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=bbef5e4225dea74555425820f84ff145fd9a3e2a;hp=6aaa271f2d6773dd5f78660a9303024a4da2c15b;hb=bb3a306721570de9cbed7d63f8a478622af9a374;hpb=e3a661ed9b8268e1ebac5ab26088673de706c509 diff --git a/dali-toolkit/internal/visuals/image/image-visual.cpp b/dali-toolkit/internal/visuals/image/image-visual.cpp index 6aaa271..bbef5e4 100644 --- a/dali-toolkit/internal/visuals/image/image-visual.cpp +++ b/dali-toolkit/internal/visuals/image/image-visual.cpp @@ -42,6 +42,7 @@ #include #include #include +#include namespace Dali { @@ -112,97 +113,6 @@ 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; @@ -222,32 +132,35 @@ 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 +174,7 @@ ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, mDesiredSize( size ), mTextureId( TextureManager::INVALID_TEXTURE_ID ), mTextures(), + mImageVisualShaderFactory( shaderFactory ), mFittingMode( fittingMode ), mSamplingMode( samplingMode ), mWrapModeU( WrapMode::DEFAULT ), @@ -268,13 +182,14 @@ ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, mLoadPolicy( Toolkit::ImageVisual::LoadPolicy::ATTACHED ), mReleasePolicy( Toolkit::ImageVisual::ReleasePolicy::DETACHED ), mAtlasRect( 0.0f, 0.0f, 0.0f, 0.0f ), + mAtlasRectSize( 0, 0 ), mAttemptAtlasing( false ), mLoading( false ), mOrientationCorrection( true ) { } -ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, const Image& image ) +ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const Image& image ) : Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ), mImage( image ), mPixelArea( FULL_TEXTURE_RECT ), @@ -284,6 +199,7 @@ 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 ), @@ -588,8 +504,14 @@ void ImageVisual::GetNaturalSize( Vector2& naturalSize ) } else if( mImpl->mRenderer ) // Check if we have a loaded image { - auto textureSet = mImpl->mRenderer.GetTextures(); + if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED ) + { + naturalSize.x = mAtlasRectSize.GetWidth(); + naturalSize.y = mAtlasRectSize.GetHeight(); + return; + } + auto textureSet = mImpl->mRenderer.GetTextures(); if( textureSet ) { auto texture = textureSet.GetTexture(0); @@ -623,7 +545,7 @@ void ImageVisual::GetNaturalSize( Vector2& naturalSize ) } else { - Image brokenImage = VisualFactoryCache::GetBrokenVisualImage(); + Image brokenImage = mFactoryCache.GetBrokenVisualImage(); naturalSize.x = brokenImage.GetWidth(); naturalSize.y = brokenImage.GetWidth(); @@ -644,7 +566,7 @@ 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 ); } @@ -653,13 +575,15 @@ void ImageVisual::CreateRenderer( TextureSet& textureSet ) 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 ); @@ -682,10 +606,7 @@ 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 ) @@ -709,7 +630,7 @@ void ImageVisual::CreateNativeImageRenderer( NativeImage& nativeImage ) } else { - fragmentShader += FRAGMENT_SHADER_NO_ATLAS; + fragmentShader += mImageVisualShaderFactory.GetFragmentShaderSource(); } if( customSamplerTypename ) @@ -721,13 +642,13 @@ 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() ) @@ -768,13 +689,13 @@ void ImageVisual::LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& t textures = textureManager.LoadTexture( mImageUrl, mDesiredSize, mFittingMode, mSamplingMode, mMaskingData, IsSynchronousResourceLoading(), mTextureId, - atlasRect, atlasing, mLoading, mWrapModeU, + 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 @@ -890,6 +811,7 @@ 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() ) @@ -994,46 +916,6 @@ 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 ) @@ -1080,10 +962,8 @@ void ImageVisual::UploadComplete( bool loadingSuccess, int32_t textureId, Textur { mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, mAtlasRect ); } - else if( preMultiplied ) - { - EnablePreMultipliedAlpha( true ); - } + + EnablePreMultipliedAlpha( preMultiplied ); actor.AddRenderer( mImpl->mRenderer ); // reset the weak handle so that the renderer only get added to actor once @@ -1097,7 +977,7 @@ void ImageVisual::UploadComplete( bool loadingSuccess, int32_t textureId, Textur } else { - Image brokenImage = VisualFactoryCache::GetBrokenVisualImage(); + Image brokenImage = mFactoryCache.GetBrokenVisualImage(); textureSet = TextureSet::New(); mImpl->mRenderer.SetTextures( textureSet );