X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fimage%2Fimage-visual.cpp;h=07ead876afb845c10f0f1dc48f6939f13f5f067e;hp=faeeaec303bdc544a3896906a6a832e3309f6c08;hb=5aaba5adcf1a717e1ece3ef9c55c8912420993b5;hpb=327e9280031da8874029123bf52ce2f31fb4ffd7 diff --git a/dali-toolkit/internal/visuals/image/image-visual.cpp b/dali-toolkit/internal/visuals/image/image-visual.cpp index faeeaec..07ead87 100644 --- a/dali-toolkit/internal/visuals/image/image-visual.cpp +++ b/dali-toolkit/internal/visuals/image/image-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. @@ -42,6 +42,7 @@ #include #include #include +#include namespace Dali { @@ -55,15 +56,6 @@ namespace Internal namespace { -// property names -const char * const IMAGE_FITTING_MODE( "fittingMode" ); -const char * const IMAGE_SAMPLING_MODE( "samplingMode" ); -const char * const IMAGE_DESIRED_WIDTH( "desiredWidth" ); -const char * const IMAGE_DESIRED_HEIGHT( "desiredHeight" ); -const char * const SYNCHRONOUS_LOADING( "synchronousLoading" ); -const char * const IMAGE_ATLASING("atlasing"); -const char * const ALPHA_MASK_URL("alphaMaskUrl"); - // fitting modes DALI_ENUM_TO_STRING_TABLE_BEGIN( FITTING_MODE ) DALI_ENUM_TO_STRING_WITH_SCOPE( Dali::FittingMode, SHRINK_TO_FIT ) @@ -112,97 +104,6 @@ const char* DEFAULT_SAMPLER_TYPENAME = "sampler2D"; const float PIXEL_ALIGN_ON = 1.0f; const float PIXEL_ALIGN_OFF = 0.0f; -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 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 - uniform mediump vec2 size;\n - uniform mediump vec4 offsetSizeMode;\n - uniform mediump vec2 origin;\n - uniform mediump vec2 anchorPoint;\n -\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 -\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 - vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n - gl_Position = vertexPosition;\n - }\n -); - -const char* FRAGMENT_SHADER_NO_ATLAS = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\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 - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n - }\n -); - -const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform mediump vec4 uAtlasRect;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n - \n - void main()\n - {\n - mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n - gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n - }\n -); - -const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform mediump vec4 uAtlasRect;\n - // WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT; - uniform lowp vec2 wrapMode;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n - \n - mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n - {\n - mediump float coord;\n - if( wrap > 1.5 )\n // REFLECT - coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n - else \n// warp == 0 or 1 - coord = mix(coordinate, fract( coordinate ), wrap);\n - return clamp( mix(range.x, range.y, coord), range.x, range.y ); - }\n - \n - void main()\n - {\n - mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ), - wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n - gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n - }\n -); - Geometry CreateGeometry( VisualFactoryCache& factoryCache, ImageDimensions gridSize ) { Geometry geometry; @@ -221,33 +122,37 @@ Geometry CreateGeometry( VisualFactoryCache& factoryCache, ImageDimensions gridS } // unnamed namespace + ImageVisualPtr ImageVisual::New( VisualFactoryCache& factoryCache, + ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties, ImageDimensions size, FittingMode::Type fittingMode, Dali::SamplingMode::Type samplingMode ) { - ImageVisualPtr imageVisualPtr( new ImageVisual( factoryCache, imageUrl, size, fittingMode, samplingMode ) ); + ImageVisualPtr imageVisualPtr( new ImageVisual( factoryCache, shaderFactory, imageUrl, size, fittingMode, samplingMode ) ); imageVisualPtr->SetProperties( properties ); return imageVisualPtr; } ImageVisualPtr ImageVisual::New( VisualFactoryCache& factoryCache, + ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, ImageDimensions size, FittingMode::Type fittingMode, Dali::SamplingMode::Type samplingMode ) { - return new ImageVisual( factoryCache, imageUrl, size, fittingMode, samplingMode ); + return new ImageVisual( factoryCache, shaderFactory, imageUrl, size, fittingMode, samplingMode ); } -ImageVisualPtr ImageVisual::New( VisualFactoryCache& factoryCache, const Image& image ) +ImageVisualPtr ImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const Image& image ) { - return new ImageVisual( factoryCache, image ); + return new ImageVisual( factoryCache, shaderFactory, image ); } ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, + ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, ImageDimensions size, FittingMode::Type fittingMode, @@ -261,6 +166,7 @@ ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, mDesiredSize( size ), mTextureId( TextureManager::INVALID_TEXTURE_ID ), mTextures(), + mImageVisualShaderFactory( shaderFactory ), mFittingMode( fittingMode ), mSamplingMode( samplingMode ), mWrapModeU( WrapMode::DEFAULT ), @@ -273,10 +179,11 @@ ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, mLoading( false ), mOrientationCorrection( true ) { + EnablePreMultipliedAlpha( mFactoryCache.GetPreMultiplyOnLoad() ); } -ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, const Image& image ) -: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ), +ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const Image& image ) +: Visual::Base( factoryCache, Visual::FittingMode::FILL ), mImage( image ), mPixelArea( FULL_TEXTURE_RECT ), mPlacementActor(), @@ -285,6 +192,7 @@ ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, const Image& image ) mDesiredSize(), mTextureId( TextureManager::INVALID_TEXTURE_ID ), mTextures(), + mImageVisualShaderFactory( shaderFactory ), mFittingMode( FittingMode::DEFAULT ), mSamplingMode( SamplingMode::DEFAULT ), mWrapModeU( WrapMode::DEFAULT ), @@ -296,6 +204,8 @@ ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, const Image& image ) mLoading( false ), mOrientationCorrection( true ) { + // PreMultiplied alpha should be disabled when the Image is used. + EnablePreMultipliedAlpha( false ); } ImageVisual::~ImageVisual() @@ -310,7 +220,7 @@ ImageVisual::~ImageVisual() if( mMaskingData->mAlphaMaskId != TextureManager::INVALID_TEXTURE_ID ) { TextureManager& textureManager = mFactoryCache.GetTextureManager(); - textureManager.Remove( mMaskingData->mAlphaMaskId ); + textureManager.Remove( mMaskingData->mAlphaMaskId, this ); } } @@ -508,10 +418,7 @@ void ImageVisual::DoSetProperty( Property::Index index, const Property::Value& v if( value.Get( alphaUrl ) ) { AllocateMaskData(); - // Immediately trigger the alpha mask loading (it may just get a cached value) mMaskingData->mAlphaMaskUrl = alphaUrl; - TextureManager& textureManager = mFactoryCache.GetTextureManager(); - mMaskingData->mAlphaMaskId = textureManager.RequestMaskLoad( alphaUrl ); } break; } @@ -600,9 +507,12 @@ void ImageVisual::GetNaturalSize( Vector2& naturalSize ) if( textureSet ) { auto texture = textureSet.GetTexture(0); - naturalSize.x = texture.GetWidth(); - naturalSize.y = texture.GetHeight(); - return; + if( texture ) + { + naturalSize.x = texture.GetWidth(); + naturalSize.y = texture.GetHeight(); + return; + } } } @@ -638,7 +548,6 @@ void ImageVisual::GetNaturalSize( Vector2& naturalSize ) return; } } - naturalSize = Vector2::ZERO; } @@ -651,22 +560,25 @@ void ImageVisual::CreateRenderer( TextureSet& textureSet ) { geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) ); - shader = GetImageShader( mFactoryCache, + shader = mImageVisualShaderFactory.GetShader( mFactoryCache, mImpl->mFlags & Impl::IS_ATLASING_APPLIED, - mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE ); + mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE, + IsRoundedCornerRequired() ); } else { geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize ); if( mImpl->mCustomShader->mVertexShader.empty() && mImpl->mCustomShader->mFragmentShader.empty() ) { - shader = GetImageShader( mFactoryCache, false, true ); + // Use custom hints + shader = Shader::New( mImageVisualShaderFactory.GetVertexShaderSource(), mImageVisualShaderFactory.GetFragmentShaderSource(), mImpl->mCustomShader->mHints ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); } else { - shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? VERTEX_SHADER : mImpl->mCustomShader->mVertexShader, - mImpl->mCustomShader->mFragmentShader.empty() ? FRAGMENT_SHADER_NO_ATLAS : mImpl->mCustomShader->mFragmentShader, - mImpl->mCustomShader->mHints ); + shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader, + mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader, + mImpl->mCustomShader->mHints ); if( mImpl->mCustomShader->mVertexShader.empty() ) { shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); @@ -689,10 +601,7 @@ void ImageVisual::CreateRenderer( TextureSet& textureSet ) //Register transform properties mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); - if( IsPreMultipliedAlphaEnabled() ) - { - EnablePreMultipliedAlpha( true ); - } + EnablePreMultipliedAlpha( IsPreMultipliedAlphaEnabled() ); } void ImageVisual::CreateNativeImageRenderer( NativeImage& nativeImage ) @@ -716,7 +625,7 @@ void ImageVisual::CreateNativeImageRenderer( NativeImage& nativeImage ) } else { - fragmentShader += FRAGMENT_SHADER_NO_ATLAS; + fragmentShader += mImageVisualShaderFactory.GetFragmentShaderSource(); } if( customSamplerTypename ) @@ -728,13 +637,13 @@ void ImageVisual::CreateNativeImageRenderer( NativeImage& nativeImage ) { geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) ); - shader = Shader::New( VERTEX_SHADER, fragmentShader ); + shader = Shader::New( mImageVisualShaderFactory.GetVertexShaderSource(), fragmentShader ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); } else { geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize ); - shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? VERTEX_SHADER : mImpl->mCustomShader->mVertexShader, + shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader, fragmentShader, mImpl->mCustomShader->mHints ); if( mImpl->mCustomShader->mVertexShader.empty() ) @@ -749,11 +658,6 @@ void ImageVisual::CreateNativeImageRenderer( NativeImage& nativeImage ) mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); } -bool ImageVisual::IsSynchronousResourceLoading() const -{ - return mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING; -} - void ImageVisual::LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& textures, bool orientationCorrection, TextureManager::ReloadPolicy forceReload ) { @@ -769,19 +673,19 @@ void ImageVisual::LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& t atlasUploadObserver = this; } - auto preMultiplyOnLoad = mFactoryCache.GetPreMultiplyOnLoad() && !mImpl->mCustomShader + auto preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD : TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY; textures = textureManager.LoadTexture( mImageUrl, mDesiredSize, mFittingMode, mSamplingMode, - mMaskingData, IsSynchronousResourceLoading(), mTextureId, + mMaskingData, IsSynchronousLoadingRequired(), mTextureId, atlasRect, mAtlasRectSize, atlasing, mLoading, mWrapModeU, mWrapModeV, textureObserver, atlasUploadObserver, atlasManager, mOrientationCorrection, forceReload, preMultiplyOnLoad); - if( textures && preMultiplyOnLoad == TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD) + if( textures ) { - EnablePreMultipliedAlpha( true ); + EnablePreMultipliedAlpha( preMultiplyOnLoad == TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD ); } if( atlasing ) // Flag needs to be set before creating renderer @@ -867,7 +771,7 @@ void ImageVisual::DoSetOnStage( Actor& actor ) mPlacementActor = actor; // Search the Actor tree to find if Layer UI behaviour set. Layer layer = actor.GetLayer(); - if( layer && layer.GetBehavior() == Layer::LAYER_3D ) + if( layer && layer.GetProperty( Layer::Property::BEHAVIOR ) == Layer::LAYER_3D ) { // Layer 3D set, do not align pixels mImpl->mRenderer.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF ); @@ -897,6 +801,7 @@ void ImageVisual::DoSetOffStage( Actor& actor ) if( mReleasePolicy == Toolkit::ImageVisual::ReleasePolicy::DETACHED ) { RemoveTexture(); // If INVALID_TEXTURE_ID then removal will be attempted on atlas + mImpl->mResourceStatus = Toolkit::Visual::ResourceStatus::PREPARING; } if( mImageUrl.IsValid() ) @@ -914,7 +819,7 @@ void ImageVisual::DoCreatePropertyMap( Property::Map& map ) const map.Clear(); map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE ); - bool sync = IsSynchronousResourceLoading(); + bool sync = IsSynchronousLoadingRequired(); map.Insert( SYNCHRONOUS_LOADING, sync ); if( mImageUrl.IsValid() ) { @@ -1001,46 +906,6 @@ bool ImageVisual::IsResourceReady() const mImpl->mResourceStatus == Toolkit::Visual::ResourceStatus::FAILED ); } -Shader ImageVisual::GetImageShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping ) -{ - Shader shader; - if( atlasing ) - { - if( defaultTextureWrapping ) - { - shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP ); - if( !shader ) - { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader ); - } - } - else - { - shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP ); - if( !shader ) - { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, 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 ); - } - } - - return shader; -} - void ImageVisual::ApplyImageToSampler( const Image& image ) { if( image ) @@ -1078,41 +943,41 @@ void ImageVisual::UploadComplete( bool loadingSuccess, int32_t textureId, Textur const Vector4& atlasRectangle, bool preMultiplied ) { Toolkit::Visual::ResourceStatus resourceStatus; - Actor actor = mPlacementActor.GetHandle(); - if( actor ) + if( mImpl->mRenderer ) { - if( mImpl->mRenderer ) + if( usingAtlas ) { - if( usingAtlas ) - { - mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, mAtlasRect ); - } - else if( preMultiplied ) - { - EnablePreMultipliedAlpha( true ); - } + mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, mAtlasRect ); + } + EnablePreMultipliedAlpha( preMultiplied ); + + Actor actor = mPlacementActor.GetHandle(); + if( actor ) + { actor.AddRenderer( mImpl->mRenderer ); // reset the weak handle so that the renderer only get added to actor once mPlacementActor.Reset(); - if( loadingSuccess ) - { - Sampler sampler = Sampler::New(); - sampler.SetWrapMode( mWrapModeU, mWrapModeV ); - textureSet.SetSampler( 0u, sampler ); - mImpl->mRenderer.SetTextures(textureSet); - } - else - { - Image brokenImage = mFactoryCache.GetBrokenVisualImage(); + } - textureSet = TextureSet::New(); - mImpl->mRenderer.SetTextures( textureSet ); + if( loadingSuccess ) + { + Sampler sampler = Sampler::New(); + sampler.SetWrapMode( mWrapModeU, mWrapModeV ); + textureSet.SetSampler( 0u, sampler ); + mImpl->mRenderer.SetTextures(textureSet); + } + else + { + Image brokenImage = mFactoryCache.GetBrokenVisualImage(); - ApplyImageToSampler( brokenImage ); - } + textureSet = TextureSet::New(); + mImpl->mRenderer.SetTextures( textureSet ); + + ApplyImageToSampler( brokenImage ); } } + // Storing TextureSet needed when renderer staged. if( ! mImpl->mRenderer ) { @@ -1137,7 +1002,7 @@ void ImageVisual::RemoveTexture() { if( mTextureId != TextureManager::INVALID_TEXTURE_ID ) { - mFactoryCache.GetTextureManager().Remove( mTextureId ); + mFactoryCache.GetTextureManager().Remove( mTextureId, this ); mTextureId = TextureManager::INVALID_TEXTURE_ID; } else