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=804b61211297df0180b2c2e80d286cca866e403c;hp=2058e1b9da68ed98b2a3c07ee870099fcfc7f411;hb=954a8e25f7e32579a4a9276db09f43d45a19d2a0;hpb=fedf87ade1e326c925e463906b0400a09b86ae0a diff --git a/dali-toolkit/internal/visuals/color/color-visual.cpp b/dali-toolkit/internal/visuals/color/color-visual.cpp index 2058e1b..804b612 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) 2017 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. @@ -45,7 +45,7 @@ namespace const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n + uniform highp mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n \n @@ -72,13 +72,104 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( 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 + 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 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 );\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 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 ) + 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 ) @@ -89,7 +180,8 @@ ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Propert } ColorVisual::ColorVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), +: Visual::Base( factoryCache, Visual::FittingMode::FILL ), + mBlurRadius( 0.0f ), mRenderIfTransparent( false ) { } @@ -133,6 +225,15 @@ void ColorVisual::DoSetProperties( const Property::Map& propertyMap ) 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 ) @@ -156,6 +257,7 @@ void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const 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 @@ -176,11 +278,33 @@ 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 = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); - mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader ); + shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE ); + if( !shader ) + { + 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 ); + } + } + else + { + 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 ); + } } mImpl->mRenderer = Renderer::New( geometry, shader ); @@ -190,7 +314,9 @@ void ColorVisual::InitializeRenderer() // String keys will get to this property. mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) ); - if( mImpl->mMixColor.a < 1.f ) + mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius ); + + if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) ) { mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); }