return true;
}
+bool TestGlAbstraction::IsAdvancedBlendEquationSupported()
+{
+ return true;
+}
+
+bool TestGlAbstraction::IsBlendEquationSupported(DevelBlendEquation::Type blendEquation)
+{
+ return true;
+}
+
+std::string TestGlAbstraction::GetShaderVersionPrefix()
+{
+ return std::string("");
+}
+
+std::string TestGlAbstraction::GetVertexShaderPrefix()
+{
+ return std::string("");
+}
+
+std::string TestGlAbstraction::GetFragmentShaderPrefix()
+{
+ return std::string("");
+}
+
bool TestGlAbstraction::TextureRequiresConverting(const GLenum imageGlFormat, const GLenum textureGlFormat, const bool isSubImage) const
{
return ((imageGlFormat == GL_RGB) && (textureGlFormat == GL_RGBA));
bool IsSurfacelessContextSupported() const override;
+ bool IsAdvancedBlendEquationSupported() override;
+
+ bool IsBlendEquationSupported(DevelBlendEquation::Type blendEquation) override;
+
+ std::string GetShaderVersionPrefix();
+
+ std::string GetVertexShaderPrefix();
+
+ std::string GetFragmentShaderPrefix();
+
bool TextureRequiresConverting(const GLenum imageGlFormat, const GLenum textureGlFormat, const bool isSubImage) const override;
/* OpenGL ES 2.0 */
{
}
+ inline void BlendBarrier(void)
+ {
+ }
+
private:
inline void AddUniformCallToTraceStack(GLint location, std::string& value)
{
DALI_TEST_EQUALS( extraSize, Vector2(0.5f,0.5f), TEST_LOCATION );
}
+int UtcDaliVisualSetTransform01(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliVisualSetTransform: ColorVisual" );
+
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map propertyMap;
+ propertyMap.Insert(Visual::Property::TYPE, Visual::COLOR);
+ propertyMap.Insert(Visual::Property::OPACITY, 0.5f);
+ propertyMap.Insert(ColorVisual::Property::MIX_COLOR, Color::BLUE);
+ Visual::Base visual = factory.CreateVisual( propertyMap );
+ TestTransform( application, visual );
+ TestMixColor( visual, ColorVisual::Property::MIX_COLOR, Color::BLUE );
+
+ END_TEST;
+}
+
int UtcDaliVisualSetTransform0(void)
{
ToolkitTestApplication application;
}
void LoadingTask::Load()
-{;
+{
if( animatedImageLoading )
{
pixelBuffer = animatedImageLoading.LoadFrame( frameIndex );
if( mImpl->mCustomShader )
{
- shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
- mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
+ shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource().data() : mImpl->mCustomShader->mVertexShader,
+ mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource().data() : mImpl->mCustomShader->mFragmentShader,
mImpl->mCustomShader->mHints );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
DALI_ENUM_TO_STRING_WITH_SCOPE( DevelArcVisual::Cap, ROUND )
DALI_ENUM_TO_STRING_TABLE_END( CAP )
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- \n
- varying mediump vec2 vPosition;\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
-
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- vPosition = aPosition* visualSize;\n
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
-
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_BUTT_CAP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float thickness;\n
- uniform mediump float radius;\n
- uniform mediump float startAngle;\n
- uniform mediump float sweepAngle;\n
- \n
- const mediump float M_PI_OVER_2 = 1.57079632679;\n
- const mediump float M_PI = 3.14159265359;\n
- const mediump float M_PI_2 = 6.28318530718;\n
- \n
- mediump float GetOpacity()\n
- {\n
- mediump float start = radians( mod( startAngle, 360.0 ) );\n
- mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n
- mediump float dist = length( vPosition );\n
- if( angle <= radians( sweepAngle ) )\n
- {\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n
- }\n
- mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n
- mediump vec2 q0 = vec2( dist * cos( start - M_PI_OVER_2 ), dist * sin( start - M_PI_OVER_2 ) );\n
- mediump vec2 q1 = vec2( dist * cos( end - M_PI_OVER_2 ), dist * sin( end - M_PI_OVER_2 ) );\n
- mediump float opacity = 1.0 - smoothstep( 0.0, 2.0, min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n
- opacity *= step( 0.0, thickness / 2.0 - abs( dist - radius ) );\n
- return opacity;\n
- }\n
- void main()\n
- {\n
- gl_FragColor = vec4( mixColor, 1.0 ) * uColor;\n
- gl_FragColor.a *= GetOpacity();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_ROUND_CAP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float thickness;\n
- uniform mediump float radius;\n
- uniform mediump float startAngle;\n
- uniform mediump float sweepAngle;\n
- \n
- const mediump float M_PI_OVER_2 = 1.57079632679;\n
- const mediump float M_PI_2 = 6.28318530718;\n
- \n
- mediump float GetOpacity()\n
- {\n
- mediump float start = radians( mod( startAngle, 360.0 ) );\n
- mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n
- mediump float dist = length( vPosition );\n
- if( angle <= radians( sweepAngle ) )\n
- {\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n
- }\n
- mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n
- mediump vec2 q0 = vec2( radius * cos( start - M_PI_OVER_2 ), radius * sin( start - M_PI_OVER_2 ) );\n
- mediump vec2 q1 = vec2( radius * cos( end - M_PI_OVER_2 ), radius * sin( end - M_PI_OVER_2 ) );\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n
- }\n
- void main()\n
- {\n
- gl_FragColor = vec4( mixColor, 1.0 ) * uColor;\n
- gl_FragColor.a *= GetOpacity();\n
- }\n
-);
+const char* VERTEX_SHADER =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vPosition;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp 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"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " vPosition = aPosition* visualSize;\n"
+ " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER_BUTT_CAP =
+ "INPUT mediump vec2 vPosition;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform mediump float thickness;\n"
+ "uniform mediump float radius;\n"
+ "uniform mediump float startAngle;\n"
+ "uniform mediump float sweepAngle;\n"
+
+ "const mediump float M_PI_OVER_2 = 1.57079632679;\n"
+ "const mediump float M_PI = 3.14159265359;\n"
+ "const mediump float M_PI_2 = 6.28318530718;\n"
+
+ "mediump float GetOpacity()\n"
+ "{\n"
+ " mediump float start = radians( mod( startAngle, 360.0 ) );\n"
+ " mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n"
+ " mediump float dist = length( vPosition );\n"
+ " if( angle <= radians( sweepAngle ) )\n"
+ " {\n"
+ " return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n"
+ " }\n"
+ " mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n"
+ " mediump vec2 q0 = vec2( dist * cos( start - M_PI_OVER_2 ), dist * sin( start - M_PI_OVER_2 ) );\n"
+ " mediump vec2 q1 = vec2( dist * cos( end - M_PI_OVER_2 ), dist * sin( end - M_PI_OVER_2 ) );\n"
+ " mediump float opacity = 1.0 - smoothstep( 0.0, 2.0, min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n"
+ " opacity *= step( 0.0, thickness / 2.0 - abs( dist - radius ) );\n"
+ " return opacity;\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4( mixColor, 1.0 ) * uColor;\n"
+ " OUT_COLOR.a *= GetOpacity();\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER_ROUND_CAP =
+ "INPUT mediump vec2 vPosition;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform mediump float thickness;\n"
+ "uniform mediump float radius;\n"
+ "uniform mediump float startAngle;\n"
+ "uniform mediump float sweepAngle;\n"
+
+ "const mediump float M_PI_OVER_2 = 1.57079632679;\n"
+ "const mediump float M_PI_2 = 6.28318530718;\n"
+
+ "mediump float GetOpacity()\n"
+ "{\n"
+ " mediump float start = radians( mod( startAngle, 360.0 ) );\n"
+ " mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n"
+ " mediump float dist = length( vPosition );\n"
+ " if( angle <= radians( sweepAngle ) )\n"
+ " {\n"
+ " return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n"
+ " }\n"
+ " mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n"
+ " mediump vec2 q0 = vec2( radius * cos( start - M_PI_OVER_2 ), radius * sin( start - M_PI_OVER_2 ) );\n"
+ " mediump vec2 q1 = vec2( radius * cos( end - M_PI_OVER_2 ), radius * sin( end - M_PI_OVER_2 ) );\n"
+ " return smoothstep( -1.0, 1.0, thickness / 2.0 - min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4( mixColor, 1.0 ) * uColor;\n"
+ " OUT_COLOR.a *= GetOpacity();\n"
+ "}\n";
}
shader = mFactoryCache.GetShader( VisualFactoryCache::ARC_BUTT_CAP_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_BUTT_CAP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_BUTT_CAP );
mFactoryCache.SaveShader( VisualFactoryCache::ARC_BUTT_CAP_SHADER, shader );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::ARC_ROUND_CAP_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ROUND_CAP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUND_CAP );
mFactoryCache.SaveShader( VisualFactoryCache::ARC_ROUND_CAP_SHADER, shader );
}
}
/*
- * 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.
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/border-visual-properties.h>
const char * const DRIFT_ATTRIBUTE_NAME("aDrift");
const char * const INDEX_NAME("indices");
-
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aDrift;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- uniform mediump float borderSize;\n
- \n
-
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform highp vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
-
- vec2 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- return (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy;\n
- }\n
-
- void main()\n
- {\n
- vec2 position = ComputeVertexPosition() + aDrift*borderSize;\n
- gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
- }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec4 borderColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\n
- gl_FragColor = vec4(mixColor, 1.0)*borderColor*uColor;\n
- }\n
-);
-
-const char* VERTEX_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aDrift;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- uniform mediump float borderSize;\n
- varying mediump float vAlpha;\n
- \n
- void main()\n
- {\n
- vec2 position = aPosition*(uSize.xy+vec2(0.75)) + aDrift*(borderSize+1.5);\n
- gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
- vAlpha = min( abs(aDrift.x), abs(aDrift.y) )*(borderSize+1.5);
- }\n
-);
-
-const char* FRAGMENT_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec4 borderColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float borderSize;\n
- varying mediump float vAlpha;\n
- \n
- void main()\n
- {\n
- gl_FragColor = vec4(mixColor, 1.0)*borderColor*uColor;\n
- gl_FragColor.a *= smoothstep(0.0, 1.5, vAlpha)*smoothstep( borderSize+1.5, borderSize, vAlpha );\n
- }\n
-);
+const char* VERTEX_SHADER =
+ "INPUT mediump vec2 aPosition;\n"
+ "INPUT mediump vec2 aDrift;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+ "uniform mediump float borderSize;\n"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+
+ "vec2 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " return (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy;\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " vec2 position = ComputeVertexPosition() + aDrift*borderSize;\n"
+ " gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER =
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec4 borderColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * borderColor * uColor;\n"
+ "}\n";
+
+const char* VERTEX_SHADER_ANTI_ALIASING =
+ "INPUT mediump vec2 aPosition;\n"
+ "INPUT mediump vec2 aDrift;\n"
+ "OUTPUT mediump float vAlpha;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+ "uniform mediump float borderSize;\n"
+
+ "void main()\n"
+ "{\n"
+ " vec2 position = aPosition*(uSize.xy+vec2(0.75)) + aDrift*(borderSize+1.5);\n"
+ " gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n"
+ " vAlpha = min( abs(aDrift.x), abs(aDrift.y) )*(borderSize+1.5);"
+ "}\n";
+
+const char* FRAGMENT_SHADER_ANTI_ALIASING =
+ "INPUT mediump float vAlpha;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec4 borderColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform mediump float borderSize;\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * borderColor * uColor;\n"
+ " OUT_COLOR.a *= smoothstep(0.0, 1.5, vAlpha) * smoothstep( borderSize + 1.5, borderSize, vAlpha );\n"
+ "}\n";
}
BorderVisualPtr BorderVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
InitializeRenderer();
mBorderColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor );
- if( mBorderColor.a < 1.f || mAntiAliasing)
+ if( ( mBorderColor.a < 1.f || mAntiAliasing ) || IsAdvancedBlendEquationApplied() )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER_ANTI_ALIASING, FRAGMENT_SHADER_ANTI_ALIASING );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ANTI_ALIASING, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ANTI_ALIASING );
mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER_ANTI_ALIASING, shader );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::BORDER_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER );
mFactoryCache.SaveShader( VisualFactoryCache::BORDER_SHADER, shader );
}
}
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
//INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/color-visual-properties.h>
namespace
{
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- \n
-
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform highp vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
- uniform mediump vec2 extraSize;\n
-
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\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
-
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\n
- gl_FragColor = vec4(mixColor, 1.0)*uColor;\n
- }\n
-);
-
-const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- varying mediump float vCornerRadius;\n
- \n
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform highp vec2 size;\n
- uniform mediump vec2 extraSize;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
- uniform mediump float cornerRadius;\n
- uniform mediump float cornerRadiusPolicy;\n
- \n
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- mediump float minSize = min( visualSize.x, visualSize.y );\n
- vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
- vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
- vRectSize = visualSize / 2.0 - vCornerRadius;\n
- vPosition = aPosition* visualSize;\n
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
- \n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
+const char* VERTEX_SHADER =
+ "INPUT mediump vec2 aPosition;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+ "uniform mediump vec2 extraSize;\n"
+
+ "vec4 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\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"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ "}\n";
+
+
+const char* FRAGMENT_SHADER =
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
+ "}\n";
+
+const char* VERTEX_SHADER_ROUNDED_CORNER =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vPosition;\n"
+ "OUTPUT mediump vec2 vRectSize;\n"
+ "OUTPUT mediump float vCornerRadius;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec2 extraSize;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+ "uniform mediump float cornerRadius;\n"
+ "uniform mediump float cornerRadiusPolicy;\n"
+
+ "vec4 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " mediump float minSize = min( visualSize.x, visualSize.y );\n"
+ " vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n"
+ " vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n"
+ " vRectSize = visualSize / 2.0 - vCornerRadius;\n"
+ " vPosition = aPosition* visualSize;\n"
+ " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ "}\n";
//float distance = length( max( abs( position - center ), size ) - size ) - radius;
-const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- varying mediump float vCornerRadius;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- \n
- void main()\n
- {\n
- mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
- gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
- gl_FragColor.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
- }\n
-);
-
-const char* VERTEX_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- \n
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform highp vec2 size;\n
- uniform mediump vec2 extraSize;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
- uniform mediump float blurRadius;\n
- \n
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- vRectSize = visualSize / 2.0;\n
- vPosition = aPosition* visualSize;\n
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
- \n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float blurRadius;\n
- \n
- void main()\n
- {\n
- mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n
- gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
- gl_FragColor.a *= blur.x * blur.y;\n
- }\n
-);
+const char* FRAGMENT_SHADER_ROUNDED_CORNER =
+ "INPUT mediump vec2 vPosition;\n"
+ "INPUT mediump vec2 vRectSize;\n"
+ "INPUT mediump float vCornerRadius;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+
+ "void main()\n"
+ "{\n"
+ " mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
+ " OUT_COLOR.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n"
+ "}\n";
+
+const char* VERTEX_SHADER_BLUR_EDGE =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vPosition;\n"
+ "OUTPUT mediump vec2 vRectSize;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec2 extraSize;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+ "uniform mediump float blurRadius;\n"
+
+ "vec4 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " vRectSize = visualSize / 2.0;\n"
+ " vPosition = aPosition* visualSize;\n"
+ " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER_BLUR_EDGE =
+ "INPUT mediump vec2 vPosition;\n"
+ "INPUT mediump vec2 vRectSize;\n"
+
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform mediump float blurRadius;\n"
+
+ "void main()\n"
+ "{\n"
+ " mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n"
+ " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
+ " OUT_COLOR.a *= blur.x * blur.y;\n"
+ "}\n";
}
shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER_BLUR_EDGE, FRAGMENT_SHADER_BLUR_EDGE );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_BLUR_EDGE, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_BLUR_EDGE );
mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER );
mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
}
}
shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ROUNDED_CORNER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUNDED_CORNER );
mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader );
}
}
mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius );
- if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) )
+ if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) || IsAdvancedBlendEquationApplied() )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
#include <dali/public-api/object/property-array.h>
#include <dali/devel-api/scripting/enum-helper.h>
#include <dali/devel-api/scripting/scripting.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/gradient-visual-properties.h>
mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetTextures( textureSet );
- // If opaque then no need to have blending
- if( mIsOpaque )
+ // If opaque and then no need to have blending
+ if( mIsOpaque && !IsAdvancedBlendEquationApplied() )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
}
// INTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
+#include <dali/integration-api/debug.h>
namespace Dali
{
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 highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- uniform mediump vec4 pixelArea;
- varying mediump vec2 vTexCoord;\n
- \n
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform highp vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
- uniform mediump vec2 extraSize;\n
-\n
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\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
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\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
-);
-
-const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump vec4 pixelArea;
- varying mediump vec2 vTexCoord;\n
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- varying mediump float vCornerRadius;\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
- uniform mediump float cornerRadius;\n
- uniform mediump float cornerRadiusPolicy;\n
- uniform mediump vec2 extraSize;\n
- \n
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- mediump float minSize = min( visualSize.x, visualSize.y );\n
- vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
- vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
- vRectSize = visualSize * 0.5 - vCornerRadius;\n
- vPosition = aPosition* visualSize;\n
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
-\n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
- }\n
-);
+const char* VERTEX_SHADER =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vTexCoord;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+ "uniform mediump vec4 pixelArea;"
+ "//Visual size and offset\n"
+
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+ "uniform mediump vec2 extraSize;\n"
+
+ "vec4 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\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"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ " vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n"
+ "}\n";
+
+const char* FRAGMENT_SHADER_NO_ATLAS =
+ "INPUT mediump vec2 vTexCoord;\n"
+
+ "uniform sampler2D sTexture;\n"
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform lowp float preMultipliedAlpha;\n"
+
+ "void main()\n"
+ "{\n"
+ " OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n"
+ "}\n";
+
+
+const char* FRAGMENT_SHADER_ATLAS_CLAMP =
+ "INPUT 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"
+
+ "void main()\n"
+ "{\n"
+ " mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n"
+ " OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n"
+ "}\n";
+
+
+const char* FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP =
+ "INPUT 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"
+ "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"
+
+ "void main()\n"
+ "{\n"
+ " mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),"
+ " wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n"
+ " OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n"
+ "}\n";
+
+const char* VERTEX_SHADER_ROUNDED_CORNER =
+ "INPUT mediump vec2 aPosition;\n"
+ "OUTPUT mediump vec2 vTexCoord;\n"
+ "OUTPUT mediump vec2 vPosition;\n"
+ "OUTPUT mediump vec2 vRectSize;\n"
+ "OUTPUT mediump float vCornerRadius;\n"
+
+ "uniform highp mat4 uMvpMatrix;\n"
+ "uniform highp vec3 uSize;\n"
+ "uniform mediump vec4 pixelArea;"
+
+ "//Visual size and offset\n"
+ "uniform mediump vec2 offset;\n"
+ "uniform highp vec2 size;\n"
+ "uniform mediump vec4 offsetSizeMode;\n"
+ "uniform mediump vec2 origin;\n"
+ "uniform mediump vec2 anchorPoint;\n"
+ "uniform mediump float cornerRadius;\n"
+ "uniform mediump float cornerRadiusPolicy;\n"
+ "uniform mediump vec2 extraSize;\n"
+
+ "vec4 ComputeVertexPosition()\n"
+ "{\n"
+ " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
+ " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
+ " mediump float minSize = min( visualSize.x, visualSize.y );\n"
+ " vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n"
+ " vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n"
+ " vRectSize = visualSize * 0.5 - vCornerRadius;\n"
+ " vPosition = aPosition* visualSize;\n"
+ " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
+ " vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n"
+ "}\n";
+
//float distance = length( max( abs( position - center ), size ) - size ) - radius;
-const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- varying mediump vec2 vPosition;\n
- varying mediump vec2 vRectSize;\n
- varying mediump float vCornerRadius;\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
- mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
- mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
- gl_FragColor.a *= opacity;\n
- gl_FragColor.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n
- }\n
-);
+const char* FRAGMENT_SHADER_ROUNDED_CORNER =
+ "INPUT mediump vec2 vTexCoord;\n"
+ "INPUT mediump vec2 vPosition;\n"
+ "INPUT mediump vec2 vRectSize;\n"
+ "INPUT mediump float vCornerRadius;\n"
+
+ "uniform sampler2D sTexture;\n"
+ "uniform lowp vec4 uColor;\n"
+ "uniform lowp vec3 mixColor;\n"
+ "uniform lowp float preMultipliedAlpha;\n"
+
+ "void main()\n"
+ "{\n"
+ " mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n"
+ " mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n"
+
+ " OUT_COLOR = TEXTURE( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n"
+ " OUT_COLOR.a *= opacity;\n"
+ " OUT_COLOR.rgb *= mix( 1.0, opacity, preMultipliedAlpha );\n"
+ "}\n";
+
+// global string variable to caching complate vertex shader
+static std::string gVertexShader;
+
+// global string variable to caching complate fragment shader (no atlas)
+static std::string gFragmentShaderNoAtlas;
} // unnamed namespace
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ATLAS_CLAMP );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
}
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
}
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER_ROUNDED_CORNER, FRAGMENT_SHADER_ROUNDED_CORNER );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER_ROUNDED_CORNER, Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_ROUNDED_CORNER );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER, shader );
}
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER, Dali::Shader::GetFragmentShaderPrefix() + 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()
+std::string_view ImageVisualShaderFactory::GetVertexShaderSource()
{
- return VERTEX_SHADER;
+ if(gVertexShader.empty())
+ {
+ gVertexShader = Dali::Shader::GetVertexShaderPrefix() + VERTEX_SHADER;
+ }
+
+ return gVertexShader;
}
-const char* ImageVisualShaderFactory::GetFragmentShaderSource()
+std::string_view ImageVisualShaderFactory::GetFragmentShaderSource()
{
- return FRAGMENT_SHADER_NO_ATLAS;
+ if(gFragmentShaderNoAtlas.empty())
+ {
+ gFragmentShaderNoAtlas = Dali::Shader::GetFragmentShaderPrefix() + FRAGMENT_SHADER_NO_ATLAS;
+ }
+ return gFragmentShaderNoAtlas;
}
} // namespace Internal
// INTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
+#include <string_view>
namespace Dali
{
* Request the default vertex shader source.
* @return The default vertex shader source.
*/
- const char* GetVertexShaderSource();
+ std::string_view GetVertexShaderSource();
/**
* Request the default fragment shader source.
* @return The default fragment shader source.
*/
- const char* GetFragmentShaderSource();
+ std::string_view GetFragmentShaderSource();
protected:
}
else
{
- vertexShader = mImageVisualShaderFactory.GetVertexShaderSource();
+ vertexShader = mImageVisualShaderFactory.GetVertexShaderSource().data();
}
std::string fragmentShader;
}
else
{
- fragmentShader = mImageVisualShaderFactory.GetFragmentShaderSource();
+ fragmentShader = mImageVisualShaderFactory.GetFragmentShaderSource().data();
}
// If the texture is native, we may need to change prefix and sampler in
}
else
{
- shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
- mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
+ shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource().data() : mImpl->mCustomShader->mVertexShader,
+ mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource().data() : mImpl->mCustomShader->mFragmentShader,
mImpl->mCustomShader->mHints );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
/*
- * 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.
return mImpl->mFlags & Impl::IS_PREMULTIPLIED_ALPHA;
}
+bool Visual::Base::IsAdvancedBlendEquationApplied() const
+{
+ return IsPreMultipliedAlphaEnabled() && DevelRenderer::IsAdvancedBlendEquationApplied( mImpl->mRenderer );
+}
+
void Visual::Base::DoSetOffScene( Actor& actor )
{
actor.RemoveRenderer( mImpl->mRenderer );
Vector3(mImpl->mMixColor) );
}
- if( mImpl->mMixColor.a < 1.f )
+ if( mImpl->mMixColor.a < 1.f || IsAdvancedBlendEquationApplied() )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
{
mImpl->mRenderer.SetProperty( mImpl->mMixColorIndex, Vector3(color) );
mImpl->mRenderer.SetProperty( DevelRenderer::Property::OPACITY, color.a );
- if( color.a < 1.f )
+ if( color.a < 1.f || IsAdvancedBlendEquationApplied() )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
{
// Ensure the blend mode is turned on if we are animating opacity, and
// turned off after the animation ends if the final value is opaque
- if( ! isInitialOpaque || mImpl->mMixColor.a < 1.0f )
+ if( ( ! isInitialOpaque || mImpl->mMixColor.a < 1.0f ) ||
+ ( mImpl->mRenderer && IsAdvancedBlendEquationApplied() ) )
{
if( mImpl->mRenderer )
{
if( mImpl->mRenderer )
{
DALI_LOG_INFO( gVisualBaseLogFilter, Debug::General, "Visual::Base::OnMixColorFinished()\n");
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE,
- ( mImpl->mMixColor.a < 1.0 ) ? BlendMode::ON : BlendMode::AUTO );
+
+ if( mImpl->mMixColor.a >= 1.f &&
+ !IsAdvancedBlendEquationApplied() )
+ {
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO );
+ }
+ else
+ {
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ }
}
delete mImpl->mBlendSlotDelegate;
mImpl->mBlendSlotDelegate = NULL;
bool IsPreMultipliedAlphaEnabled() const;
/**
+ * @brief Query whether advanced blend equation is applied.
+ *
+ * @return True is advanced blend equation is applied, false otherwise.
+ */
+ bool IsAdvancedBlendEquationApplied() const;
+
+ /**
* @brief Sets properties of custom shader
* @param[in] propertyMap Property map containing the custom shader data
*/