" + "{\n" + " mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n" + " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n" + " OUT_COLOR.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n" + "}\n"; + +const char* VERTEX_SHADER_BLUR_EDGE = + "INPUT mediump vec2 aPosition;\n" + "OUTPUT mediump vec2 vPosition;\n" + "OUTPUT mediump vec2 vRectSize;\n" + + "uniform highp mat4 uMvpMatrix;\n" + "uniform highp vec3 uSize;\n" + + "//Visual size and offset\n" + "uniform mediump vec2 offset;\n" + "uniform highp 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" + + "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" + + "void main()\n" + "{\n" + " gl_Position = uMvpMatrix * ComputeVertexPosition();\n" + "}\n"; + +const char* FRAGMENT_SHADER_BLUR_EDGE = + "INPUT mediump vec2 vPosition;\n" + "INPUT mediump vec2 vRectSize;\n" + + "uniform lowp vec4 uColor;\n" + "uniform lowp vec3 mixColor;\n" + "uniform mediump float blurRadius;\n" + + "void main()\n" + "{\n" + " mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n" + " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n" + " OUT_COLOR.a *= blur.x * blur.y;\n" + "}\n"; } @@ -188,10 +187,12 @@ ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Propert 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), + mRenderIfTransparent(false), + mNeedBlurRadius(false) { } @@ -245,7 +246,7 @@ void ColorVisual::DoSetProperties( const Property::Map& propertyMap ) } } -void ColorVisual::DoSetOnStage( Actor& actor ) +void ColorVisual::DoSetOnScene( Actor& actor ) { InitializeRenderer(); @@ -260,13 +261,36 @@ void ColorVisual::DoSetOnStage( Actor& actor ) ResourceReady( Toolkit::Visual::ResourceStatus::READY ); } +void ColorVisual::DoSetOffScene(Actor& actor) +{ + if(mImpl->mRenderer && mBlurRadiusIndex != Property::INVALID_INDEX) + { + // Update values from Renderer + mBlurRadius = mImpl->mRenderer.GetProperty(mBlurRadiusIndex); + } + + actor.RemoveRenderer(mImpl->mRenderer); + mImpl->mRenderer.Reset(); + mBlurRadiusIndex = Property::INVALID_INDEX; +} + 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 ); + + 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 @@ -274,7 +298,6 @@ void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const // Do nothing } - void ColorVisual::OnSetTransform() { if( mImpl->mRenderer ) @@ -290,7 +313,7 @@ void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Va { case DevelColorVisual::Action::UPDATE_PROPERTY: { - Property::Map* map = attributes.GetMap(); + const Property::Map* map = attributes.GetMap(); if( map ) { DoSetProperties( *map ); @@ -300,17 +323,47 @@ void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Va } } +void ColorVisual::UpdateShader() +{ + if(mImpl->mRenderer) + { + Shader shader = GetShader(); + mImpl->mRenderer.SetShader(shader); + } +} + void ColorVisual::InitializeRenderer() { Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); + Shader shader = GetShader(); + + 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)) + { + 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); +} + +Shader ColorVisual::GetShader() +{ Shader shader; - if( !EqualsZero( mBlurRadius ) ) + if(!EqualsZero(mBlurRadius) || mNeedBlurRadius) { shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER_BLUR_EDGE, FRAGMENT_SHADER_BLUR_EDGE ); + shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_BLUR_EDGE, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_BLUR_EDGE ); mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader ); } } @@ -319,7 +372,7 @@ void ColorVisual::InitializeRenderer() shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_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::COLOR_SHADER, shader ); } } @@ -328,27 +381,38 @@ void ColorVisual::InitializeRenderer() shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER ); + shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ROUNDED_CORNER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUNDED_CORNER ); mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader ); } } - 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) ); + return shader; +} - mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius ); +Dali::Property ColorVisual::OnGetPropertyObject(Dali::Property::Key key) +{ + if(!mImpl->mRenderer) + { + Handle handle; + return Dali::Property(handle, Property::INVALID_INDEX); + } - if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) ) + if((key.type == Property::Key::INDEX && key.indexKey == DevelColorVisual::Property::BLUR_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == BLUR_RADIUS_NAME)) { - 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); + + mNeedBlurRadius = true; + + // Change shader + UpdateShader(); + + return Dali::Property(mImpl->mRenderer, mBlurRadiusIndex); } - // Register transform properties - mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + Handle handle; + return Dali::Property(handle, Property::INVALID_INDEX); } } // namespace Internal