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=d6cda4fb53180f35874e8a066bacf5310d2df9ca;hp=02e153b2ca23b3739a3dabf7b4cff1998c9a4656;hb=831bd867847c32ac74b56c08757b0bed74f73238;hpb=bf8ef7cb5b533057ad73140803e59acd3c0b0914 diff --git a/dali-toolkit/internal/visuals/image/image-visual.cpp b/dali-toolkit/internal/visuals/image/image-visual.cpp index 02e153b..d6cda4f 100644 --- a/dali-toolkit/internal/visuals/image/image-visual.cpp +++ b/dali-toolkit/internal/visuals/image/image-visual.cpp @@ -31,6 +31,7 @@ // INTERNAL HEADER #include +#include #include #include #include @@ -104,12 +105,24 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( uniform mediump vec4 pixelArea; 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 - vertexPosition = uMvpMatrix * vertexPosition;\n - \n + mediump vec4 vertexPosition = uMvpMatrix *ComputeVertexPosition();\n vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n gl_Position = vertexPosition;\n }\n @@ -260,7 +273,7 @@ ImageVisual::~ImageVisual() { } -void ImageVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap ) +void ImageVisual::DoSetProperties( const Property::Map& propertyMap ) { Property::Value* imageURLValue = propertyMap.Find( Toolkit::ImageVisual::Property::URL, IMAGE_URL_NAME ); if( imageURLValue ) @@ -408,6 +421,9 @@ void ImageVisual::CreateRenderer( TextureSet& textures ) mImpl->mRenderer = Renderer::New( geometry, shader ); DALI_ASSERT_DEBUG( textures ); mImpl->mRenderer.SetTextures( textures ); + + //Register transform properties + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); } void ImageVisual::CreateNativeImageRenderer( NativeImage& nativeImage ) @@ -456,6 +472,9 @@ void ImageVisual::CreateNativeImageRenderer( NativeImage& nativeImage ) } mImpl->mRenderer = Renderer::New( geometry, shader ); + + //Register transform properties + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); } @@ -532,13 +551,9 @@ TextureSet ImageVisual::CreateTextureSet( Vector4& textureRect, const std::strin void ImageVisual::InitializeRenderer( const std::string& imageUrl ) { - if( imageUrl.empty() ) - { - return; - } + mImpl->mRenderer.Reset(); mImageUrl = imageUrl; - mImpl->mRenderer.Reset(); mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; if( !mImpl->mCustomShader && @@ -546,7 +561,14 @@ void ImageVisual::InitializeRenderer( const std::string& imageUrl ) ( strncasecmp( imageUrl.c_str(), HTTPS_URL, sizeof(HTTPS_URL) -1 ) != 0 ) ) { bool defaultWrapMode = mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE; - bool cacheable = defaultWrapMode && mPixelArea == FULL_TEXTURE_RECT; + bool defaultTransform = mImpl->mTransform.mSize == Vector2::ONE && + mImpl->mTransform.mOffset == Vector2::ZERO && + mImpl->mTransform.mOffsetSizeMode == Vector4::ZERO && + mImpl->mTransform.mOrigin == Toolkit::Align::CENTER && + mImpl->mTransform.mAnchorPoint == Toolkit::Align::CENTER; + + bool cacheable = defaultWrapMode && defaultTransform && mPixelArea == FULL_TEXTURE_RECT; + mImpl->mFlags &= ~Impl::IS_FROM_CACHE; if( cacheable ) // fetch the renderer from cache if exist @@ -594,6 +616,7 @@ void ImageVisual::InitializeRenderer( const std::string& imageUrl ) void ImageVisual::InitializeRenderer( const Image& image ) { mImpl->mFlags &= ~Impl::IS_FROM_CACHE; + mImpl->mRenderer.Reset(); // don't reuse CreateTextureSet TextureSet textures = TextureSet::New(); @@ -610,11 +633,7 @@ void ImageVisual::InitializeRenderer( const Image& image ) // reuse existing code for regular images CreateRenderer( textures ); } - - if( image ) - { - ApplyImageToSampler( image ); - } + ApplyImageToSampler( image ); } void ImageVisual::UploadCompleted() @@ -631,17 +650,22 @@ void ImageVisual::UploadCompleted() void ImageVisual::DoSetOnStage( Actor& actor ) { - mPlacementActor = actor; - if( !mImageUrl.empty() ) { InitializeRenderer( mImageUrl ); } - else + else if ( mImage ) { InitializeRenderer( mImage ); } + if ( !mImpl->mRenderer) + { + return; + } + + mPlacementActor = actor; + if( mPixelArea != FULL_TEXTURE_RECT ) { mImpl->mRenderer.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, mPixelArea ); @@ -656,25 +680,24 @@ void ImageVisual::DoSetOnStage( Actor& actor ) void ImageVisual::DoSetOffStage( Actor& actor ) { + // Visual::Base::SetOffStage only calls DoSetOffStage if mRenderer exists (is on onstage) + //If we own the image then make sure we release it when we go off stage + actor.RemoveRenderer( mImpl->mRenderer); if( !mImageUrl.empty() ) { - actor.RemoveRenderer( mImpl->mRenderer ); CleanCache(mImageUrl); mImage.Reset(); } - else - { - actor.RemoveRenderer( mImpl->mRenderer ); - mImpl->mRenderer.Reset(); - } + + mImpl->mRenderer.Reset(); mPlacementActor.Reset(); } void ImageVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE ); + map.Insert( Toolkit::VisualProperty::TYPE, Toolkit::Visual::IMAGE ); bool sync = IsSynchronousResourceLoading(); map.Insert( SYNCHRONOUS_LOADING, sync ); @@ -715,6 +738,14 @@ Dali::Property::Value ImageVisual::DoGetProperty( Dali::Property::Index index ) return Dali::Property::Value(); } +void ImageVisual::OnSetTransform() +{ + if( mImpl->mRenderer ) + { + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + } +} + Shader ImageVisual::GetImageShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping ) { Shader shader;