X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fnpatch%2Fnpatch-visual.cpp;h=923554588a0375c7dfaa5d5907d08fa27f8ace8f;hp=8751c3e11084b02fbba0d154210a572964919957;hb=e9ce8b35ce64531e5c6c6214527a5bf9b9747a36;hpb=dcee19c07c4f38251b88ca0ad849c9a666cf20eb diff --git a/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp b/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp index 8751c3e..6dcf020 100644 --- a/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp +++ b/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -19,21 +19,20 @@ #include "npatch-visual.h" // EXTERNAL INCLUDES -#include -#include -#include -#include +#include +#include +#include // INTERNAL INCLUDES -#include -#include +#include +#include #include #include #include #include #include #include - +#include namespace Dali { @@ -46,23 +45,23 @@ namespace Internal namespace { -const char * const BORDER_ONLY("borderOnly"); - const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n varying mediump vec2 vTexCoord;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n + varying mediump vec2 vMaskTexCoord;\n + uniform highp mat4 uMvpMatrix;\n + uniform highp vec3 uSize;\n uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n \n - //Visual size and offset + // Visual size and offset uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n + uniform highp vec2 size;\n uniform mediump vec4 offsetSizeMode;\n uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n + uniform mediump vec2 extraSize;\n void main()\n {\n @@ -72,16 +71,17 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n \n - - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n - - mediump vec4 vertexPosition = vec4( ( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal ) + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n + \n + mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );\n + mediump vec4 vertexPosition = gridPosition;\n vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n - + vertexPosition.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;\n vertexPosition = uMvpMatrix * vertexPosition;\n \n vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n + vMaskTexCoord = gridPosition.xy / visualSize;\n \n gl_Position = vertexPosition;\n }\n @@ -90,40 +90,41 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n varying mediump vec2 vTexCoord;\n - uniform mediump mat4 uModelMatrix;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n + varying mediump vec2 vMaskTexCoord;\n + uniform highp mat4 uMvpMatrix;\n + uniform highp vec3 uSize;\n uniform mediump vec2 uFixed[ 3 ];\n uniform mediump vec2 uStretchTotal;\n \n - //Visual size and offset uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n + uniform highp vec2 size;\n uniform mediump vec4 offsetSizeMode;\n uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n - + uniform mediump vec2 extraSize;\n + \n void main()\n {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n - - mediump vec2 scale = vec2( length( uModelMatrix[ 0 ].xyz ), length( uModelMatrix[ 1 ].xyz ) );\n - mediump vec2 size = visualSize.xy * scale;\n + \n + mediump vec2 size = visualSize.xy;\n \n mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y );\n mediump vec2 stretch = floor( aPosition * 0.5 );\n mediump vec2 fixedTotal = uFixed[ 2 ];\n \n - mediump vec4 vertexPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 ); + mediump vec4 gridPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );\n + mediump vec4 vertexPosition = gridPosition;\n vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n - vertexPosition.xy = vertexPosition.xy / scale + anchorPoint*size + (visualOffset + origin)*uSize.xy;\ + vertexPosition.xy += anchorPoint*size + (visualOffset + origin)*uSize.xy;\n \n vertexPosition = uMvpMatrix * vertexPosition;\n \n vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n \n + vMaskTexCoord = gridPosition.xy / size;\n gl_Position = vertexPosition;\n }\n ); @@ -132,10 +133,38 @@ const char* FRAGMENT_SHADER = 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;\n + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n + }\n +); + +const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\n + varying mediump vec2 vMaskTexCoord;\n + uniform sampler2D sTexture;\n + uniform sampler2D sMask;\n + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform lowp float preMultipliedAlpha;\n + uniform mediump float auxiliaryImageAlpha;\n + \n + void main()\n + {\n + // Where mask image is transparent, all of background image must show through. + // where mask image is opaque, only mask should be shown + // where mask is translucent, less of background should be shown. + // auxiliaryImageAlpha controls how much of mask is visible + + mediump vec4 color = texture2D( sTexture, vTexCoord );\n + mediump vec4 mask = texture2D( sMask, vMaskTexCoord );\n + + mediump vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha) + + mask.rgb*mask.a * auxiliaryImageAlpha;\n + gl_FragColor = vec4(mixedColor,1.0) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -150,15 +179,15 @@ Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsi { Property::Map vertexFormat; vertexFormat[ "aPosition" ] = Property::VECTOR2; - PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat ); + VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat ); if( vertices.Size() > 0 ) { - vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() ); + vertexBuffer.SetData( &vertices[ 0 ], vertices.Size() ); } // Create the geometry object Geometry geometry = Geometry::New(); - geometry.AddVertexBuffer( vertexPropertyBuffer ); + geometry.AddVertexBuffer( vertexBuffer ); if( indices.Size() > 0 ) { geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() ); @@ -191,13 +220,13 @@ void AddVertex( Vector< Vector2 >& vertices, unsigned int x, unsigned int y ) vertices.PushBack( Vector2( x, y ) ); } -void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NinePatchImage::StretchRanges& stretchPixels, uint16_t imageExtent) +void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NPatchUtility::StretchRanges& stretchPixels, uint16_t imageExtent) { uint16_t prevEnd = 0; uint16_t prevFix = 0; uint16_t prevStretch = 0; unsigned int i = 1; - for( NinePatchImage::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i ) + for( NPatchUtility::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i ) { uint16_t start = it->GetX(); uint16_t end = it->GetY(); @@ -226,36 +255,79 @@ void RegisterStretchProperties( Renderer& renderer, const char * uniformName, co /////////////////NPatchVisual//////////////// -NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const std::string& imageUrl ) +NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties ) { - NPatchVisual* nPatchVisual = new NPatchVisual( factoryCache ); + NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) ); nPatchVisual->mImageUrl = imageUrl; + nPatchVisual->SetProperties( properties ); return nPatchVisual; } -NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, NinePatchImage image ) +NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl ) { - NPatchVisual* nPatchVisual = new NPatchVisual( factoryCache ); - nPatchVisual->mImageUrl = image.GetUrl(); + NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) ); + nPatchVisual->mImageUrl = imageUrl; return nPatchVisual; } +void NPatchVisual::LoadImages() +{ + TextureManager& textureManager = mFactoryCache.GetTextureManager(); + bool synchronousLoading = mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING; + + if( mId == NPatchData::INVALID_NPATCH_DATA_ID && mImageUrl.IsLocalResource() ) + { + bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false; + mId = mLoader.Load( textureManager, this, mImageUrl.GetUrl(), mBorder, preMultiplyOnLoad, synchronousLoading ); + + const NPatchData* data; + if( mLoader.GetNPatchData( mId, data ) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE ) + { + EnablePreMultipliedAlpha( data->IsPreMultiplied() ); + } + } + + if( !mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() ) + { + // Load the auxiliary image + auto preMultiplyOnLoading = TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY; + mAuxiliaryPixelBuffer = textureManager.LoadPixelBuffer( mAuxiliaryUrl, Dali::ImageDimensions(), FittingMode::DEFAULT, + SamplingMode::BOX_THEN_LINEAR, synchronousLoading, + this, true, preMultiplyOnLoading ); + } +} + void NPatchVisual::GetNaturalSize( Vector2& naturalSize ) { naturalSize.x = 0u; naturalSize.y = 0u; + // load now if not already loaded - if( NPatchLoader::UNINITIALIZED_ID == mId ) + const NPatchData* data; + if( mLoader.GetNPatchData( mId, data ) && data->GetLoadingState() != NPatchData::LoadingState::LOADING ) { - mId = mLoader.Load( mImageUrl ); + naturalSize.x = data->GetCroppedWidth(); + naturalSize.y = data->GetCroppedHeight(); } - const NPatchLoader::Data* data; - if( mLoader.GetNPatchData( mId, data ) ) + else { - naturalSize.x = data->croppedWidth; - naturalSize.y = data->croppedHeight; + if( mImageUrl.IsValid() ) + { + ImageDimensions dimensions = Dali::GetOriginalImageSize( mImageUrl.GetUrl() ); + if( dimensions != ImageDimensions( 0, 0 ) ) + { + naturalSize.x = dimensions.GetWidth(); + naturalSize.y = dimensions.GetHeight(); + } + } + } + + if( mAuxiliaryPixelBuffer ) + { + naturalSize.x = std::max( naturalSize.x, float(mAuxiliaryPixelBuffer.GetWidth()) ); + naturalSize.y = std::max( naturalSize.y, float(mAuxiliaryPixelBuffer.GetHeight()) ); } } @@ -268,29 +340,102 @@ void NPatchVisual::DoSetProperties( const Property::Map& propertyMap ) { borderOnlyValue->Get( mBorderOnly ); } + + Property::Value* borderValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER, BORDER ); + if( borderValue && ! borderValue->Get( mBorder ) ) // If value exists and is rect, just set mBorder + { + // Not a rect so try vector4 + Vector4 border; + if( borderValue->Get( border ) ) + { + mBorder.left = static_cast< int >( border.x ); + mBorder.right = static_cast< int >( border.y ); + mBorder.bottom = static_cast< int >( border.z ); + mBorder.top = static_cast< int >( border.w ); + } + } + + Property::Value* auxImage = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, AUXILIARY_IMAGE_NAME ); + if( auxImage ) + { + std::string url; + if( auxImage->Get( url ) ) + { + mAuxiliaryUrl = url; + } + } + + Property::Value* auxImageAlpha = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, AUXILIARY_IMAGE_ALPHA_NAME ); + if( auxImageAlpha ) + { + auxImageAlpha->Get( mAuxiliaryImageAlpha ); + } + + Property::Value* synchronousLoading = propertyMap.Find( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, SYNCHRONOUS_LOADING ); + if( synchronousLoading ) + { + bool sync = false; + synchronousLoading->Get( sync ); + if( sync ) + { + mImpl->mFlags |= Impl::IS_SYNCHRONOUS_RESOURCE_LOADING; + } + else + { + mImpl->mFlags &= ~Impl::IS_SYNCHRONOUS_RESOURCE_LOADING; + } + } + + Property::Value* releasePolicy = propertyMap.Find( Toolkit::ImageVisual::Property::RELEASE_POLICY, RELEASE_POLICY_NAME ); + if( releasePolicy ) + { + releasePolicy->Get( mReleasePolicy ); + } } -void NPatchVisual::DoSetOnStage( Actor& actor ) +void NPatchVisual::DoSetOnScene( Actor& actor ) { // load when first go on stage - if( NPatchLoader::UNINITIALIZED_ID == mId ) + LoadImages(); + + const NPatchData* data; + if( mLoader.GetNPatchData( mId, data ) ) { - mId = mLoader.Load( mImageUrl ); - } + Geometry geometry = CreateGeometry(); + Shader shader = CreateShader(); - Geometry geometry = CreateGeometry(); - Shader shader = CreateShader(); - mImpl->mRenderer = Renderer::New( geometry, shader ); + mImpl->mRenderer = Renderer::New( geometry, shader ); - ApplyTextureAndUniforms(); + mPlacementActor = actor; + if( data->GetLoadingState() != NPatchData::LoadingState::LOADING ) + { + if( RenderingAddOn::Get().IsValid() ) + { + RenderingAddOn::Get().SubmitRenderTask( mImpl->mRenderer, data->GetRenderingMap() ); + } + + ApplyTextureAndUniforms(); + actor.AddRenderer( mImpl->mRenderer ); + mPlacementActor.Reset(); - actor.AddRenderer( mImpl->mRenderer ); + // npatch loaded and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); + } + } } -void NPatchVisual::DoSetOffStage( Actor& actor ) +void NPatchVisual::DoSetOffScene( Actor& actor ) { + if((mId != NPatchData::INVALID_NPATCH_DATA_ID) && mReleasePolicy == Toolkit::ImageVisual::ReleasePolicy::DETACHED) + { + mLoader.Remove(mId, this); + mImpl->mResourceStatus = Toolkit::Visual::ResourceStatus::PREPARING; + mId = NPatchData::INVALID_NPATCH_DATA_ID; + } + actor.RemoveRenderer( mImpl->mRenderer ); mImpl->mRenderer.Reset(); + mPlacementActor.Reset(); } void NPatchVisual::OnSetTransform() @@ -304,31 +449,61 @@ void NPatchVisual::OnSetTransform() void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::IMAGE ); - map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl ); + bool sync = IsSynchronousLoadingRequired(); + map.Insert( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, sync ); + map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH ); + map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() ); map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly ); + map.Insert( Toolkit::ImageVisual::Property::BORDER, mBorder ); + map.Insert( Toolkit::ImageVisual::Property::RELEASE_POLICY, mReleasePolicy ); + + if( mAuxiliaryUrl.IsValid() ) + { + map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() ); + map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha ); + } +} + +void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const +{ + if( mAuxiliaryUrl.IsValid() ) + { + map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() ); + map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha ); + } } NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), +: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::N_PATCH ), + mPlacementActor(), mLoader( factoryCache.GetNPatchLoader() ), mImageUrl(), - mId( NPatchLoader::UNINITIALIZED_ID ), - mBorderOnly( false ) + mAuxiliaryUrl(), + mId(NPatchData::INVALID_NPATCH_DATA_ID), + mBorderOnly( false ), + mBorder(), + mAuxiliaryImageAlpha( 0.0f ), + mReleasePolicy( Toolkit::ImageVisual::ReleasePolicy::DETACHED ) { + EnablePreMultipliedAlpha( mFactoryCache.GetPreMultiplyOnLoad() ); } NPatchVisual::~NPatchVisual() { + if((mId != NPatchData::INVALID_NPATCH_DATA_ID) && ( mReleasePolicy != Toolkit::ImageVisual::ReleasePolicy::NEVER )) + { + mLoader.Remove(mId, this); + mId = NPatchData::INVALID_NPATCH_DATA_ID; + } } Geometry NPatchVisual::CreateGeometry() { Geometry geometry; - const NPatchLoader::Data* data; - if( mLoader.GetNPatchData( mId, data ) ) + const NPatchData* data; + if( mLoader.GetNPatchData( mId, data ) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE ) { - if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 ) + if( data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1 ) { if( DALI_UNLIKELY( mBorderOnly ) ) { @@ -336,13 +511,38 @@ Geometry NPatchVisual::CreateGeometry() } else { - geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY ); + if( data->GetRenderingMap() ) + { + uint32_t elementCount[2]; + geometry = RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), Uint16Pair(3, 3), elementCount ); + if( mImpl->mRenderer ) + { + RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap()); + } + } + else + { + geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY ); + } } } - else if( data->stretchPixelsX.Size() > 0 || data->stretchPixelsY.Size() > 0) + else if( data->GetStretchPixelsX().Size() > 0 || data->GetStretchPixelsY().Size() > 0) { - Uint16Pair gridSize( 2 * data->stretchPixelsX.Size() + 1, 2 * data->stretchPixelsY.Size() + 1 ); - geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize ); + Uint16Pair gridSize( 2 * data->GetStretchPixelsX().Size() + 1, 2 * data->GetStretchPixelsY().Size() + 1 ); + if( !data->GetRenderingMap() ) + { + geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize ); + } + else + { + uint32_t elementCount[2]; + geometry = !mBorderOnly ? + RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), gridSize, elementCount ) : CreateBorderGeometry(gridSize ); + if( mImpl->mRenderer ) + { + RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap()); + } + } } } else @@ -356,17 +556,22 @@ Geometry NPatchVisual::CreateGeometry() Shader NPatchVisual::CreateShader() { Shader shader; - const NPatchLoader::Data* data; + const NPatchData* data; // 0 is either no data (load failed?) or no stretch regions on image // for both cases we use the default shader - NinePatchImage::StretchRanges::SizeType xStretchCount = 0; - NinePatchImage::StretchRanges::SizeType yStretchCount = 0; + NPatchUtility::StretchRanges::SizeType xStretchCount = 0; + NPatchUtility::StretchRanges::SizeType yStretchCount = 0; + + auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER + : FRAGMENT_SHADER; + auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER + : VisualFactoryCache::NINE_PATCH_SHADER; // ask loader for the regions if( mLoader.GetNPatchData( mId, data ) ) { - xStretchCount = data->stretchPixelsX.Count(); - yStretchCount = data->stretchPixelsY.Count(); + xStretchCount = data->GetStretchPixelsX().Count(); + yStretchCount = data->GetStretchPixelsY().Count(); } if( DALI_LIKELY( !mImpl->mCustomShader ) ) @@ -374,11 +579,12 @@ Shader NPatchVisual::CreateShader() if( DALI_LIKELY( ( xStretchCount == 1 && yStretchCount == 1 ) || ( xStretchCount == 0 && yStretchCount == 0 ) ) ) { - shader = mFactoryCache.GetShader( VisualFactoryCache::NINE_PATCH_SHADER ); + shader = mFactoryCache.GetShader( shaderType ); if( DALI_UNLIKELY( !shader ) ) { - shader = Shader::New( VERTEX_SHADER_3X3, FRAGMENT_SHADER ); - mFactoryCache.SaveShader( VisualFactoryCache::NINE_PATCH_SHADER, shader ); + shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader ); + // Only cache vanilla 9 patch shaders + mFactoryCache.SaveShader( shaderType, shader ); } } else if( xStretchCount > 0 || yStretchCount > 0) @@ -388,12 +594,11 @@ Shader NPatchVisual::CreateShader() << "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n" << VERTEX_SHADER; - shader = Shader::New( vertexShader.str(), FRAGMENT_SHADER ); + shader = Shader::New( vertexShader.str(), fragmentShader ); } } else { - const char* fragmentShader = FRAGMENT_SHADER; Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE; if( !mImpl->mCustomShader->mFragmentShader.empty() ) @@ -402,10 +607,17 @@ Shader NPatchVisual::CreateShader() } hints = mImpl->mCustomShader->mHints; + /* Apply Custom Vertex Shader only if image is 9-patch */ if( ( xStretchCount == 1 && yStretchCount == 1 ) || ( xStretchCount == 0 && yStretchCount == 0 ) ) { - shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader, hints ); + const char* vertexShader = VERTEX_SHADER_3X3; + + if( !mImpl->mCustomShader->mVertexShader.empty() ) + { + vertexShader = mImpl->mCustomShader->mVertexShader.c_str(); + } + shader = Shader::New( vertexShader, fragmentShader, hints ); } else if( xStretchCount > 0 || yStretchCount > 0) { @@ -423,23 +635,25 @@ Shader NPatchVisual::CreateShader() void NPatchVisual::ApplyTextureAndUniforms() { - const NPatchLoader::Data* data; - if( mLoader.GetNPatchData( mId, data ) ) + const NPatchData* data; + TextureSet textureSet; + + if( mLoader.GetNPatchData( mId, data ) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE ) { - TextureSet textures( data->textureSet ); - mImpl->mRenderer.SetTextures( textures ); - if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 ) + textureSet = data->GetTextures(); + + if( data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1 ) { //special case for 9 patch - Uint16Pair stretchX = data->stretchPixelsX[ 0 ]; - Uint16Pair stretchY = data->stretchPixelsY[ 0 ]; + Uint16Pair stretchX = data->GetStretchPixelsX()[ 0 ]; + Uint16Pair stretchY = data->GetStretchPixelsY()[ 0 ]; - uint16_t stretchWidth = stretchX.GetY() - stretchX.GetX(); - uint16_t stretchHeight = stretchY.GetY() - stretchY.GetX(); + uint16_t stretchWidth = ( stretchX.GetY() >= stretchX.GetX() ) ? stretchX.GetY() - stretchX.GetX() : 0; + uint16_t stretchHeight = ( stretchY.GetY() >= stretchY.GetX() ) ? stretchY.GetY() - stretchY.GetX() : 0; mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO ); mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) ); - mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->croppedWidth - stretchWidth, data->croppedHeight - stretchHeight ) ); + mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->GetCroppedWidth() - stretchWidth, data->GetCroppedHeight() - stretchHeight ) ); mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( stretchWidth, stretchHeight ) ); } else @@ -447,24 +661,48 @@ void NPatchVisual::ApplyTextureAndUniforms() mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsX[0]", Vector2::ZERO ); mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsY[0]", Vector2::ZERO ); - RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->stretchPixelsX, data->croppedWidth ); - RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->stretchPixelsY, data->croppedHeight ); + RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->GetStretchPixelsX(), data->GetCroppedWidth() ); + RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->GetStretchPixelsY(), data->GetCroppedHeight() ); } } else { - DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.c_str() ); - TextureSet textureSet = TextureSet::New(); - mImpl->mRenderer.SetTextures( textureSet ); - Image croppedImage = VisualFactoryCache::GetBrokenVisualImage(); - TextureSetImage( textureSet, 0u, croppedImage ); + DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() ); + textureSet = TextureSet::New(); + + Texture croppedImage = mFactoryCache.GetBrokenVisualImage(); + textureSet.SetTexture( 0u, croppedImage ); mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO ); mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO ); mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2::ZERO ); mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( croppedImage.GetWidth(), croppedImage.GetHeight() ) ); } - //Register transform properties + if( mAuxiliaryPixelBuffer ) + { + // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the + // same size as the unstretched NPatch. This will give slightly higher quality results than just relying + // on GL interpolation alone. + if( mAuxiliaryPixelBuffer.GetWidth() < data->GetCroppedWidth() && + mAuxiliaryPixelBuffer.GetHeight() < data->GetCroppedHeight() ) + { + mAuxiliaryPixelBuffer.Resize( data->GetCroppedWidth(), data->GetCroppedHeight() ); + } + + // Note, this resets mAuxiliaryPixelBuffer handle + auto auxiliaryPixelData = Devel::PixelBuffer::Convert( mAuxiliaryPixelBuffer ); + + auto texture = Texture::New( TextureType::TEXTURE_2D, + auxiliaryPixelData.GetPixelFormat(), auxiliaryPixelData.GetWidth(), + auxiliaryPixelData.GetHeight() ); + texture.Upload( auxiliaryPixelData ); + textureSet.SetTexture( 1, texture ); + mImpl->mRenderer.RegisterProperty( DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, + AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha ); + } + mImpl->mRenderer.SetTextures( textureSet ); + + // Register transform properties mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); } @@ -617,6 +855,59 @@ Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize ) return GenerateGeometry( vertices, indices ); } +void NPatchVisual::SetResource() +{ + const NPatchData* data; + if( mImpl->mRenderer && mLoader.GetNPatchData( mId, data ) ) + { + Geometry geometry = CreateGeometry(); + Shader shader = CreateShader(); + + mImpl->mRenderer.SetGeometry( geometry ); + mImpl->mRenderer.SetShader( shader ); + + Actor actor = mPlacementActor.GetHandle(); + if( actor ) + { + ApplyTextureAndUniforms(); + actor.AddRenderer( mImpl->mRenderer ); + mPlacementActor.Reset(); + + // npatch loaded and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); + } + } +} + +void NPatchVisual::UploadComplete( bool loadSuccess, int32_t textureId, TextureSet textureSet, bool useAtlasing, const Vector4& atlasRect, bool preMultiplied ) +{ + EnablePreMultipliedAlpha( preMultiplied ); + if(!loadSuccess) + { + // Image loaded and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::FAILED ); + } + + if( mAuxiliaryPixelBuffer || !mAuxiliaryUrl.IsValid() ) + { + SetResource(); + } +} + +void NPatchVisual::LoadComplete( bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied ) +{ + if( loadSuccess && url.GetUrl() == mAuxiliaryUrl.GetUrl() ) + { + mAuxiliaryPixelBuffer = pixelBuffer; + SetResource(); + } + else + { + // Image loaded and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::FAILED ); + } +} + } // namespace Internal } // namespace Toolkit