X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fimage-visual-shader-factory.cpp;h=beb4f096a5205b6ab2121fb2ea83f7978973d156;hp=3c3fc30f00a2924612d66ca43868e0fe8807a2ce;hb=07e964a770306dbd565c3c82e03b2f3a906163c4;hpb=70cda53a32b66bcc77619835cc06049635043d91 diff --git a/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp b/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp index 3c3fc30..beb4f09 100644 --- a/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp +++ b/dali-toolkit/internal/visuals/image-visual-shader-factory.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. @@ -38,13 +38,10 @@ const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f); const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n - uniform mediump mat4 uModelMatrix;\n - uniform mediump mat4 uViewMatrix;\n - uniform mediump mat4 uProjection;\n + uniform highp mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n uniform mediump vec4 pixelArea; varying mediump vec2 vTexCoord;\n - uniform lowp float uPixelAligned;\n \n //Visual size and offset uniform mediump vec2 offset;\n @@ -52,22 +49,19 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( uniform mediump vec4 offsetSizeMode;\n uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n + uniform mediump vec2 extraSize;\n \n vec4 ComputeVertexPosition()\n {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\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 \n void main()\n {\n - mediump vec4 vertexPosition = uViewMatrix * uModelMatrix * ComputeVertexPosition();\n - vec4 alignedVertexPosition = vertexPosition;\n - alignedVertexPosition.xy = floor ( vertexPosition.xy );\n // Pixel alignment - vertexPosition = uProjection * mix( vertexPosition, alignedVertexPosition, uPixelAligned );\n + gl_Position = uMvpMatrix * ComputeVertexPosition();\n vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n - gl_Position = vertexPosition;\n }\n ); @@ -127,6 +121,66 @@ const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP = DALI_COMPOSE_SHADER( }\n ); +const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + uniform highp mat4 uMvpMatrix;\n + uniform mediump vec3 uSize;\n + uniform mediump vec4 pixelArea; + 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 mediump vec4 offsetSizeMode;\n + uniform mediump vec2 origin;\n + uniform mediump vec2 anchorPoint;\n + uniform mediump float cornerRadius;\n + uniform mediump float cornerRadiusPolicy;\n + uniform mediump vec2 extraSize;\n + \n + vec4 ComputeVertexPosition()\n + {\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\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( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n + }\n +\n + void main()\n + {\n + gl_Position = uMvpMatrix * ComputeVertexPosition();\n + vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n + }\n +); + +//float distance = length( max( abs( position - center ), size ) - size ) - radius; +const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\n + varying mediump float vCornerRadius;\n + uniform sampler2D sTexture;\n + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform lowp float preMultipliedAlpha;\n + \n + void main()\n + {\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n + mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n + gl_FragColor.a *= opacity;\n + gl_FragColor.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n + }\n +); + } // unnamed namespace ImageVisualShaderFactory::ImageVisualShaderFactory() @@ -137,7 +191,7 @@ ImageVisualShaderFactory::~ImageVisualShaderFactory() { } -Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping ) +Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping, bool roundedCorner ) { Shader shader; if( atlasing ) @@ -165,12 +219,25 @@ Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bo } else { - shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER ); - if( !shader ) + if( roundedCorner ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader ); + shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader ); + } + } + else + { + shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader ); + } } }