From b86fa7f2bedebe580b0e9a20f9b42cf2d628fafa Mon Sep 17 00:00:00 2001 From: "Seungho, Baek" Date: Wed, 19 Feb 2020 14:35:44 +0900 Subject: [PATCH] Blend Equation Advanced Supporting Change-Id: I5aef5144ea9672bf16b72f3fd034ba3d0786e82f Signed-off-by: Seungho, Baek --- .../test-gl-abstraction.cpp | 25 ++ .../dali-toolkit-test-utils/test-gl-abstraction.h | 14 + .../src/dali-toolkit/utc-Dali-Visual.cpp | 17 ++ .../internal/image-loader/image-load-thread.cpp | 2 +- .../animated-vector-image-visual.cpp | 4 +- dali-toolkit/internal/visuals/arc/arc-visual.cpp | 197 ++++++------- .../internal/visuals/border/border-visual.cpp | 146 +++++----- .../internal/visuals/color/color-visual.cpp | 272 +++++++++--------- .../internal/visuals/gradient/gradient-visual.cpp | 5 +- .../visuals/image-visual-shader-factory.cpp | 320 +++++++++++---------- .../internal/visuals/image-visual-shader-factory.h | 5 +- .../internal/visuals/image/image-visual.cpp | 4 +- dali-toolkit/internal/visuals/svg/svg-visual.cpp | 4 +- dali-toolkit/internal/visuals/visual-base-impl.cpp | 26 +- dali-toolkit/internal/visuals/visual-base-impl.h | 7 + 15 files changed, 573 insertions(+), 475 deletions(-) diff --git a/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-gl-abstraction.cpp b/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-gl-abstraction.cpp index a694eeb..9e8c7a8 100644 --- a/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-gl-abstraction.cpp +++ b/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-gl-abstraction.cpp @@ -112,6 +112,31 @@ bool TestGlAbstraction::IsSurfacelessContextSupported() const 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)); diff --git a/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-gl-abstraction.h b/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-gl-abstraction.h index 99dca10..861f4ae 100644 --- a/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-gl-abstraction.h +++ b/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-gl-abstraction.h @@ -61,6 +61,16 @@ public: 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 */ @@ -1889,6 +1899,10 @@ public: { } + inline void BlendBarrier(void) + { + } + private: inline void AddUniformCallToTraceStack(GLint location, std::string& value) { diff --git a/automated-tests/src/dali-toolkit/utc-Dali-Visual.cpp b/automated-tests/src/dali-toolkit/utc-Dali-Visual.cpp index 9823516..f17f120 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-Visual.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-Visual.cpp @@ -2817,6 +2817,23 @@ static void TestTransform( ToolkitTestApplication& application, Visual::Base vis 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; diff --git a/dali-toolkit/internal/image-loader/image-load-thread.cpp b/dali-toolkit/internal/image-loader/image-load-thread.cpp index eba2eef..9b68176 100644 --- a/dali-toolkit/internal/image-loader/image-load-thread.cpp +++ b/dali-toolkit/internal/image-loader/image-load-thread.cpp @@ -90,7 +90,7 @@ LoadingTask::LoadingTask( uint32_t id, Devel::PixelBuffer pixelBuffer, Devel::Pi } void LoadingTask::Load() -{; +{ if( animatedImageLoading ) { pixelBuffer = animatedImageLoading.LoadFrame( frameIndex ); diff --git a/dali-toolkit/internal/visuals/animated-vector-image/animated-vector-image-visual.cpp b/dali-toolkit/internal/visuals/animated-vector-image/animated-vector-image-visual.cpp index fead0e6..93c0966 100644 --- a/dali-toolkit/internal/visuals/animated-vector-image/animated-vector-image-visual.cpp +++ b/dali-toolkit/internal/visuals/animated-vector-image/animated-vector-image-visual.cpp @@ -270,8 +270,8 @@ void AnimatedVectorImageVisual::DoSetOnScene( Actor& actor ) 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 ); diff --git a/dali-toolkit/internal/visuals/arc/arc-visual.cpp b/dali-toolkit/internal/visuals/arc/arc-visual.cpp index babfc94..71e2383 100644 --- a/dali-toolkit/internal/visuals/arc/arc-visual.cpp +++ b/dali-toolkit/internal/visuals/arc/arc-visual.cpp @@ -47,102 +47,103 @@ DALI_ENUM_TO_STRING_WITH_SCOPE( DevelArcVisual::Cap, BUTT ) 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"; } @@ -296,7 +297,7 @@ void ArcVisual::InitializeRenderer() 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 ); } } @@ -305,7 +306,7 @@ void ArcVisual::InitializeRenderer() 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 ); } } diff --git a/dali-toolkit/internal/visuals/border/border-visual.cpp b/dali-toolkit/internal/visuals/border/border-visual.cpp index 03412bf..ddd2e52 100644 --- a/dali-toolkit/internal/visuals/border/border-visual.cpp +++ b/dali-toolkit/internal/visuals/border/border-visual.cpp @@ -1,5 +1,5 @@ /* - * 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. @@ -20,6 +20,7 @@ // EXTERNAL INCLUDES #include +#include // INTERNAL INCLUDES #include @@ -44,76 +45,73 @@ const char * const POSITION_ATTRIBUTE_NAME("aPosition"); 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 ) @@ -201,7 +199,7 @@ void BorderVisual::DoSetOnScene( Actor& actor ) 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 ); } @@ -259,7 +257,7 @@ Shader BorderVisual::GetBorderShader() 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 ); } } @@ -268,7 +266,7 @@ Shader BorderVisual::GetBorderShader() 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 ); } } diff --git a/dali-toolkit/internal/visuals/color/color-visual.cpp b/dali-toolkit/internal/visuals/color/color-visual.cpp index 4fae268..793b8b2 100644 --- a/dali-toolkit/internal/visuals/color/color-visual.cpp +++ b/dali-toolkit/internal/visuals/color/color-visual.cpp @@ -20,6 +20,7 @@ // EXTERNAL INCLUDES #include +#include //INTERNAL INCLUDES #include @@ -43,140 +44,139 @@ namespace Internal 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"; } @@ -309,7 +309,7 @@ void ColorVisual::InitializeRenderer() 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 ); } } @@ -318,7 +318,7 @@ void ColorVisual::InitializeRenderer() 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 ); } } @@ -327,7 +327,7 @@ void ColorVisual::InitializeRenderer() 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 ); } } @@ -341,7 +341,7 @@ void ColorVisual::InitializeRenderer() 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 ); } diff --git a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp index 462a6c0..7d39a77 100644 --- a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp +++ b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp @@ -25,6 +25,7 @@ #include #include #include +#include // INTERNAL INCLUDES #include @@ -458,8 +459,8 @@ void GradientVisual::InitializeRenderer() 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 ); } diff --git a/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp b/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp index 45d0e3f..5bc09ce 100644 --- a/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp +++ b/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp @@ -21,6 +21,7 @@ // INTERNAL INCLUDES #include +#include namespace Dali { @@ -36,150 +37,160 @@ 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 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 @@ -201,7 +212,7 @@ Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bo 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 ); } @@ -211,7 +222,7 @@ Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bo 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 ); } @@ -224,7 +235,7 @@ Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bo 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 ); } @@ -234,7 +245,7 @@ Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bo 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 ); } @@ -244,14 +255,23 @@ Shader ImageVisualShaderFactory::GetShader( VisualFactoryCache& factoryCache, bo 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 diff --git a/dali-toolkit/internal/visuals/image-visual-shader-factory.h b/dali-toolkit/internal/visuals/image-visual-shader-factory.h index c5344d3..6d38fbd 100644 --- a/dali-toolkit/internal/visuals/image-visual-shader-factory.h +++ b/dali-toolkit/internal/visuals/image-visual-shader-factory.h @@ -21,6 +21,7 @@ // INTERNAL INCLUDES #include +#include namespace Dali { @@ -63,13 +64,13 @@ public: * 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: diff --git a/dali-toolkit/internal/visuals/image/image-visual.cpp b/dali-toolkit/internal/visuals/image/image-visual.cpp index b0324ed..ec130e2 100644 --- a/dali-toolkit/internal/visuals/image/image-visual.cpp +++ b/dali-toolkit/internal/visuals/image/image-visual.cpp @@ -543,7 +543,7 @@ void ImageVisual::CreateRenderer( TextureSet& textureSet ) } else { - vertexShader = mImageVisualShaderFactory.GetVertexShaderSource(); + vertexShader = mImageVisualShaderFactory.GetVertexShaderSource().data(); } std::string fragmentShader; @@ -553,7 +553,7 @@ void ImageVisual::CreateRenderer( TextureSet& textureSet ) } else { - fragmentShader = mImageVisualShaderFactory.GetFragmentShaderSource(); + fragmentShader = mImageVisualShaderFactory.GetFragmentShaderSource().data(); } // If the texture is native, we may need to change prefix and sampler in diff --git a/dali-toolkit/internal/visuals/svg/svg-visual.cpp b/dali-toolkit/internal/visuals/svg/svg-visual.cpp index 32ff4cf..09d8de2 100644 --- a/dali-toolkit/internal/visuals/svg/svg-visual.cpp +++ b/dali-toolkit/internal/visuals/svg/svg-visual.cpp @@ -145,8 +145,8 @@ void SvgVisual::DoSetOnScene( Actor& actor ) } 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 ); diff --git a/dali-toolkit/internal/visuals/visual-base-impl.cpp b/dali-toolkit/internal/visuals/visual-base-impl.cpp index 885bc72..748bcec 100755 --- a/dali-toolkit/internal/visuals/visual-base-impl.cpp +++ b/dali-toolkit/internal/visuals/visual-base-impl.cpp @@ -1,5 +1,5 @@ /* - * 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. @@ -413,6 +413,11 @@ bool Visual::Base::IsPreMultipliedAlphaEnabled() const 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 ); @@ -446,7 +451,7 @@ void Visual::Base::RegisterMixColor() 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 ); } @@ -469,7 +474,7 @@ void Visual::Base::SetMixColor( const Vector4& color ) { 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 ); } @@ -770,7 +775,8 @@ void Visual::Base::SetupBlendMode( Animation& transition, bool isInitialOpaque, { // 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 ) { @@ -795,8 +801,16 @@ void Visual::Base::OnMixColorFinished( Animation& animation ) 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; diff --git a/dali-toolkit/internal/visuals/visual-base-impl.h b/dali-toolkit/internal/visuals/visual-base-impl.h index d9ff2dd..8fa2e5e 100644 --- a/dali-toolkit/internal/visuals/visual-base-impl.h +++ b/dali-toolkit/internal/visuals/visual-base-impl.h @@ -170,6 +170,13 @@ public: 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 */ -- 2.7.4