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=f34f66c8319021b486dd589a3acf7061763148c2;hp=4d6a4cdc6cda24844da9ffd5a082a55b473a6b26;hb=0e96d3c3debf43ce2c02883bc269f087f8286528;hpb=37aa8e50d140ee95be5f03fadbc269a0a239adde diff --git a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp index 4d6a4cd..f34f66c 100644 --- a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp +++ b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp @@ -30,6 +30,7 @@ #include #include #include +#include namespace Dali { @@ -94,253 +95,6 @@ DALI_ENUM_TO_STRING_TABLE_END( SHADING_MODE ) const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" ); const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" ); -//Shaders -//If a shader requires certain textures, they must be listed in order, -//as detailed in the TextureIndex enum documentation. - -//A basic shader that doesn't use textures at all. -const char* SIMPLE_VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute highp vec3 aPosition;\n - attribute highp vec3 aNormal;\n - varying mediump vec3 vIllumination;\n - uniform mediump vec3 uSize;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump mat4 uModelView;\n - uniform mediump mat4 uViewMatrix;\n - uniform mediump mat3 uNormalMatrix; - 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 - {\n - vec4 normalisedVertexPosition = ComputeVertexPosition();\n - vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n - vertexPosition = uMvpMatrix * vertexPosition;\n - - //Illumination in Model-View space - Transform attributes and uniforms\n - vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n - vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n - - vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n - mvLightPosition = uViewMatrix * mvLightPosition;\n - vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n - - float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n - vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n - - gl_Position = vertexPosition;\n - }\n -); - -//Fragment shader corresponding to the texture-less shader. -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 preMultipliedAlpha;\n - - void main()\n - {\n - gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ) * vec4( mixColor, 1.0 );\n - }\n -); - -//Diffuse and specular illumination shader with albedo texture. Texture is index 0. -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute highp vec3 aPosition;\n - attribute highp vec2 aTexCoord;\n - attribute highp vec3 aNormal;\n - varying mediump vec2 vTexCoord;\n - varying mediump vec3 vIllumination;\n - varying mediump float vSpecular;\n - uniform mediump vec3 uSize;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump mat4 uModelView; - uniform mediump mat4 uViewMatrix;\n - uniform mediump mat3 uNormalMatrix; - 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 = ComputeVertexPosition();\n - vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n - vertexPosition = uMvpMatrix * vertexPosition;\n - - //Illumination in Model-View space - Transform attributes and uniforms\n - vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n - vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );\n - - vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n - mvLightPosition = uViewMatrix * mvLightPosition;\n - vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n - - vec3 viewDirection = normalize( -mvVertexPosition.xyz ); - - float lightDiffuse = dot( vectorToLight, normal );\n - lightDiffuse = max( 0.0,lightDiffuse );\n - vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n - - vec3 reflectDirection = reflect( -vectorToLight, normal ); - vSpecular = pow( max( dot( reflectDirection, viewDirection ), 0.0 ), 4.0 ); - - vTexCoord = aTexCoord;\n - gl_Position = vertexPosition;\n - }\n -); - -//Fragment shader corresponding to the diffuse and specular illumination shader with albedo texture -const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( - precision mediump float;\n - varying mediump vec2 vTexCoord;\n - varying mediump vec3 vIllumination;\n - varying mediump float vSpecular;\n - uniform sampler2D sDiffuse;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\n - - void main()\n - {\n - vec4 texture = texture2D( sDiffuse, vTexCoord );\n - vec4 visualMixColor = vec4( mixColor, 1.0 );\n - gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb * visualMixColor.rgb + vSpecular * 0.3, texture.a * uColor.a * visualMixColor.a );\n - }\n -); - -//Diffuse and specular illumination shader with albedo texture, normal map and gloss map shader. -//Diffuse (albedo) texture is index 0, normal is 1, gloss is 2. They must be declared in this order. -const char* NORMAL_MAP_VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute highp vec3 aPosition;\n - attribute highp vec2 aTexCoord;\n - attribute highp vec3 aNormal;\n - attribute highp vec3 aTangent;\n - attribute highp vec3 aBiNormal;\n - varying mediump vec2 vTexCoord;\n - varying mediump vec3 vLightDirection;\n - varying mediump vec3 vHalfVector;\n - uniform mediump vec3 uSize;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump mat4 uModelView; - uniform mediump mat4 uViewMatrix;\n - uniform mediump mat3 uNormalMatrix; - 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 = ComputeVertexPosition();\n - vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n - vertexPosition = uMvpMatrix * vertexPosition;\n - - vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n - - vec3 tangent = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aTangent ); - vec3 binormal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aBiNormal ); - vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal ); - - vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n - mvLightPosition = uViewMatrix * mvLightPosition;\n - vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n - vLightDirection.x = dot( vectorToLight, tangent ); - vLightDirection.y = dot( vectorToLight, binormal ); - vLightDirection.z = dot( vectorToLight, normal ); - - vec3 viewDirection = normalize( -mvVertexPosition.xyz ); - vec3 halfVector = normalize( viewDirection + vectorToLight ); - vHalfVector.x = dot( halfVector, tangent ); - vHalfVector.y = dot( halfVector, binormal ); - vHalfVector.z = dot( halfVector, normal ); - - vTexCoord = aTexCoord;\n - gl_Position = vertexPosition;\n - }\n -); - -//Fragment shader corresponding to the shader that uses all textures (diffuse, normal and gloss maps) -const char* NORMAL_MAP_FRAGMENT_SHADER = DALI_COMPOSE_SHADER( - precision mediump float;\n - varying mediump vec2 vTexCoord;\n - varying mediump vec3 vLightDirection;\n - varying mediump vec3 vHalfVector;\n - uniform sampler2D sDiffuse;\n - uniform sampler2D sNormal;\n - uniform sampler2D sGloss;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - uniform lowp float preMultipliedAlpha;\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 = vec4( mixColor, 1.0 );\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 * visualMixColor.rgb * lightDiffuse + shininess * glossMap.rgb, texture.a * uColor.a * visualMixColor.a );\n - }\n -); - } // unnamed namespace MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) @@ -564,7 +318,7 @@ void MeshVisual::InitializeRenderer() void MeshVisual::SupplyEmptyGeometry() { mGeometry = Geometry::New(); - mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER ); + mShader = Shader::New( SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG ); mImpl->mRenderer = Renderer::New( mGeometry, mShader ); DALI_LOG_ERROR( "Initialisation error in mesh visual.\n" ); @@ -588,15 +342,15 @@ void MeshVisual::CreateShader() { if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) { - mShader = Shader::New( NORMAL_MAP_VERTEX_SHADER, NORMAL_MAP_FRAGMENT_SHADER ); + mShader = Shader::New( SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_VERT, SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_FRAG ); } else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING ) { - mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + mShader = Shader::New( SHADER_MESH_VISUAL_SHADER_VERT, SHADER_MESH_VISUAL_SHADER_FRAG ); } else //Textureless { - mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER ); + mShader = Shader::New( SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG ); } UpdateShaderUniforms();