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=7d39a772eb0f99bad54998205fb109ac77c9de04;hp=e1959e74c0ddc0fbb830b7aa4609d0afef42ffe2;hb=b86fa7f2bedebe580b0e9a20f9b42cf2d628fafa;hpb=d9a463c5e80699fb011b3425bde306803c419322 diff --git a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp index e1959e7..7d39a77 100644 --- a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp +++ b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp @@ -22,10 +22,10 @@ #include #include #include -#include #include #include #include +#include // INTERNAL INCLUDES #include @@ -89,14 +89,14 @@ const char* VERTEX_SHADER[] = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\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 @@ -121,14 +121,14 @@ DALI_COMPOSE_SHADER( DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\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 @@ -154,25 +154,30 @@ DALI_COMPOSE_SHADER( DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\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 mediump vec2 size;\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 - vRectSize = visualSize * 0.5 - cornerRadius;\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 @@ -190,25 +195,30 @@ DALI_COMPOSE_SHADER( DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\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 mediump vec2 size;\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 - vRectSize = visualSize * 0.5 - cornerRadius;\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 @@ -257,14 +267,14 @@ DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n // sampler1D? uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform mediump float cornerRadius;\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 ) - cornerRadius;\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 @@ -275,14 +285,14 @@ DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n // sampler1D? uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform mediump float cornerRadius;\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 ) - cornerRadius;\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 @@ -319,7 +329,7 @@ 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 ) { @@ -365,7 +375,7 @@ void GradientVisual::OnSetTransform() } } -void GradientVisual::DoSetOnStage( Actor& actor ) +void GradientVisual::DoSetOnScene( Actor& actor ) { InitializeRenderer(); @@ -449,8 +459,8 @@ void GradientVisual::InitializeRenderer() mImpl->mRenderer = Renderer::New( geometry, shader ); mImpl->mRenderer.SetTextures( textureSet ); - // If opaque then no need to have blending - if( mIsOpaque ) + // If opaque and then no need to have blending + if( mIsOpaque && !IsAdvancedBlendEquationApplied() ) { mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF ); } @@ -580,7 +590,7 @@ void GradientVisual::GetStopOffsets(const Property::Value* value, Vector& } case Property::ARRAY: { - Property::Array* offsetArray = value->GetArray(); + const Property::Array* offsetArray = value->GetArray(); if( offsetArray ) { unsigned int numStop = offsetArray->Count();