X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fmesh%2Fmesh-visual.cpp;h=190c457d0dd3b1bbb2b43d0e1888eba652d4233a;hp=28ff3d1761812903b5c36447458a4887d7eee3a5;hb=190a30974e11c5792335e3b0493bf1c212beec6a;hpb=29d3264d67c7dac9c3e7059140fa7eef3592a823 diff --git a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp index 28ff3d1..190c457 100644 --- a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp +++ b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp @@ -28,7 +28,9 @@ #include //INTERNAL INCLUDES +#include #include +#include namespace Dali { @@ -119,9 +121,26 @@ const char* SIMPLE_VERTEX_SHADER = DALI_COMPOSE_SHADER( uniform mediump vec3 lightPosition;\n uniform mediump vec2 uStageOffset;\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 + float scaleFactor = min( visualSize.x, visualSize.y );\n + vec3 originFlipY = vec3(origin.x, -origin.y, 0.0); + vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0); + vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n + return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n + }\n + void main()\n {\n - vec4 normalisedVertexPosition = vec4( aPosition * min( uSize.x, uSize.y ), 1.0 );\n + vec4 normalisedVertexPosition = ComputeVertexPosition();\n vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n vertexPosition = uMvpMatrix * vertexPosition;\n @@ -145,10 +164,17 @@ const char* SIMPLE_FRAGMENT_SHADER = DALI_COMPOSE_SHADER( precision mediump float;\n varying mediump vec3 vIllumination;\n uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform lowp float opacity;\n + uniform lowp float preMultipliedAlpha;\n + lowp vec4 visualMixColor()\n + {\n + return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n + }\n void main()\n {\n - gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );\n + gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ) * visualMixColor();\n }\n ); @@ -169,9 +195,26 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( uniform mediump vec3 lightPosition;\n uniform mediump vec2 uStageOffset;\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 + float scaleFactor = min( visualSize.x, visualSize.y );\n + vec3 originFlipY = vec3(origin.x, -origin.y, 0.0); + vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0); + vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n + return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n + }\n + void main() {\n - vec4 normalisedVertexPosition = vec4( aPosition * min( uSize.x, uSize.y ), 1.0 );\n + vec4 normalisedVertexPosition = ComputeVertexPosition();\n vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n vertexPosition = uMvpMatrix * vertexPosition;\n @@ -205,11 +248,19 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( varying mediump float vSpecular;\n uniform sampler2D sDiffuse;\n uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform lowp float opacity;\n + uniform lowp float preMultipliedAlpha;\n + lowp vec4 visualMixColor()\n + {\n + return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n + }\n void main()\n {\n vec4 texture = texture2D( sDiffuse, vTexCoord );\n - gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb + vSpecular * 0.3, texture.a * uColor.a );\n + vec4 visualMixColor = visualMixColor();\n + gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb * visualMixColor.rgb + vSpecular * 0.3, texture.a * uColor.a * visualMixColor.a );\n }\n ); @@ -232,9 +283,27 @@ const char* NORMAL_MAP_VERTEX_SHADER = DALI_COMPOSE_SHADER( uniform mediump mat4 uObjectMatrix;\n uniform mediump vec3 lightPosition;\n uniform mediump vec2 uStageOffset;\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 + float scaleFactor = min( visualSize.x, visualSize.y );\n + vec3 originFlipY = vec3(origin.x, -origin.y, 0.0); + vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0); + vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n + return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n + }\n + void main() {\n - vec4 normalisedVertexPosition = vec4( aPosition * min( uSize.x, uSize.y ), 1.0 );\n + vec4 normalisedVertexPosition = ComputeVertexPosition();\n vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n vertexPosition = uMvpMatrix * vertexPosition;\n @@ -272,27 +341,37 @@ const char* NORMAL_MAP_FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sNormal;\n uniform sampler2D sGloss;\n uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform lowp float opacity;\n + uniform lowp float preMultipliedAlpha;\n + lowp vec4 visualMixColor()\n + {\n + return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n + }\n void main()\n {\n vec4 texture = texture2D( sDiffuse, vTexCoord );\n vec3 normal = normalize( texture2D( sNormal, vTexCoord ).xyz * 2.0 - 1.0 );\n vec4 glossMap = texture2D( sGloss, vTexCoord );\n + vec4 visualMixColor = visualMixColor();\n float lightDiffuse = max( 0.0, dot( normal, normalize( vLightDirection ) ) );\n lightDiffuse = lightDiffuse * 0.5 + 0.5;\n float shininess = pow ( max ( dot ( normalize( vHalfVector ), normal ), 0.0 ), 16.0 ) ; - gl_FragColor = vec4( texture.rgb * uColor.rgb * lightDiffuse + shininess * glossMap.rgb, texture.a * uColor.a );\n + gl_FragColor = vec4( texture.rgb * uColor.rgb * visualMixColor.rgb * lightDiffuse + shininess * glossMap.rgb, texture.a * uColor.a * visualMixColor.a );\n }\n ); } // unnamed namespace -MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache ) +MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) { - return new MeshVisual( factoryCache ); + MeshVisualPtr meshVisualPtr( new MeshVisual( factoryCache ) ); + meshVisualPtr->SetProperties( properties ); + return meshVisualPtr; } MeshVisual::MeshVisual( VisualFactoryCache& factoryCache ) @@ -308,70 +387,130 @@ MeshVisual::~MeshVisual() { } -void MeshVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap ) +void MeshVisual::DoSetProperties( const Property::Map& propertyMap ) { - Property::Value* objectUrl = propertyMap.Find( Toolkit::MeshVisual::Property::OBJECT_URL, OBJECT_URL_NAME ); - if( !objectUrl || !objectUrl->Get( mObjectUrl ) ) + for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter ) { - DALI_LOG_ERROR( "Fail to provide object URL to the MeshVisual object.\n" ); + KeyValuePair keyValue = propertyMap.GetKeyValue( iter ); + if( keyValue.first.type == Property::Key::INDEX ) + { + DoSetProperty( keyValue.first.indexKey, keyValue.second ); + } + else + { + if( keyValue.first == OBJECT_URL_NAME ) + { + DoSetProperty( Toolkit::MeshVisual::Property::OBJECT_URL, keyValue.second ); + } + else if( keyValue.first == MATERIAL_URL_NAME ) + { + DoSetProperty( Toolkit::MeshVisual::Property::MATERIAL_URL, keyValue.second ); + } + else if( keyValue.first == TEXTURES_PATH_NAME ) + { + DoSetProperty( Toolkit::MeshVisual::Property::TEXTURES_PATH, keyValue.second ); + } + else if( keyValue.first == SHADING_MODE_NAME ) + { + DoSetProperty( Toolkit::MeshVisual::Property::SHADING_MODE, keyValue.second ); + } + else if( keyValue.first == USE_MIPMAPPING_NAME ) + { + DoSetProperty( Toolkit::MeshVisual::Property::USE_MIPMAPPING, keyValue.second ); + } + else if( keyValue.first == USE_SOFT_NORMALS_NAME ) + { + DoSetProperty( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, keyValue.second ); + } + else if( keyValue.first == LIGHT_POSITION_NAME ) + { + DoSetProperty( Toolkit::MeshVisual::Property::LIGHT_POSITION, keyValue.second ); + } + } } - Property::Value* materialUrl = propertyMap.Find( Toolkit::MeshVisual::Property::MATERIAL_URL, MATERIAL_URL_NAME ); - if( !materialUrl || !materialUrl->Get( mMaterialUrl ) || mMaterialUrl.empty() ) + if( mMaterialUrl.empty() ) { mUseTexture = false; } - Property::Value* imagesUrl = propertyMap.Find( Toolkit::MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH_NAME ); - if( !imagesUrl || !imagesUrl->Get( mTexturesPath ) ) + if( mLightPosition == Vector3::ZERO ) { - //Default behaviour is to assume files are in the same directory, - // or have their locations detailed in full when supplied. - mTexturesPath.clear(); - } - - Property::Value* shadingMode = propertyMap.Find( Toolkit::MeshVisual::Property::SHADING_MODE, SHADING_MODE_NAME ); - if( shadingMode ) - { - Scripting::GetEnumerationProperty( *shadingMode, SHADING_MODE_TABLE, SHADING_MODE_TABLE_COUNT, mShadingMode ); - } - - Property::Value* useMipmapping = propertyMap.Find( Toolkit::MeshVisual::Property::USE_MIPMAPPING, USE_MIPMAPPING_NAME ); - if( useMipmapping ) - { - useMipmapping->Get( mUseMipmapping ); - } + // Default behaviour is to place the light directly in front of the object, + // at a reasonable distance to light everything on screen. + Stage stage = Stage::GetCurrent(); - Property::Value* useSoftNormals = propertyMap.Find( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, USE_SOFT_NORMALS_NAME ); - if( useSoftNormals ) - { - useSoftNormals->Get( mUseSoftNormals ); + mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 ); } +} - Property::Value* lightPosition = propertyMap.Find( Toolkit::MeshVisual::Property::LIGHT_POSITION, LIGHT_POSITION_NAME ); - if( lightPosition ) +void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& value ) +{ + switch( index ) { - if( !lightPosition->Get( mLightPosition ) ) + case Toolkit::MeshVisual::Property::OBJECT_URL: { - DALI_LOG_ERROR( "Invalid value passed for light position in MeshRenderer object.\n" ); - mLightPosition = Vector3::ZERO; + if( !value.Get( mObjectUrl ) ) + { + DALI_LOG_ERROR("MeshVisual: property objectUrl is the wrong type, use STRING\n"); + } + break; + } + case Toolkit::MeshVisual::Property::MATERIAL_URL: + { + if( ! value.Get( mMaterialUrl ) ) + { + DALI_LOG_ERROR("MeshVisual: property materialUrl is the wrong type, use STRING\n"); + } + break; + } + case Toolkit::MeshVisual::Property::TEXTURES_PATH: + { + if( ! value.Get( mTexturesPath ) ) + { + mTexturesPath.clear(); + } + break; + } + case Toolkit::MeshVisual::Property::SHADING_MODE: + { + Scripting::GetEnumerationProperty( value, SHADING_MODE_TABLE, SHADING_MODE_TABLE_COUNT, mShadingMode ); + break; + } + case Toolkit::MeshVisual::Property::USE_MIPMAPPING: + { + if( !value.Get( mUseMipmapping ) ) + { + DALI_LOG_ERROR("MeshVisual: property useMipmapping is the wrong type, use BOOLEAN\n"); + } + break; + } + case Toolkit::MeshVisual::Property::USE_SOFT_NORMALS: + { + if( !value.Get( mUseSoftNormals ) ) + { + DALI_LOG_ERROR("MeshVisual: property useSoftNormals is the wrong type, use BOOLEAN\n"); + } + break; + } + case Toolkit::MeshVisual::Property::LIGHT_POSITION: + { + if( !value.Get( mLightPosition ) ) + { + mLightPosition = Vector3::ZERO; + DALI_LOG_ERROR("MeshVisual: property lightPosition is the wrong type, use VECTOR3\n"); + } + break; } - } - else - { - //Default behaviour is to place the light directly in front of the object, - // at a reasonable distance to light everything on screen. - Stage stage = Stage::GetCurrent(); - - mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 ); } } -void MeshVisual::SetSize( const Vector2& size ) +void MeshVisual::OnSetTransform() { - Visual::Base::SetSize( size ); - - // ToDo: renderer responds to the size change + if( mImpl->mRenderer ) + { + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + } } void MeshVisual::DoSetOnStage( Actor& actor ) @@ -384,7 +523,7 @@ void MeshVisual::DoSetOnStage( Actor& actor ) void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::MESH ); + map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::MESH ); map.Insert( Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl ); map.Insert( Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl ); map.Insert( Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath ); @@ -394,15 +533,9 @@ void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const map.Insert( Toolkit::MeshVisual::Property::LIGHT_POSITION, mLightPosition ); } -void MeshVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue ) +void MeshVisual::DoCreateInstancePropertyMap( Property::Map& map ) const { - // TODO -} - -Dali::Property::Value MeshVisual::DoGetProperty( Dali::Property::Index index ) -{ - // TODO - return Dali::Property::Value(); + // Do nothing } void MeshVisual::InitializeRenderer() @@ -444,6 +577,9 @@ void MeshVisual::InitializeRenderer() mImpl->mRenderer.SetTextures( mTextureSet ); mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON ); mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON ); + + //Register transform properties + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); } void MeshVisual::SupplyEmptyGeometry()