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=e1959e74c0ddc0fbb830b7aa4609d0afef42ffe2;hp=1588b838dd00cda702602039b800fc96ade27eee;hb=d9a463c5e80699fb011b3425bde306803c419322;hpb=27833bb592e5b8a271f12754dee5f1836becab51 diff --git a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp index 1588b83..e1959e7 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) 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. @@ -29,6 +29,7 @@ // INTERNAL INCLUDES #include +#include #include #include #include @@ -47,19 +48,6 @@ 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 ) @@ -79,57 +67,157 @@ 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 highp mat4 uMvpMatrix;\n uniform mediump 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 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 ), // vertex shader for gradient units as USER_SPACE DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n + uniform highp mat4 uMvpMatrix;\n + uniform mediump 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 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 mediump vec3 uSize;\n + uniform mediump mat3 uAlignmentMatrix;\n + varying mediump vec2 vTexCoord;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\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 + uniform mediump float cornerRadius;\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 + 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 mediump vec3 uSize;\n uniform mediump mat3 uAlignmentMatrix;\n varying mediump vec2 vTexCoord;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\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 + uniform mediump float cornerRadius;\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 + 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 * vertexPosition;\n + gl_Position = uMvpMatrix * ComputeVertexPosition();\n \n vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n }\n @@ -142,11 +230,12 @@ const char* FRAGMENT_SHADER[] = 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 ) ) * uColor;\n + gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n }\n ), @@ -154,11 +243,48 @@ DALI_COMPOSE_SHADER( 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 ) ) * uColor;\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 + uniform mediump float cornerRadius;\n + varying mediump vec2 vTexCoord;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\n + \n + void main()\n + {\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\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 + uniform mediump float cornerRadius;\n + varying mediump vec2 vTexCoord;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\n + \n + void main()\n + {\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\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 ) }; @@ -185,10 +311,17 @@ 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 ) +: Visual::Base( factoryCache, Visual::FittingMode::FILL ), + mGradientType( LINEAR ), + mIsOpaque( true ) { mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA; } @@ -197,7 +330,7 @@ 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; @@ -224,14 +357,22 @@ void GradientVisual::DoInitialize( Actor& actor, const Property::Map& propertyMa } } -void GradientVisual::SetSize( const Vector2& size ) +void GradientVisual::OnSetTransform() { - Visual::Base::SetSize( size ); + 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 @@ -277,21 +418,22 @@ 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 ); + 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 ); } @@ -307,7 +449,16 @@ 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) @@ -365,6 +516,10 @@ 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; + } } } } @@ -380,7 +535,7 @@ 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 ); }