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=7a3af39b67109f2e21beb81f6b95595b6abf2eb4;hp=aaf4f0341e12fdb66341b84e8a73015ba94bc236;hb=54342c70a267a34b3345b24c404f1064fed99338;hpb=f22d66972ab2939d6e8135bc938294f494e15ef6 diff --git a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp index aaf4f03..7a3af39 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) 2018 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. @@ -22,7 +22,6 @@ #include #include #include -#include #include #include #include @@ -48,19 +47,6 @@ namespace Internal namespace { -// properties: linear gradient -const char * const START_POSITION_NAME("startPosition"); // Property::VECTOR2 -const char * const END_POSITION_NAME("endPosition"); // Property::VECTOR2 - -// properties: radial gradient -const char * const CENTER_NAME("center"); // Property::VECTOR2 -const char * const RADIUS_NAME("radius"); // Property::FLOAT - -// properties: linear&radial gradient -const char * const STOP_OFFSET_NAME("stopOffset"); // Property::Array FLOAT -const char * const STOP_COLOR_NAME("stopColor"); // Property::Array VECTOR4 -const char * const UNITS_NAME("units"); // Property::String "userSpaceOnUse | objectBoundingBox" -const char * const SPREAD_METHOD_NAME("spreadMethod"); // Property::String "pad | reflect | repeat" DALI_ENUM_TO_STRING_TABLE_BEGIN( UNITS ) DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::GradientVisual::Units, OBJECT_BOUNDING_BOX ) @@ -80,38 +66,36 @@ const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" ); const unsigned int DEFAULT_OFFSET_MINIMUM = 0.0f; const unsigned int DEFAULT_OFFSET_MAXIMUM = 1.0f; -VisualFactoryCache::ShaderType GetShaderType( GradientVisual::Type type, Toolkit::GradientVisual::Units::Type units ) +VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[][4] = { - if( type == GradientVisual::LINEAR ) { - if( units == Toolkit::GradientVisual::Units::USER_SPACE ) - { - return VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE; - } - return VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX; - } - else if( units == Toolkit::GradientVisual::Units::USER_SPACE ) + VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE, + VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX, + VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER, + VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_CORNER + }, { - return VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE; + VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE, + VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX, + VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER, + VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_CORNER } - - return VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX; -} +}; const char* VERTEX_SHADER[] = { // vertex shader for gradient units as OBJECT_BOUNDING_BOX - DALI_COMPOSE_SHADER( +DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n + uniform highp mat4 uMvpMatrix;\n + uniform highp vec3 uSize;\n 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 highp vec2 size;\n uniform mediump vec4 offsetSizeMode;\n uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n @@ -135,23 +119,106 @@ const char* VERTEX_SHADER[] = // vertex shader for gradient units as USER_SPACE DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n + uniform highp mat4 uMvpMatrix;\n + uniform highp vec3 uSize;\n 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 highp 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 * ComputeVertexPosition();\n + \n + vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n + }\n +), + +// vertex shader for gradient units as OBJECT_BOUNDING_BOX with corner radius +DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + uniform highp mat4 uMvpMatrix;\n + uniform highp vec3 uSize;\n + uniform mediump mat3 uAlignmentMatrix;\n + varying mediump vec2 vTexCoord;\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 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 );\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 * 0.5 - vCornerRadius;\n + vPosition = aPosition * visualSize;\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 + gl_Position = uMvpMatrix * ComputeVertexPosition();\n + }\n +), + +// vertex shader for gradient units as USER_SPACE with corner radius +DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + uniform highp mat4 uMvpMatrix;\n + uniform highp vec3 uSize;\n + uniform mediump mat3 uAlignmentMatrix;\n + varying mediump vec2 vTexCoord;\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 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 );\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 * 0.5 - vCornerRadius;\n + vPosition = aPosition * visualSize;\n return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n }\n @@ -192,6 +259,42 @@ DALI_COMPOSE_SHADER( {\n gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n }\n +), + +// fragment shader for linear gradient with corner radius +DALI_COMPOSE_SHADER( + uniform sampler2D sTexture;\n // sampler1D? + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + varying mediump vec2 vTexCoord;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\n + varying mediump float vCornerRadius;\n + \n + void main()\n + {\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n + gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n + gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n + }\n +), + +// fragment shader for radial gradient with corner radius +DALI_COMPOSE_SHADER( + uniform sampler2D sTexture;\n // sampler1D? + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + varying mediump vec2 vTexCoord;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\n + varying mediump float vCornerRadius;\n + \n + void main()\n + {\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n + gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n + gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n + }\n ) }; @@ -225,7 +328,7 @@ GradientVisualPtr GradientVisual::New( VisualFactoryCache& factoryCache, const P } GradientVisual::GradientVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache, Visual::FittingMode::FILL ), +: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::GRADIENT ), mGradientType( LINEAR ), mIsOpaque( true ) { @@ -271,7 +374,7 @@ void GradientVisual::OnSetTransform() } } -void GradientVisual::DoSetOnStage( Actor& actor ) +void GradientVisual::DoSetOnScene( Actor& actor ) { InitializeRenderer(); @@ -334,11 +437,12 @@ void GradientVisual::InitializeRenderer() Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits(); - VisualFactoryCache::ShaderType shaderType = GetShaderType( mGradientType, gradientUnits ); + int roundedCorner = IsRoundedCornerRequired() ? 1 : 0; + VisualFactoryCache::ShaderType shaderType = SHADER_TYPE_TABLE[mGradientType][gradientUnits + roundedCorner * 2]; Shader shader = mFactoryCache.GetShader( shaderType ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER[gradientUnits], FRAGMENT_SHADER[ mGradientType ] ); + shader = Shader::New( VERTEX_SHADER[gradientUnits + roundedCorner * 2], FRAGMENT_SHADER[ mGradientType + roundedCorner * 2 ] ); mFactoryCache.SaveShader( shaderType, shader ); }