+ /*
+ * Copyright (c) 2018 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+// CLASS HEADER
+#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
+
+// EXTERNAL INCLUDES
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/visuals/visual-string-constants.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+namespace
+{
+
+const Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
+
+const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform mediump mat4 uModelMatrix;\n
+ uniform mediump mat4 uViewMatrix;\n
+ uniform mediump mat4 uProjection;\n
+ uniform mediump vec3 uSize;\n
+ uniform mediump vec4 pixelArea;
+ varying mediump vec2 vTexCoord;\n
+ uniform lowp float uPixelAligned;\n
+ \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
+\n
+ vec4 ComputeVertexPosition()\n
+ {\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
+ return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
+ }\n
+\n
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = uViewMatrix * uModelMatrix * ComputeVertexPosition();\n
+ vec4 alignedVertexPosition = vertexPosition;\n
+ alignedVertexPosition.xy = floor ( vertexPosition.xy );\n // Pixel alignment
+ vertexPosition = uProjection * mix( vertexPosition, alignedVertexPosition, uPixelAligned );\n
+ vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
+ gl_Position = vertexPosition;\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER_NO_ATLAS = 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 * vec4( mixColor, 1.0 );\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform mediump vec4 uAtlasRect;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float preMultipliedAlpha;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
+ gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform mediump vec4 uAtlasRect;\n
+ // WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;
+ uniform lowp vec2 wrapMode;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float preMultipliedAlpha;\n
+ \n
+ mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n
+ {\n
+ mediump float coord;\n
+ if( wrap > 1.5 )\n // REFLECT
+ coord = 1.0-abs(fract(coordinate*0.5)*2.0 - 1.0);\n
+ else \n// warp == 0 or 1
+ coord = mix(coordinate, fract( coordinate ), wrap);\n
+ return clamp( mix(range.x, range.y, coord), range.x, range.y );
+ }\n
+ \n
+ void main()\n
+ {\n
+ mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
+ wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n
+ gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
+ }\n
+);
+
+} // unnamed namespace
+
+ImageVisualShaderFactory::ImageVisualShaderFactory()
+{
+}
+
+ImageVisualShaderFactory::~ImageVisualShaderFactory()
+{
+}
+
+Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping )
+{
+ Shader shader;
+ if( atlasing )
+ {
+ if( defaultTextureWrapping )
+ {
+ shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
+ }
+ }
+ else
+ {
+ shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
+ }
+ }
+ }
+ else
+ {
+ shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
+ }
+ }
+
+ return shader;
+}
+
+const char* ImageVisualShaderFactory::GetVertexShaderSource()
+{
+ return VERTEX_SHADER;
+}
+
+const char* ImageVisualShaderFactory::GetFragmentShaderSource()
+{
+ return FRAGMENT_SHADER_NO_ATLAS;
+}
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali