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=c8b601a4e61771c78b2693a61bc350805347b805;hp=afb517b35d4a8c2140d396577991368d1ccaa282;hb=071b25e591f0fff83d85087e3963fbe6387b7551;hpb=a0a28eb90260b017d231b0a2ff993825405fd058 diff --git a/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp b/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp index afb517b..c8b601a 100755 --- a/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp +++ b/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2018 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. @@ -48,16 +48,11 @@ namespace Internal namespace { -const char * const BORDER_ONLY( "borderOnly" ); -const char * const BORDER( "border" ); -const char * const AUXILIARY_IMAGE_NAME( "auxiliaryImage" ); -const char * const AUXILIARY_IMAGE_ALPHA_NAME( "auxiliaryImageAlpha" ); - const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n varying mediump vec2 vTexCoord;\n varying mediump vec2 vMaskTexCoord;\n - uniform mediump mat4 uMvpMatrix;\n + uniform highp mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n @@ -98,8 +93,7 @@ const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n varying mediump vec2 vTexCoord;\n varying mediump vec2 vMaskTexCoord;\n - uniform mediump mat4 uModelMatrix;\n - uniform mediump mat4 uMvpMatrix;\n + uniform highp mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n uniform mediump vec2 uFixed[ 3 ];\n uniform mediump vec2 uStretchTotal;\n @@ -141,15 +135,11 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\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 + \n void main()\n {\n - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * visualMixColor();\n + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -160,13 +150,9 @@ const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sMask;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n uniform lowp float preMultipliedAlpha;\n uniform mediump float auxiliaryImageAlpha;\n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n + \n void main()\n {\n // Where mask image is transparent, all of background image must show through. @@ -179,7 +165,7 @@ const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER( 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 * visualMixColor();\n + gl_FragColor = vec4(mixedColor,1.0) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -235,13 +221,13 @@ 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 NPatchLoader::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( NPatchLoader::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i ) { uint16_t start = it->GetX(); uint16_t end = it->GetY(); @@ -297,16 +283,28 @@ NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, NinePatchIm void NPatchVisual::LoadImages() { + TextureManager& textureManager = mFactoryCache.GetTextureManager(); + bool synchronousLoading = mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING; + if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() ) { - mId = mLoader.Load( mImageUrl.GetUrl(), mBorder ); + bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false; + mId = mLoader.Load( textureManager, this, mImageUrl.GetUrl(), mBorder, preMultiplyOnLoad, synchronousLoading ); + + const NPatchLoader::Data* data; + if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted ) + { + EnablePreMultipliedAlpha( preMultiplyOnLoad ); + } } - if( ! mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() ) + if( !mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() ) { - // Load the auxiliary image synchronously - mAuxiliaryPixelBuffer = Dali::LoadImageFromFile( mAuxiliaryUrl.GetUrl(), ImageDimensions(), - FittingMode::DEFAULT, SamplingMode::BOX_THEN_LINEAR, true ); + // 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 ); } } @@ -316,14 +314,24 @@ void NPatchVisual::GetNaturalSize( Vector2& naturalSize ) naturalSize.y = 0u; // load now if not already loaded - LoadImages(); - const NPatchLoader::Data* data; - if( mLoader.GetNPatchData( mId, data ) ) + if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted ) { naturalSize.x = data->croppedWidth; naturalSize.y = data->croppedHeight; } + else + { + if( mImageUrl.IsValid() ) + { + ImageDimensions dimensions = Dali::GetOriginalImageSize( mImageUrl.GetUrl() ); + if( dimensions != ImageDimensions( 0, 0 ) ) + { + naturalSize.x = dimensions.GetWidth(); + naturalSize.y = dimensions.GetHeight(); + } + } + } if( mAuxiliaryPixelBuffer ) { @@ -371,6 +379,21 @@ void NPatchVisual::DoSetProperties( const Property::Map& propertyMap ) { 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; + } + } } void NPatchVisual::DoSetOnStage( Actor& actor ) @@ -378,22 +401,32 @@ void NPatchVisual::DoSetOnStage( Actor& actor ) // load when first go on stage LoadImages(); - Geometry geometry = CreateGeometry(); - Shader shader = CreateShader(); - mImpl->mRenderer = Renderer::New( geometry, shader ); + const NPatchLoader::Data* data; + if( mLoader.GetNPatchData( mId, data ) ) + { + Geometry geometry = CreateGeometry(); + Shader shader = CreateShader(); - ApplyTextureAndUniforms(); + mImpl->mRenderer = Renderer::New( geometry, shader ); - actor.AddRenderer( mImpl->mRenderer ); + mPlacementActor = actor; + if( data->loadCompleted ) + { + ApplyTextureAndUniforms(); + actor.AddRenderer( mImpl->mRenderer ); + mPlacementActor.Reset(); - // npatch loaded and ready to display - ResourceReady( Toolkit::Visual::ResourceStatus::READY ); + // npatch loaded and ready to display + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); + } + } } void NPatchVisual::DoSetOffStage( Actor& actor ) { actor.RemoveRenderer( mImpl->mRenderer ); mImpl->mRenderer.Reset(); + mPlacementActor.Reset(); } void NPatchVisual::OnSetTransform() @@ -430,6 +463,7 @@ void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache ) : Visual::Base( factoryCache, Visual::FittingMode::FILL ), + mPlacementActor(), mLoader( factoryCache.GetNPatchLoader() ), mImageUrl(), mAuxiliaryUrl(), @@ -438,6 +472,7 @@ NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache ) mBorder(), mAuxiliaryImageAlpha( 0.0f ) { + EnablePreMultipliedAlpha( mFactoryCache.GetPreMultiplyOnLoad() ); } NPatchVisual::~NPatchVisual() @@ -448,7 +483,7 @@ Geometry NPatchVisual::CreateGeometry() { Geometry geometry; const NPatchLoader::Data* data; - if( mLoader.GetNPatchData( mId, data ) ) + if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted ) { if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 ) { @@ -481,8 +516,8 @@ Shader NPatchVisual::CreateShader() const NPatchLoader::Data* 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; + NPatchLoader::StretchRanges::SizeType xStretchCount = 0; + NPatchLoader::StretchRanges::SizeType yStretchCount = 0; auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER : FRAGMENT_SHADER; @@ -560,7 +595,7 @@ void NPatchVisual::ApplyTextureAndUniforms() const NPatchLoader::Data* data; TextureSet textureSet; - if( mLoader.GetNPatchData( mId, data ) ) + if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted ) { textureSet = data->textureSet; @@ -592,7 +627,7 @@ void NPatchVisual::ApplyTextureAndUniforms() DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() ); textureSet = TextureSet::New(); - Image croppedImage = VisualFactoryCache::GetBrokenVisualImage(); + Image croppedImage = mFactoryCache.GetBrokenVisualImage(); TextureSetImage( textureSet, 0u, croppedImage ); mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO ); mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO ); @@ -777,6 +812,56 @@ Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize ) return GenerateGeometry( vertices, indices ); } +void NPatchVisual::SetResource() +{ + const NPatchLoader::Data* 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::LoadComplete( bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied ) +{ + if( url.GetUrl() == mAuxiliaryUrl.GetUrl() ) + { + mAuxiliaryPixelBuffer = pixelBuffer; + const NPatchLoader::Data* data; + if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted ) + { + SetResource(); + } + } + else + { + if( loadSuccess ) + { + mLoader.SetNPatchData( mId, pixelBuffer ); + EnablePreMultipliedAlpha( preMultiplied ); + } + + if( mAuxiliaryPixelBuffer || !mAuxiliaryUrl.IsValid() ) + { + SetResource(); + } + } +} + } // namespace Internal } // namespace Toolkit