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=7ad7bf5e5e983e78c331d682b59f2c85e4b0f893;hp=21c906431415ef0e860ad894140fb1c8dffb6767;hb=0e96d3c3debf43ce2c02883bc269f087f8286528;hpb=9f87f31e8eea129579f00d6590f625a6290fc9cd diff --git a/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp b/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp index 21c9064..7ad7bf5 100644 --- a/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp +++ b/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp @@ -29,6 +29,7 @@ #include #include #include +#include namespace Dali { @@ -92,74 +93,6 @@ const char * const POSITION( "aPosition"); const char * const NORMAL( "aNormal" ); const char * const INDICES( "aIndices" ); -//A simple shader that applies diffuse lighting to a mono-coloured object. -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute highp vec3 aPosition;\n - attribute highp vec2 aTexCoord;\n - attribute highp vec3 aNormal;\n - varying mediump vec3 vIllumination;\n - uniform mediump vec3 uSize;\n - uniform mediump vec3 uObjectDimensions;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump mat4 uModelView;\n - uniform mediump mat4 uViewMatrix;\n - uniform mediump mat3 uNormalMatrix;\n - 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 / 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 - - 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 -); - -//Very simple fragment shader that merely applies the vertex shading to the color at each fragment. -const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( - precision mediump float;\n - varying mediump vec3 vIllumination;\n - uniform lowp vec4 uColor;\n - uniform lowp vec3 mixColor;\n - void main()\n - {\n - vec4 baseColor = vec4(mixColor, 1.0) * uColor;\n - gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n - }\n -); - } // unnamed namespace PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) @@ -478,7 +411,7 @@ void PrimitiveVisual::UpdateShaderUniforms() void PrimitiveVisual::CreateShader() { - mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + mShader = Shader::New( SHADER_PRIMITIVE_VISUAL_SHADER_VERT, SHADER_PRIMITIVE_VISUAL_SHADER_FRAG ); UpdateShaderUniforms(); }