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Merge "Updated visuals to add animatable mixColor property" into devel/master
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
visuals
/
text
/
text-visual.cpp
diff --git
a/dali-toolkit/internal/visuals/text/text-visual.cpp
b/dali-toolkit/internal/visuals/text/text-visual.cpp
index
e7b40a8
..
abca281
100644
(file)
--- a/
dali-toolkit/internal/visuals/text/text-visual.cpp
+++ b/
dali-toolkit/internal/visuals/text/text-visual.cpp
@@
-40,8
+40,7
@@
namespace Internal
namespace
{
namespace
{
-// Property names.
-const char * const TEXT_PROPERTY( "text" );
+// Property names - common properties defined in visual-string-constants.h/cpp
const char * const FONT_FAMILY_PROPERTY( "fontFamily" );
const char * const FONT_STYLE_PROPERTY( "fontStyle" );
const char * const POINT_SIZE_PROPERTY( "pointSize" );
const char * const FONT_FAMILY_PROPERTY( "fontFamily" );
const char * const FONT_STYLE_PROPERTY( "fontStyle" );
const char * const POINT_SIZE_PROPERTY( "pointSize" );
@@
-94,9
+93,13
@@
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump vec4 pixelArea;
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump vec4 pixelArea;
+
+ uniform mediump mat4 uModelMatrix;\n
+ uniform mediump mat4 uViewMatrix;\n
+ uniform mediump mat4 uProjection;\n
+
varying mediump vec2 vTexCoord;\n
\n
varying mediump vec2 vTexCoord;\n
\n
-
//Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump vec2 size;\n
//Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump vec2 size;\n
@@
-113,7
+116,10
@@
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
void main()\n
{\n
void main()\n
{\n
- mediump vec4 vertexPosition = uMvpMatrix *ComputeVertexPosition();\n
+ mediump vec4 nonAlignedVertex = uViewMatrix*uModelMatrix*ComputeVertexPosition();\n
+ mediump vec4 pixelAlignedVertex = vec4 ( floor(nonAlignedVertex.xyz), 1.0 );\n
+ mediump vec4 vertexPosition = uProjection*pixelAlignedVertex;\n
+
vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
gl_Position = vertexPosition;\n
}\n
vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
gl_Position = vertexPosition;\n
}\n
@@
-124,22
+130,25
@@
const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER(
uniform sampler2D sTexture;\n
uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform sampler2D sTexture;\n
uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
+ uniform lowp vec4 mixColor;\n
\n
void main()\n
{\n
mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\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;\n
+ gl_FragColor = texture2D( sTexture, texCoord ) * uColor
* mixColor
;\n
}\n
);
} // unnamed namespace
}\n
);
} // unnamed namespace
-TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache )
+TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache
, const Property::Map& properties
)
{
{
- return new TextVisual( factoryCache );
+ TextVisualPtr TextVisualPtr( new TextVisual( factoryCache ) );
+ TextVisualPtr->SetProperties( properties );
+ return TextVisualPtr;
}
}
-float TextVisual::GetHeightForWidth( float width )
const
+float TextVisual::GetHeightForWidth( float width )
{
return mController->GetHeightForWidth( width );
}
{
return mController->GetHeightForWidth( width );
}
@@
-260,19
+269,15
@@
void TextVisual::DoSetOnStage( Actor& actor )
mControl = actor;
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
mControl = actor;
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- if( !geometry )
- {
- geometry = VisualFactoryCache::CreateQuadGeometry();
- mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY , geometry );
- }
- Shader shader = mFactoryCache.GetShader( VisualFactoryCache::
IMAGE_SHADER_ATLAS_DEFAULT_WRAP
);
- if( !shader )
+ Shader shader = mFactoryCache.GetShader( VisualFactoryCache::
TEXT_SHADER
);
+ if( !
shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
- mFactoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+
+ mFactoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER, shader );
}
}
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::TEXT );
mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::TEXT );
@@
-430,29
+435,23
@@
void TextVisual::UpdateRenderer()
PixelData data = mTypesetter->Render( relayoutSize );
Vector4 atlasRect = FULL_TEXTURE_RECT;
PixelData data = mTypesetter->Render( relayoutSize );
Vector4 atlasRect = FULL_TEXTURE_RECT;
- TextureSet textureSet = mFactoryCache.GetAtlasManager()->Add( atlasRect, data );
- if( textureSet )
- {
- mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
- }
- else
- {
- // It may happen the image atlas can't handle a pixel data it exceeds the maximum size.
- // In that case, create a texture. TODO: should tile the text.
+ // Texture set not retrieved from Atlas Manager whilst pixel offset visible.
- Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
- data.GetPixelFormat(),
- data.GetWidth(),
- data.GetHeight() );
+ // It may happen the image atlas can't handle a pixel data it exceeds the maximum size.
+ // In that case, create a texture. TODO: should tile the text.
- texture.Upload( data );
+ Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
+ data.GetPixelFormat(),
+ data.GetWidth(),
+ data.GetHeight() );
- textureSet = TextureSet::New();
- textureSet.SetTexture( 0u, texture );
+ texture.Upload( data );
- mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- }
+ TextureSet textureSet = TextureSet::New();
+ textureSet.SetTexture( 0u, texture );
+
+ mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );