X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fgradient%2Fgradient-visual.cpp;h=2686a508bfabf000b52644a42449cec9b9b8a98d;hp=22f90263278674c9556cb27b031a2a18f4fa48e7;hb=ecf31ea6865a0ebd5b668166427def6499b3ddc1;hpb=901499a7ec86ca342c4e0fdec62a6e4eeeee5c5f diff --git a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp index 22f9026..2686a50 100644 --- a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp +++ b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -29,6 +29,7 @@ // INTERNAL INCLUDES #include +#include #include #include #include @@ -107,13 +108,27 @@ const char* VERTEX_SHADER[] = uniform mediump mat3 uAlignmentMatrix;\n varying mediump vec2 vTexCoord;\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 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n \n - vertexPosition.xyz *= uSize;\n - gl_Position = uMvpMatrix * vertexPosition;\n + gl_Position = uMvpMatrix * ComputeVertexPosition();\n }\n ), @@ -125,11 +140,26 @@ DALI_COMPOSE_SHADER( uniform mediump mat3 uAlignmentMatrix;\n varying mediump vec2 vTexCoord;\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 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n vertexPosition.xyz *= uSize;\n - gl_Position = uMvpMatrix * vertexPosition;\n + gl_Position = uMvpMatrix * ComputeVertexPosition();\n \n vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n }\n @@ -142,11 +172,13 @@ const char* FRAGMENT_SHADER[] = DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n // sampler1D? uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform lowp float opacity;\n varying mediump vec2 vTexCoord;\n \n void main()\n {\n - gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * uColor;\n + gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor*opacity, opacity) * uColor;\n }\n ), @@ -154,11 +186,13 @@ DALI_COMPOSE_SHADER( DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n // sampler1D? uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform lowp float opacity;\n varying mediump vec2 vTexCoord;\n \n void main()\n {\n - gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * uColor;\n + gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor*opacity, opacity) * uColor;\n }\n ) }; @@ -185,10 +219,17 @@ Dali::WrapMode::Type GetWrapMode( Toolkit::GradientVisual::SpreadMethod::Type sp } // unnamed namespace +GradientVisualPtr GradientVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) +{ + GradientVisualPtr gradientVisualPtr( new GradientVisual( factoryCache ) ); + gradientVisualPtr->SetProperties( properties ); + return gradientVisualPtr; +} GradientVisual::GradientVisual( VisualFactoryCache& factoryCache ) : Visual::Base( factoryCache ), - mGradientType( LINEAR ) + mGradientType( LINEAR ), + mIsOpaque( true ) { mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA; } @@ -197,7 +238,7 @@ GradientVisual::~GradientVisual() { } -void GradientVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap ) +void GradientVisual::DoSetProperties( const Property::Map& propertyMap ) { Toolkit::GradientVisual::Units::Type gradientUnits = Toolkit::GradientVisual::Units::OBJECT_BOUNDING_BOX; @@ -224,26 +265,22 @@ void GradientVisual::DoInitialize( Actor& actor, const Property::Map& propertyMa } } -void GradientVisual::SetSize( const Vector2& size ) +void GradientVisual::OnSetTransform() { - Visual::Base::SetSize( size ); -} - -void GradientVisual::SetClipRect( const Rect& clipRect ) -{ - Visual::Base::SetClipRect( clipRect ); - - //ToDo: renderer responds to the clipRect change -} - -void GradientVisual::SetOffset( const Vector2& offset ) -{ - //ToDo: renderer applies the offset + if( mImpl->mRenderer ) + { + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + } } void GradientVisual::DoSetOnStage( Actor& actor ) { InitializeRenderer(); + + actor.AddRenderer( mImpl->mRenderer ); + + // Gradient Visual generated and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); } void GradientVisual::DoCreatePropertyMap( Property::Map& map ) const @@ -289,14 +326,14 @@ void GradientVisual::DoCreatePropertyMap( Property::Map& map ) const } } +void GradientVisual::DoCreateInstancePropertyMap( Property::Map& map ) const +{ + // Do nothing +} + void GradientVisual::InitializeRenderer() { Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - if( !geometry ) - { - geometry = VisualFactoryCache::CreateQuadGeometry(); - mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry ); - } Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits(); VisualFactoryCache::ShaderType shaderType = GetShaderType( mGradientType, gradientUnits ); @@ -319,7 +356,16 @@ void GradientVisual::InitializeRenderer() mImpl->mRenderer = Renderer::New( geometry, shader ); mImpl->mRenderer.SetTextures( textureSet ); + // If opaque then no need to have blending + if( mIsOpaque ) + { + mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF ); + } + mImpl->mRenderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform ); + + //Register transform properties + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); } bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propertyMap) @@ -377,6 +423,10 @@ bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propert { mGradient->AddStop( offsetArray[i], Vector4(color.r*color.a, color.g*color.a, color.b*color.a, color.a)); numValidStop++; + if( ! Equals( color.a, 1.0f, Math::MACHINE_EPSILON_1 ) ) + { + mIsOpaque = false; + } } } } @@ -392,7 +442,7 @@ bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propert if( spread ) { Toolkit::GradientVisual::SpreadMethod::Type spreadMethod = Toolkit::GradientVisual::SpreadMethod::PAD; - if( Scripting::GetEnumerationProperty( *spread, SPREAD_METHOD_TABLE, SPREAD_METHOD_TABLE_COUNT, spreadMethod ) ); + if( Scripting::GetEnumerationProperty( *spread, SPREAD_METHOD_TABLE, SPREAD_METHOD_TABLE_COUNT, spreadMethod ) ) { mGradient->SetSpreadMethod( spreadMethod ); }