From d9a463c5e80699fb011b3425bde306803c419322 Mon Sep 17 00:00:00 2001 From: Heeyong Song Date: Thu, 16 Apr 2020 14:41:52 +0900 Subject: [PATCH] Support rounded corners for GradientVisual Change-Id: Ibb63224756ad34359f84a7c620231a0cfa61ae3e --- .../src/dali-toolkit/utc-Dali-Visual.cpp | 45 +++++++ .../internal/visuals/gradient/gradient-visual.cpp | 142 ++++++++++++++++++--- .../internal/visuals/visual-factory-cache.h | 4 + 3 files changed, 174 insertions(+), 17 deletions(-) diff --git a/automated-tests/src/dali-toolkit/utc-Dali-Visual.cpp b/automated-tests/src/dali-toolkit/utc-Dali-Visual.cpp index 0a86423..aa1e8f6 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-Visual.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-Visual.cpp @@ -3689,6 +3689,51 @@ int UtcDaliVisualRoundedCorner(void) DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "cornerRadius", cornerRadius ), true, TEST_LOCATION ); } + // gradient visual + { + VisualFactory factory = VisualFactory::Get(); + Property::Map properties; + float cornerRadius = 30.0f; + + properties[Visual::Property::TYPE] = Visual::GRADIENT; + properties[ColorVisual::Property::MIX_COLOR] = Color::BLUE; + properties[DevelVisual::Property::CORNER_RADIUS] = cornerRadius; + properties[GradientVisual::Property::START_POSITION] = Vector2( 0.5f, 0.5f ); + properties[GradientVisual::Property::END_POSITION] = Vector2( -0.5f, -0.5f ); + properties[GradientVisual::Property::UNITS] = GradientVisual::Units::USER_SPACE; + + Property::Array stopOffsets; + stopOffsets.PushBack( 0.0f ); + stopOffsets.PushBack( 0.6f ); + stopOffsets.PushBack( 1.0f ); + properties[GradientVisual::Property::STOP_OFFSET] = stopOffsets; + + Property::Array stopColors; + stopColors.PushBack( Color::RED ); + stopColors.PushBack( Color::YELLOW ); + stopColors.PushBack( Color::GREEN ); + properties[GradientVisual::Property::STOP_COLOR] = stopColors; + + Visual::Base visual = factory.CreateVisual( properties ); + + // trigger creation through setting on stage + DummyControl dummy = DummyControl::New( true ); + Impl::DummyControl& dummyImpl = static_cast< Impl::DummyControl& >( dummy.GetImplementation() ); + dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual ); + + dummy.SetSize( 200.f, 200.f ); + dummy.SetParentOrigin( ParentOrigin::CENTER ); + Stage::GetCurrent().Add( dummy ); + + application.SendNotification(); + application.Render(); + + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue< float >( "cornerRadius", cornerRadius ), true, TEST_LOCATION ); + } + END_TEST; } diff --git a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp index 53ea041..e1959e7 100644 --- a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp +++ b/dali-toolkit/internal/visuals/gradient/gradient-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. @@ -67,28 +67,26 @@ const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" ); const unsigned int DEFAULT_OFFSET_MINIMUM = 0.0f; const unsigned int DEFAULT_OFFSET_MAXIMUM = 1.0f; -VisualFactoryCache::ShaderType GetShaderType( GradientVisual::Type type, Toolkit::GradientVisual::Units::Type units ) +VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[][4] = { - if( type == GradientVisual::LINEAR ) { - if( units == Toolkit::GradientVisual::Units::USER_SPACE ) - { - return VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE; - } - return VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX; - } - else if( units == Toolkit::GradientVisual::Units::USER_SPACE ) + VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE, + VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX, + VisualFactoryCache::GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER, + VisualFactoryCache::GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_CORNER + }, { - return VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE; + VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE, + VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX, + VisualFactoryCache::GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER, + VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_CORNER } - - return VisualFactoryCache::GRADIENT_SHADER_RADIAL_BOUNDING_BOX; -} +}; const char* VERTEX_SHADER[] = { // vertex shader for gradient units as OBJECT_BOUNDING_BOX - DALI_COMPOSE_SHADER( +DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform highp mat4 uMvpMatrix;\n uniform mediump vec3 uSize;\n @@ -150,6 +148,79 @@ DALI_COMPOSE_SHADER( \n vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n }\n +), + +// vertex shader for gradient units as OBJECT_BOUNDING_BOX with corner radius +DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + uniform highp mat4 uMvpMatrix;\n + uniform mediump vec3 uSize;\n + uniform mediump mat3 uAlignmentMatrix;\n + varying mediump vec2 vTexCoord;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\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 + + vec4 ComputeVertexPosition()\n + {\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n + vRectSize = visualSize * 0.5 - cornerRadius;\n + vPosition = aPosition * visualSize;\n + return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n + }\n + + void main()\n + {\n + mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n + vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n + \n + gl_Position = uMvpMatrix * ComputeVertexPosition();\n + }\n +), + +// vertex shader for gradient units as USER_SPACE with corner radius +DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + uniform highp mat4 uMvpMatrix;\n + uniform mediump vec3 uSize;\n + uniform mediump mat3 uAlignmentMatrix;\n + varying mediump vec2 vTexCoord;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\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 + + vec4 ComputeVertexPosition()\n + {\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n + vRectSize = visualSize * 0.5 - cornerRadius;\n + vPosition = aPosition * visualSize;\n + return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n + }\n + + void main()\n + {\n + mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n + vertexPosition.xyz *= uSize;\n + gl_Position = uMvpMatrix * ComputeVertexPosition();\n + \n + vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n + }\n ) }; @@ -179,6 +250,42 @@ DALI_COMPOSE_SHADER( {\n gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n }\n +), + +// fragment shader for linear gradient with corner radius +DALI_COMPOSE_SHADER( + uniform sampler2D sTexture;\n // sampler1D? + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform mediump float cornerRadius;\n + varying mediump vec2 vTexCoord;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\n + \n + void main()\n + {\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n + gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n + gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n + }\n +), + +// fragment shader for radial gradient with corner radius +DALI_COMPOSE_SHADER( + uniform sampler2D sTexture;\n // sampler1D? + uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform mediump float cornerRadius;\n + varying mediump vec2 vTexCoord;\n + varying mediump vec2 vPosition;\n + varying mediump vec2 vRectSize;\n + \n + void main()\n + {\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n + gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n + gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n + }\n ) }; @@ -321,11 +428,12 @@ void GradientVisual::InitializeRenderer() Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); Toolkit::GradientVisual::Units::Type gradientUnits = mGradient->GetGradientUnits(); - VisualFactoryCache::ShaderType shaderType = GetShaderType( mGradientType, gradientUnits ); + int roundedCorner = IsRoundedCornerRequired() ? 1 : 0; + VisualFactoryCache::ShaderType shaderType = SHADER_TYPE_TABLE[mGradientType][gradientUnits + roundedCorner * 2]; Shader shader = mFactoryCache.GetShader( shaderType ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER[gradientUnits], FRAGMENT_SHADER[ mGradientType ] ); + shader = Shader::New( VERTEX_SHADER[gradientUnits + roundedCorner * 2], FRAGMENT_SHADER[ mGradientType + roundedCorner * 2 ] ); mFactoryCache.SaveShader( shaderType, shader ); } diff --git a/dali-toolkit/internal/visuals/visual-factory-cache.h b/dali-toolkit/internal/visuals/visual-factory-cache.h index e3629d3..f22fb86 100644 --- a/dali-toolkit/internal/visuals/visual-factory-cache.h +++ b/dali-toolkit/internal/visuals/visual-factory-cache.h @@ -66,6 +66,10 @@ public: GRADIENT_SHADER_LINEAR_BOUNDING_BOX, GRADIENT_SHADER_RADIAL_USER_SPACE, GRADIENT_SHADER_RADIAL_BOUNDING_BOX, + GRADIENT_SHADER_LINEAR_USER_SPACE_ROUNDED_CORNER, + GRADIENT_SHADER_LINEAR_BOUNDING_BOX_ROUNDED_CORNER, + GRADIENT_SHADER_RADIAL_USER_SPACE_ROUNDED_CORNER, + GRADIENT_SHADER_RADIAL_BOUNDING_BOX_ROUNDED_CORNER, IMAGE_SHADER, IMAGE_SHADER_ATLAS_DEFAULT_WRAP, IMAGE_SHADER_ATLAS_CUSTOM_WRAP, -- 2.7.4