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=793b8b2080b5366499bc6589259d9eb7306c8cc4;hp=31922ba5aa2df011dca07a198532ecdbd2c9832d;hb=b86fa7f2bedebe580b0e9a20f9b42cf2d628fafa;hpb=24ea337df1049251ab2e47c556edc6e8458f9c93 diff --git a/dali-toolkit/internal/visuals/color/color-visual.cpp b/dali-toolkit/internal/visuals/color/color-visual.cpp index 31922ba..793b8b2 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) 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. @@ -20,11 +20,13 @@ // EXTERNAL INCLUDES #include -#include +#include //INTERNAL INCLUDES #include -#include +#include +#include +#include #include #include #include @@ -42,42 +44,140 @@ namespace Internal namespace { -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 vec3 mixColor;\n - uniform lowp float opacity;\n - \n - void main()\n - {\n - gl_FragColor = vec4(mixColor, opacity)*uColor;\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 = + "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"; + } ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) @@ -88,7 +188,9 @@ ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Propert } ColorVisual::ColorVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ) +: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR ), + mBlurRadius( 0.0f ), + mRenderIfTransparent( false ) { } @@ -99,7 +201,7 @@ ColorVisual::~ColorVisual() void ColorVisual::DoSetProperties( const Property::Map& propertyMap ) { // By virtue of DoSetProperties being called last, this will override - // anything set by DevelVisual::Property::MIX_COLOR + // anything set by Toolkit::Visual::Property::MIX_COLOR Property::Value* colorValue = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR ); if( colorValue ) { @@ -122,23 +224,48 @@ void ColorVisual::DoSetProperties( const Property::Map& propertyMap ) DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n"); } } + + Property::Value* renderIfTransparentValue = propertyMap.Find( Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT, RENDER_IF_TRANSPARENT_NAME ); + if( renderIfTransparentValue ) + { + if( ! renderIfTransparentValue->Get( mRenderIfTransparent ) ) + { + 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() ); + } + } } -void ColorVisual::DoSetOnStage( Actor& actor ) +void ColorVisual::DoSetOnScene( Actor& actor ) { InitializeRenderer(); - actor.AddRenderer( mImpl->mRenderer ); + // 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 ); + } // Color Visual generated and ready to display - ResourceReady(); + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); } void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::COLOR ); + 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 ); } void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const @@ -155,15 +282,54 @@ void ColorVisual::OnSetTransform() } } +void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes ) +{ + // Check if action is valid for this visual type and perform action if possible + switch( actionId ) + { + case DevelColorVisual::Action::UPDATE_PROPERTY: + { + const Property::Map* map = attributes.GetMap(); + if( map ) + { + DoSetProperties( *map ); + } + break; + } + } +} + void ColorVisual::InitializeRenderer() { Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER ); - if( !shader ) + Shader shader; + if( !EqualsZero( mBlurRadius ) ) + { + shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE ); + if( !shader ) + { + 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 ); + } + } + else if( !IsRoundedCornerRequired() ) + { + shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER ); + if( !shader ) + { + shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER ); + mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader ); + } + } + else { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); - mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader ); + shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER ); + if( !shader ) + { + 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 ); @@ -171,9 +337,11 @@ void ColorVisual::InitializeRenderer() // 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->mMixColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) ); + + mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius ); - if( mImpl->mMixColor.a < 1.f ) + if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) || IsAdvancedBlendEquationApplied() ) { mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); }