From: Eunki, Hong Date: Wed, 1 Dec 2021 12:02:20 +0000 (+0900) Subject: Scaledown image when visual is bigger than n-patch fixed length X-Git-Tag: dali_2.1.2~3 X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=commitdiff_plain;h=026d5e1e9c5a1bbffa8240890e4b3374692196a9 Scaledown image when visual is bigger than n-patch fixed length When n-patch image's fixed length is bigger than visual size, the visual's geometry breakdown. This patch calculate good scales in vertex shader. NOTE : We scaledown same rates both width and height. This action follow up CSS current action. Change-Id: Ief2c6e6e2deb04dac36a1b9575e7bd620697d81d Signed-off-by: Eunki, Hong --- diff --git a/dali-toolkit/internal/graphics/shaders/npatch-visual-3x3-shader.vert b/dali-toolkit/internal/graphics/shaders/npatch-visual-3x3-shader.vert index 1586312..c7b8a9f 100644 --- a/dali-toolkit/internal/graphics/shaders/npatch-visual-3x3-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/npatch-visual-3x3-shader.vert @@ -25,7 +25,10 @@ void main() mediump vec2 stretch = floor( aPosition * 0.5 ); mediump vec2 fixedTotal = uFixed[ 2 ]; - mediump vec4 gridPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 ); + // Scale down if fixedTotal is bigger than visualSize + mediump float fixedScaleDownRate = min(1.0, min(size.x / fixedTotal.x, size.y / fixedTotal.y)); + + mediump vec4 gridPosition = vec4( fixedFactor * fixedScaleDownRate + ( size - fixedTotal * fixedScaleDownRate ) * stretch, 0.0, 1.0 ); mediump vec4 vertexPosition = gridPosition; vertexPosition.xy -= size * vec2( 0.5, 0.5 ); vertexPosition.xy += anchorPoint*size + (visualOffset + origin)*uSize.xy; diff --git a/dali-toolkit/internal/graphics/shaders/npatch-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/npatch-visual-shader.vert index 07f645b..4cd84bc 100644 --- a/dali-toolkit/internal/graphics/shaders/npatch-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/npatch-visual-shader.vert @@ -25,7 +25,10 @@ void main() vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize; vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy); - mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 ); + // Scale down if fixedTotal is bigger than visualSize + mediump float fixedScaleDownRate = min(1.0, min(visualSize.x / fixedTotal.x, visualSize.y / fixedTotal.y)); + + mediump vec4 gridPosition = vec4( fixedFactor * fixedScaleDownRate + ( visualSize.xy - fixedTotal * fixedScaleDownRate ) * stretch / stretchTotal, 0.0, 1.0 ); mediump vec4 vertexPosition = gridPosition; vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 ); vertexPosition.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;