X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fprimitive%2Fprimitive-visual.cpp;h=43c69cc759668fd87a6de557aae9b775aacb79c2;hp=325a9cd6164e4475186eb6463f9cd34499ed9513;hb=ce4bae9bcaabc3b38d016e7ef36cc55357087bc0;hpb=2cefa2ef008ebdd707ae810df64caf6a4b7d11cb diff --git a/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp b/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp index 325a9cd..43c69cc 100644 --- a/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp +++ b/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp @@ -22,11 +22,14 @@ #include #include #include +#include #include #include // INTERNAL INCLUDES +#include #include +#include namespace Dali { @@ -121,13 +124,26 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( uniform mediump vec3 lightPosition;\n uniform mediump vec2 uStageOffset;\n - void main()\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 - float xRatio = uSize.x / uObjectDimensions.x;\n - float yRatio = uSize.y / uObjectDimensions.y;\n - float scaleFactor = min( xRatio, yRatio );\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.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 - vec4 normalisedVertexPosition = vec4( aPosition * scaleFactor, 1.0 );\n + void main()\n + {\n + vec4 normalisedVertexPosition = ComputeVertexPosition();\n vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n vertexPosition = uMvpMatrix * vertexPosition;\n @@ -160,7 +176,12 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( }\n ); -} // namespace +} // unnamed namespace + +PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache ) +{ + return new PrimitiveVisual( factoryCache ); +} PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache ) : Visual::Base( factoryCache ), @@ -182,7 +203,7 @@ PrimitiveVisual::~PrimitiveVisual() { } -void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap ) +void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap ) { //Find out which shape to renderer. Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE ); @@ -367,14 +388,7 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM } } -void PrimitiveVisual::SetSize( const Vector2& size ) -{ - Visual::Base::SetSize( size ); - - // ToDo: renderer responds to the size change -} - -void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) const +void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) { naturalSize.x = mObjectDimensions.x; naturalSize.y = mObjectDimensions.y; @@ -390,7 +404,7 @@ void PrimitiveVisual::DoSetOnStage( Actor& actor ) void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE ); + map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::PRIMITIVE ); map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType ); map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor ); map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices ); @@ -405,6 +419,14 @@ void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition ); } +void PrimitiveVisual::OnSetTransform() +{ + if( mImpl->mRenderer ) + { + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + } +} + void PrimitiveVisual::InitializeRenderer() { if( !mGeometry ) @@ -419,6 +441,9 @@ void PrimitiveVisual::InitializeRenderer() mImpl->mRenderer = Renderer::New( mGeometry, mShader ); mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK ); + + //Register transform properties + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); } void PrimitiveVisual::UpdateShaderUniforms() @@ -434,7 +459,7 @@ void PrimitiveVisual::UpdateShaderUniforms() mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f ); mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition ); mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix ); - mShader.RegisterProperty( Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor ); + DevelHandle::RegisterProperty( mShader, Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor ); mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions ); }