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=b0324ed4530369f2922d9f412c982a300134189a;hp=194b9ba52556cb79d4f40ba9ff3fe53cb246f5de;hb=1885ccc169669850fcdb3f817fb283dee9cfb0e8;hpb=d51cf112336be005eec7a543b5665bfb7480918c diff --git a/dali-toolkit/internal/visuals/image/image-visual.cpp b/dali-toolkit/internal/visuals/image/image-visual.cpp index 194b9ba..b0324ed 100644 --- a/dali-toolkit/internal/visuals/image/image-visual.cpp +++ b/dali-toolkit/internal/visuals/image/image-visual.cpp @@ -21,8 +21,10 @@ // EXTERNAL HEADERS #include // for strlen() #include -#include +#include #include +#include +#include #include #include #include @@ -513,42 +515,88 @@ void ImageVisual::CreateRenderer( TextureSet& textureSet ) Geometry geometry; Shader shader; - if( !mImpl->mCustomShader ) + // Get the geometry + if( mImpl->mCustomShader ) { - geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) ); - - shader = mImageVisualShaderFactory.GetShader( mFactoryCache, - mImpl->mFlags & Impl::IS_ATLASING_APPLIED, - mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE, - IsRoundedCornerRequired() ); + geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize ); } - else + else // Get any geometry associated with the texture { - geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize ); - if( mImpl->mCustomShader->mVertexShader.empty() && mImpl->mCustomShader->mFragmentShader.empty() ) - { - // Use custom hints - shader = Shader::New( mImageVisualShaderFactory.GetVertexShaderSource(), mImageVisualShaderFactory.GetFragmentShaderSource(), mImpl->mCustomShader->mHints ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - } - else + TextureManager& textureManager = mFactoryCache.GetTextureManager(); + + uint32_t firstElementCount {0u}; + uint32_t secondElementCount {0u}; + geometry = textureManager.GetRenderGeometry(mTextureId, firstElementCount, secondElementCount); + + if(!firstElementCount && !secondElementCount) // Otherwise use quad { - 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 ); - } + geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) ); } } + std::string vertexShader; + bool usesWholeTexture = true; + if(mImpl->mCustomShader && !mImpl->mCustomShader->mVertexShader.empty()) + { + vertexShader = mImpl->mCustomShader->mVertexShader; + usesWholeTexture = false; // Impossible to tell. + } + else + { + vertexShader = mImageVisualShaderFactory.GetVertexShaderSource(); + } + + std::string fragmentShader; + if(mImpl->mCustomShader && !mImpl->mCustomShader->mFragmentShader.empty()) + { + fragmentShader = mImpl->mCustomShader->mFragmentShader; + } + else + { + fragmentShader = mImageVisualShaderFactory.GetFragmentShaderSource(); + } + + // If the texture is native, we may need to change prefix and sampler in + // the fragment shader + bool modifiedFragmentShader = false; + if(mTextures && DevelTexture::IsNative(mTextures.GetTexture(0))) + { + Texture nativeTexture = mTextures.GetTexture(0); + modifiedFragmentShader = DevelTexture::ApplyNativeFragmentShader(nativeTexture, fragmentShader); + } + + const bool useStandardShader = !mImpl->mCustomShader && !modifiedFragmentShader; + if(useStandardShader) + { + // Create and cache the standard shader + shader = mImageVisualShaderFactory.GetShader( + mFactoryCache, + mImpl->mFlags & Impl::IS_ATLASING_APPLIED, + mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE, + IsRoundedCornerRequired() ); + } + else if(mImpl->mCustomShader) + { + shader = Shader::New(vertexShader, fragmentShader, mImpl->mCustomShader->mHints); + } + else + { + shader = Shader::New(vertexShader, fragmentShader); + } + + if(usesWholeTexture) + { + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + } + // Set pixel align off as default. // ToDo: Pixel align causes issues such as rattling image animation. // We should trun it off until issues are resolved shader.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF ); + // Create the renderer mImpl->mRenderer = Renderer::New( geometry, shader ); + if( textureSet ) { mImpl->mRenderer.SetTextures( textureSet ); @@ -561,6 +609,7 @@ void ImageVisual::CreateRenderer( TextureSet& textureSet ) EnablePreMultipliedAlpha( IsPreMultipliedAlphaEnabled() ); } + void ImageVisual::LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& textures, bool orientationCorrection, TextureManager::ReloadPolicy forceReload ) { @@ -650,7 +699,7 @@ void ImageVisual::InitializeRenderer() } } -void ImageVisual::DoSetOnStage( Actor& actor ) +void ImageVisual::DoSetOnScene( Actor& actor ) { if( mImageUrl.IsValid() ) { @@ -686,9 +735,9 @@ void ImageVisual::DoSetOnStage( Actor& actor ) } } -void ImageVisual::DoSetOffStage( Actor& actor ) +void ImageVisual::DoSetOffScene( Actor& actor ) { - // Visual::Base::SetOffStage only calls DoSetOffStage if mRenderer exists (is on onstage) + // Visual::Base::SetOffScene only calls DoSetOffScene if mRenderer exists (is on onstage) // Image release is dependent on the ReleasePolicy, renderer is destroyed. actor.RemoveRenderer( mImpl->mRenderer); @@ -850,6 +899,37 @@ void ImageVisual::UploadComplete( bool loadingSuccess, int32_t textureId, Textur { resourceStatus = Toolkit::Visual::ResourceStatus::FAILED; } + + // use geometry if needed + if( loadingSuccess ) + { + uint32_t firstElementCount{0u}; + uint32_t secondElementCount{0u}; + auto geometry = mFactoryCache.GetTextureManager().GetRenderGeometry(mTextureId, firstElementCount, secondElementCount); + if (mImpl->mRenderer && geometry) + { + mImpl->mRenderer.SetGeometry(geometry); + Dali::DevelRenderer::DrawCommand drawCommand{}; + drawCommand.drawType = DevelRenderer::DrawType::INDEXED; + + if (firstElementCount) + { + drawCommand.firstIndex = 0; + drawCommand.elementCount = firstElementCount; + drawCommand.queue = DevelRenderer::RENDER_QUEUE_OPAQUE; + DevelRenderer::AddDrawCommand(mImpl->mRenderer, drawCommand); + } + + if (secondElementCount) + { + drawCommand.firstIndex = firstElementCount; + drawCommand.elementCount = secondElementCount; + drawCommand.queue = DevelRenderer::RENDER_QUEUE_TRANSPARENT; + DevelRenderer::AddDrawCommand(mImpl->mRenderer, drawCommand); + } + } + } + // Signal to observers ( control ) that resources are ready. Must be all resources. ResourceReady( resourceStatus ); mLoading = false;