// EXTERNAL INCLUDES
#include <dali/public-api/animation/constraints.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
#include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
// INTERNAL HEADER
varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump float textTexture = texture2D( sTexture, texCoord ).r;\n
+ mediump float textTexture = texture2D( sTexture, vTexCoord ).r;\n
// Set the color of the text to what it is animated to.
- gl_FragColor = uTextColorAnimatable * textTexture * uColor * visualMixColor();
+ gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, 1.0 );
}\n
);
const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = 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 opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
- gl_FragColor = textTexture * uColor * visualMixColor();
+ gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );
}\n
);
uniform sampler2D sTexture;\n
uniform sampler2D sStyle;\n
uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump float textTexture = texture2D( sTexture, texCoord ).r;\n
- mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
+ mediump float textTexture = texture2D( sTexture, vTexCoord ).r;\n
+ mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n
// Draw the text as overlay above the style
- gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * visualMixColor();\n
+ gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - uTextColorAnimatable.a * textTexture ) ) * uColor * vec4( mixColor, 1.0 );\n
}\n
);
varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
uniform sampler2D sStyle;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
- textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
+ mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n
// Draw the text as overlay above the style
- gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n
+ gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n
}\n
);
uniform sampler2D sTexture;\n
uniform sampler2D sMask;\n
uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- mediump float maskTexture = texture2D( sMask, texCoord ).r;\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
+ mediump float maskTexture = texture2D( sMask, vTexCoord ).r;\n
// Set the color of non-transparent pixel in text to what it is animated to.
// Markup text with multiple text colors are not animated (but can be supported later on if required).
// Emoji color are not animated.
mediump float vstep = step( 0.0001, textTexture.a );\n
- textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\n
+ textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture );\n
// Draw the text as overlay above the style
- gl_FragColor = textTexture * uColor * visualMixColor();\n
+ gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );\n
}\n
);
uniform sampler2D sMask;\n
uniform lowp float uHasMultipleTextColors;\n
uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
- mediump float maskTexture = texture2D( sMask, texCoord ).r;\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
+ mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n
+ mediump float maskTexture = texture2D( sMask, vTexCoord ).r;\n
// Set the color of non-transparent pixel in text to what it is animated to.
// Markup text with multiple text colors are not animated (but can be supported later on if required).
// Emoji color are not animated.
mediump float vstep = step( 0.0001, textTexture.a );\n
- textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 1.0 - uHasMultipleTextColors ) ) * mix( 1.0, textTexture.a, preMultipliedAlpha );\n
+ textTexture.rgb = mix( textTexture.rgb, uTextColorAnimatable.rgb, vstep * maskTexture * ( 1.0 - uHasMultipleTextColors ) );\n
// Draw the text as overlay above the style
- gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n
+ gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, 1.0 );\n
}\n
);
return result;
}
+void TextColorConstraint( Vector4& current, const PropertyInputContainer& inputs )
+{
+ Vector4 color = inputs[0]->GetVector4();
+ current.r = color.r * color.a;
+ current.g = color.g * color.a;
+ current.b = color.b * color.a;
+ current.a = color.a;
+}
+
+void OpacityConstraint( float& current, const PropertyInputContainer& inputs )
+{
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ if( EqualsZero( inputs[0]->GetVector4().a ) )
+ {
+ current = 0.0f;
+ }
+ else
+ {
+ current = 1.0f;
+ }
+}
+
} // unnamed namespace
TextVisualPtr TextVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
// Create constraint for the animatable text's color Property with uTextColorAnimatable in the renderer.
if( shaderTextColorIndex != Property::INVALID_INDEX )
{
- Constraint constraint = Constraint::New<Vector4>( mImpl->mRenderer, shaderTextColorIndex, EqualToConstraint() );
- constraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
- constraint.Apply();
+ Constraint colorConstraint = Constraint::New<Vector4>( mImpl->mRenderer, shaderTextColorIndex, TextColorConstraint );
+ colorConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
+ colorConstraint.Apply();
+
+ // Make zero if the alpha value of text color is zero to skip rendering text
+ Constraint opacityConstraint = Constraint::New< float >( mImpl->mRenderer, Dali::DevelRenderer::Property::OPACITY, OpacityConstraint );
+ opacityConstraint.AddSource( Source( actor, mAnimatableTextColorPropertyIndex ) );
+ opacityConstraint.Apply();
}
}
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- Vector4 atlasRect = FULL_TEXTURE_RECT;
- mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);