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=748564ec08d2f36118aca8ed4c34e48b3d1f4034;hp=325a9cd6164e4475186eb6463f9cd34499ed9513;hb=5a2a5883422f4d114902ac57d57d7d1e973fbb2e;hpb=012328b60466dc0ab4d44336738bf75493c8b3bd diff --git a/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp b/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp index 325a9cd..748564e 100644 --- a/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp +++ b/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -22,11 +22,14 @@ #include #include #include +#include #include #include // INTERNAL INCLUDES +#include #include +#include namespace Dali { @@ -53,7 +56,6 @@ DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE ) //Property names const char * const PRIMITIVE_SHAPE( "shape" ); -const char * const SHAPE_COLOR( "mixColor" ); const char * const SLICES( "slices" ); const char * const STACKS( "stacks" ); const char * const SCALE_TOP_RADIUS( "scaleTopRadius" ); @@ -96,7 +98,6 @@ const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" ); //Shader properties const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" ); -const char * const COLOR_UNIFORM_NAME( "mixColor" ); const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" ); const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" ); @@ -121,28 +122,42 @@ 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 - //Illumination in Model-View space - Transform attributes and uniforms\n - vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n - vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\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 + 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 + float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n + vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n - gl_Position = vertexPosition;\n + gl_Position = vertexPosition;\n }\n ); @@ -151,20 +166,26 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( precision mediump float;\n varying mediump vec3 vIllumination;\n uniform lowp vec4 uColor;\n - uniform lowp vec4 mixColor;\n - + uniform lowp vec3 mixColor;\n + uniform lowp float opacity;\n void main()\n {\n - vec4 baseColor = mixColor * uColor;\n + vec4 baseColor = vec4(mixColor, opacity) * uColor;\n gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n }\n ); -} // namespace +} // unnamed namespace + +PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) +{ + PrimitiveVisualPtr primitiveVisualPtr( new PrimitiveVisual( factoryCache ) ); + primitiveVisualPtr->SetProperties( properties ); + return primitiveVisualPtr; +} PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache ) : Visual::Base( factoryCache ), - mColor( DEFAULT_COLOR ), mScaleDimensions( Vector3::ONE ), mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ), mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ), @@ -176,13 +197,14 @@ PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache ) mStacks( DEFAULT_STACKS ), mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE ) { + mImpl->mMixColor = DEFAULT_COLOR; } 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 ); @@ -195,12 +217,25 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" ); } - //Read in other potential properties. - - Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, SHAPE_COLOR ); - if( color && !color->Get( mColor ) ) + // By virtue of DoSetProperties being called last, this will override + // anything set by DevelVisual::Property::MIX_COLOR + Property::Value* colorValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR ); + if( colorValue ) { - DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" ); + Vector4 color; + if( colorValue->Get( color ) ) + { + Property::Type type = colorValue->GetType(); + if( type == Property::VECTOR4 ) + { + SetMixColor( color ); + } + else if( type == Property::VECTOR3 ) + { + Vector3 color3(color); + SetMixColor( color3 ); + } + } } Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES ); @@ -367,15 +402,13 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM } } -void PrimitiveVisual::SetSize( const Vector2& size ) +void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) { - Visual::Base::SetSize( size ); - - // ToDo: renderer responds to the size change -} + if( !mGeometry ) + { + CreateGeometry(); + } -void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) const -{ naturalSize.x = mObjectDimensions.x; naturalSize.y = mObjectDimensions.y; } @@ -390,9 +423,9 @@ 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::MIX_COLOR, mImpl->mMixColor ); map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType ); - map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor ); map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices ); map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks ); map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius ); @@ -405,6 +438,14 @@ 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 +460,11 @@ 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 ); + + mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) ); } void PrimitiveVisual::UpdateShaderUniforms() @@ -434,7 +480,6 @@ 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 ); mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions ); } @@ -516,7 +561,7 @@ void PrimitiveVisual::CreateSphere( Vector& vertices, Vector& vertices, Vector& indices, float scaleTopRadius, - float scaleBottomRadius, float scaleHeight, int slices ) + float scaleBottomRadius, float scaleHeight, int slices ) { ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices ); FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices ); @@ -531,7 +576,7 @@ void PrimitiveVisual::CreateConic( Vector& vertices, Vector& vertices, Vector& indices, - Vector3 dimensions, float bevelPercentage, float bevelSmoothness ) + Vector3 dimensions, float bevelPercentage, float bevelSmoothness ) { float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z ); dimensions = dimensions / maxDimension; @@ -556,7 +601,7 @@ void PrimitiveVisual::CreateBevelledCube( Vector& vertices, Vector& sinTable, Vector& cosTable, int divisions, - bool halfCircle ) + bool halfCircle ) { if( divisions < 0 ) { @@ -697,7 +742,7 @@ void PrimitiveVisual::FormSphereTriangles( Vector& indices, int } void PrimitiveVisual::ComputeConicVertices( Vector& vertices, float scaleTopRadius, - float scaleBottomRadius, float scaleHeight, int slices ) + float scaleBottomRadius, float scaleHeight, int slices ) { int vertexIndex = 0; //Track progress through vertices. Vector sinTable; @@ -784,7 +829,7 @@ void PrimitiveVisual::ComputeConicVertices( Vector& vertices, float scal } void PrimitiveVisual::FormConicTriangles( Vector& indices, float scaleTopRadius, - float scaleBottomRadius, int slices ) + float scaleBottomRadius, int slices ) { int indiceIndex = 0; //Track progress through indices. int numTriangles = 0; @@ -1135,7 +1180,7 @@ void PrimitiveVisual::FormOctahedronTriangles( Vector& indices ) } void PrimitiveVisual::ComputeBevelledCubeVertices( Vector& vertices, Vector3 dimensions, - float bevelPercentage, float bevelSmoothness ) + float bevelPercentage, float bevelSmoothness ) { int numPositions = 24; int numFaces = 26;