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=96f9f85dc9d41e2171c9219bd7bdbd14c4089df0;hp=7a3af39b67109f2e21beb81f6b95595b6abf2eb4;hb=ab447436de92a2e8bc8cd1393f4807f19ef6b316;hpb=facc5c0abe18ba940652ae1a45ce0566ee76fd76 diff --git a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp index 7a3af39..96f9f85 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) 2020 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 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. @@ -25,6 +25,7 @@ #include #include #include +#include // INTERNAL INCLUDES #include @@ -35,6 +36,14 @@ #include #include #include +#include +#include +#include +#include +#include +#include +#include +#include namespace Dali { @@ -82,220 +91,34 @@ VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[][4] = } }; -const char* VERTEX_SHADER[] = +const std::string_view VERTEX_SHADER[] = { -// vertex shader for gradient units as OBJECT_BOUNDING_BOX -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 - \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 - - 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 - gl_Position = uMvpMatrix * ComputeVertexPosition();\n - }\n -), - -// vertex shader for gradient units as USER_SPACE -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 - \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 - - 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 - - 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 + SHADER_GRADIENT_VISUAL_BOUNDING_BOX_SHADER_VERT, + + // vertex shader for gradient units as USER_SPACE + SHADER_GRADIENT_VISUAL_USER_SPACE_SHADER_VERT, + + // vertex shader for gradient units as OBJECT_BOUNDING_BOX with corner radius + SHADER_GRADIENT_VISUAL_BOUNDING_BOX_ROUNDED_CORNER_SHADER_VERT, + + // vertex shader for gradient units as USER_SPACE with corner radius + SHADER_GRADIENT_VISUAL_USER_SPACE_ROUNDED_CORNER_SHADER_VERT }; -const char* FRAGMENT_SHADER[] = +const std::string_view FRAGMENT_SHADER[] = { -// fragment shader for linear gradient -DALI_COMPOSE_SHADER( - uniform sampler2D sTexture;\n // sampler1D? - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - varying mediump vec2 vTexCoord;\n - \n - void main()\n - {\n - gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n - }\n -), - -// fragment shader for radial gradient -DALI_COMPOSE_SHADER( - uniform sampler2D sTexture;\n // sampler1D? - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - varying mediump vec2 vTexCoord;\n - \n - void main()\n - {\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 -) + // fragment shader for linear gradient + SHADER_GRADIENT_VISUAL_LINEAR_SHADER_FRAG, + + // fragment shader for radial gradient + SHADER_GRADIENT_VISUAL_RADIAL_SHADER_FRAG, + + // fragment shader for linear gradient with corner radius + SHADER_GRADIENT_VISUAL_LINEAR_ROUNDED_CORNER_SHADER_FRAG, + + // fragment shader for radial gradient with corner radius + SHADER_GRADIENT_VISUAL_RADIAL_ROUNDED_CORNER_SHADER_FRAG }; Dali::WrapMode::Type GetWrapMode( Toolkit::GradientVisual::SpreadMethod::Type spread ) @@ -324,6 +147,7 @@ GradientVisualPtr GradientVisual::New( VisualFactoryCache& factoryCache, const P { GradientVisualPtr gradientVisualPtr( new GradientVisual( factoryCache ) ); gradientVisualPtr->SetProperties( properties ); + gradientVisualPtr->Initialize(); return gradientVisualPtr; } @@ -376,14 +200,21 @@ void GradientVisual::OnSetTransform() void GradientVisual::DoSetOnScene( Actor& actor ) { - InitializeRenderer(); - actor.AddRenderer( mImpl->mRenderer ); // Gradient Visual generated and ready to display ResourceReady( Toolkit::Visual::ResourceStatus::READY ); } +void GradientVisual::UpdateShader() +{ + if(mImpl->mRenderer) + { + Shader shader = GetShader(); + mImpl->mRenderer.SetShader(shader); + } +} + void GradientVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); @@ -432,19 +263,10 @@ void GradientVisual::DoCreateInstancePropertyMap( Property::Map& map ) const // Do nothing } -void GradientVisual::InitializeRenderer() +void GradientVisual::OnInitialize() { Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - - Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits(); - 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 + roundedCorner * 2], FRAGMENT_SHADER[ mGradientType + roundedCorner * 2 ] ); - mFactoryCache.SaveShader( shaderType, shader ); - } + Shader shader = GetShader(); //Set up the texture set TextureSet textureSet = TextureSet::New(); @@ -458,7 +280,7 @@ void GradientVisual::InitializeRenderer() mImpl->mRenderer = Renderer::New( geometry, shader ); mImpl->mRenderer.SetTextures( textureSet ); - // If opaque then no need to have blending + // If opaque and then no need to have blending if( mIsOpaque ) { mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF ); @@ -553,6 +375,21 @@ bool GradientVisual::NewGradient(Type gradientType, const Property::Map& propert return true; } +Shader GradientVisual::GetShader() +{ + Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits(); + 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 + roundedCorner * 2], FRAGMENT_SHADER[mGradientType + roundedCorner * 2]); + mFactoryCache.SaveShader(shaderType, shader); + } + + return shader; +} + void GradientVisual::GetStopOffsets(const Property::Value* value, Vector& stopOffsets) { @@ -589,7 +426,7 @@ 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();