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=edebccffa13d5196fdd854b57005b68c80efda03;hp=63d02ece969fcbedb89fb027258fc77b679fa730;hb=453a02269ec66b61d23debab49fd2e7afed7d9e1;hpb=54342c70a267a34b3345b24c404f1064fed99338 diff --git a/dali-toolkit/internal/visuals/color/color-visual.cpp b/dali-toolkit/internal/visuals/color/color-visual.cpp index 63d02ec..edebccf 100644 --- a/dali-toolkit/internal/visuals/color/color-visual.cpp +++ b/dali-toolkit/internal/visuals/color/color-visual.cpp @@ -20,6 +20,7 @@ // EXTERNAL INCLUDES #include +#include //INTERNAL INCLUDES #include @@ -43,140 +44,139 @@ namespace Internal namespace { -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform highp mat4 uMvpMatrix;\n - uniform highp vec3 uSize;\n - \n - - //Visual size and offset - 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 = 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 highp 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 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 - \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 highp vec3 uSize;\n - varying mediump vec2 vPosition;\n - varying mediump vec2 vRectSize;\n - \n - //Visual size and offset - 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 - \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"; } @@ -289,7 +289,7 @@ 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 ); @@ -309,7 +309,7 @@ void ColorVisual::InitializeRenderer() 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 ); } } @@ -318,7 +318,7 @@ 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 ); } } @@ -327,7 +327,7 @@ 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 ); } } @@ -341,7 +341,7 @@ void ColorVisual::InitializeRenderer() mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius ); - if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) ) + if( !EqualsZero( mBlurRadius ) ) { mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON ); }