/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
// CLASS HEADER
#include <dali-toolkit/internal/visuals/text/text-visual.h>
+// EXTERNAL INCLUDES
+#include <dali/public-api/animation/constraints.h>
+#include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
+
// INTERNAL HEADER
-#include <dali-toolkit/devel-api/visual-factory/devel-visual-properties.h>
#include <dali-toolkit/devel-api/visuals/text-visual-properties.h>
#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali-toolkit/internal/text/text-font-style.h>
+#include <dali-toolkit/internal/text/text-effects-style.h>
+#include <dali-toolkit/internal/text/script-run.h>
namespace Dali
{
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 VERTICAL_ALIGNMENT_PROPERTY( "verticalAlignment" );
const char * const TEXT_COLOR_PROPERTY( "textColor" );
const char * const ENABLE_MARKUP_PROPERTY( "enableMarkup" );
-
-const std::string PIXEL_AREA_UNIFORM_NAME = "pixelArea";
+const char * const SHADOW_PROPERTY( "shadow" );
+const char * const UNDERLINE_PROPERTY( "underline" );
const Scripting::StringEnum HORIZONTAL_ALIGNMENT_STRING_TABLE[] =
{
HORIZONTAL_ALIGNMENT_STRING_TABLE,
HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT );
- return std::string( name );
+ if( name )
+ {
+ return std::string( name );
+ }
+ return std::string();
}
std::string GetVerticalAlignment( Toolkit::Text::Layout::VerticalAlignment alignment )
VERTICAL_ALIGNMENT_STRING_TABLE,
VERTICAL_ALIGNMENT_STRING_TABLE_COUNT );
- return std::string( name );
+ if( name )
+ {
+ return std::string( name );
+ }
+ return std::string();
}
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
- uniform mediump vec4 pixelArea;
+ uniform mediump vec4 pixelArea;\n
+
+ uniform mediump mat4 uModelMatrix;\n
+ uniform mediump mat4 uViewMatrix;\n
+ uniform mediump mat4 uProjection;\n
+
varying mediump vec2 vTexCoord;\n
- \n
//Visual size and offset
uniform mediump vec2 offset;\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
);
-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
- \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
- }\n
+const char* FRAGMENT_SHADER_ATLAS_CLAMP_RGBA = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform sampler2D sStyle;\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
+ \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 vec4 maskTexture = texture2D( sMask, texCoord );\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 vec4 textColor = textTexture * textTexture.a;\n
+ mediump float vstep = step( 0.0001, textColor.a );\n
+ textColor.rgb = mix( textColor.rgb, uTextColorAnimatable.rgb, vstep * maskTexture.a * ( 1.0 - uHasMultipleTextColors ) );\n
+
+ // Draw the text as overlay above the style
+ gl_FragColor = ( textColor + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER_ATLAS_CLAMP_L8 = DALI_COMPOSE_SHADER(
+ 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
+ \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
+
+ // Set the color of the text to what it is animated to.
+ gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, opacity );\n
+ }\n
);
+/**
+ * Return Property index for the given string key
+ * param[in] stringKey the string index key
+ * return the key as an index
+ */
+
+Dali::Property::Index StringKeyToIndexKey( const std::string& stringKey )
+{
+ Dali::Property::Index result = Property::INVALID_KEY;
+
+ if( stringKey == VISUAL_TYPE )
+ {
+ result = Toolkit::Visual::Property::TYPE;
+ }
+ else if( stringKey == TEXT_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::TEXT;
+ }
+ else if( stringKey == FONT_FAMILY_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::FONT_FAMILY;
+ }
+ else if( stringKey == FONT_STYLE_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::FONT_STYLE;
+ }
+ else if( stringKey == POINT_SIZE_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::POINT_SIZE;
+ }
+ else if( stringKey == MULTI_LINE_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::MULTI_LINE;
+ }
+ else if( stringKey == HORIZONTAL_ALIGNMENT_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT;
+ }
+ else if( stringKey == VERTICAL_ALIGNMENT_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT;
+ }
+ else if( stringKey == TEXT_COLOR_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::TEXT_COLOR;
+ }
+ else if( stringKey == ENABLE_MARKUP_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::ENABLE_MARKUP;
+ }
+ else if( stringKey == SHADOW_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::SHADOW;
+ }
+ else if( stringKey == UNDERLINE_PROPERTY )
+ {
+ result = Toolkit::TextVisual::Property::UNDERLINE;
+ }
+
+ return result;
+}
+
} // 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;
+}
+
+void TextVisual::ConvertStringKeysToIndexKeys( Property::Map& propertyMap )
+{
+ Property::Map outMap;
+
+ for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
+ {
+ const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
+
+ Property::Index indexKey = keyValue.first.indexKey;
+
+ if ( keyValue.first.type == Property::Key::STRING )
+ {
+ indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
+ }
+
+ outMap.Insert( indexKey, keyValue.second );
+ }
+
+ propertyMap = outMap;
}
-float TextVisual::GetHeightForWidth( float width ) const
+float TextVisual::GetHeightForWidth( float width )
{
return mController->GetHeightForWidth( width );
}
Property::Value value;
map.Clear();
- map.Insert( Toolkit::VisualProperty::TYPE, Toolkit::DevelVisual::TEXT );
+ map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT );
std::string text;
mController->GetText( text );
GetFontStyleProperty( mController, value, Text::FontStyle::DEFAULT );
map.Insert( Toolkit::TextVisual::Property::FONT_STYLE, value );
- map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultPointSize() );
+ map.Insert( Toolkit::TextVisual::Property::POINT_SIZE, mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ) );
map.Insert( Toolkit::TextVisual::Property::MULTI_LINE, mController->IsMultiLineEnabled() );
map.Insert( Toolkit::TextVisual::Property::TEXT_COLOR, mController->GetDefaultColor() );
map.Insert( Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() );
+
+ GetShadowProperties( mController, value, Text::EffectStyle::DEFAULT );
+ map.Insert( Toolkit::TextVisual::Property::SHADOW, value );
+
+ GetUnderlineProperties( mController, value, Text::EffectStyle::DEFAULT );
+ map.Insert( Toolkit::TextVisual::Property::UNDERLINE, value );
+}
+
+void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+{
+ map.Clear();
+ map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT );
+ std::string text;
+ mController->GetText( text );
+ map.Insert( Toolkit::TextVisual::Property::TEXT, text );
}
+
TextVisual::TextVisual( VisualFactoryCache& factoryCache )
: Visual::Base( factoryCache ),
mController( Text::Controller::New() ),
- mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) )
+ mTypesetter( Text::Typesetter::New( mController->GetTextModel() ) ),
+ mAnimatableTextColorPropertyIndex( Property::INVALID_INDEX ),
+ mRendererUpdateNeeded( false )
{
}
{
const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
- switch( keyValue.first.type )
+ Property::Index indexKey = keyValue.first.indexKey;
+
+ if( keyValue.first.type == Property::Key::STRING )
{
- case Property::Key::INDEX:
- {
- if( Toolkit::VisualProperty::TYPE != keyValue.first.indexKey ) // Toolkit::VisualProperty::TYPE is not a TextVisual's property.
- {
- DoSetProperty( keyValue.first.indexKey, keyValue.second );
- }
- break;
- }
- case Property::Key::STRING:
- {
- if( keyValue.first.stringKey == TEXT_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::TEXT, keyValue.second );
- }
- else if( keyValue.first.stringKey == FONT_FAMILY_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::FONT_FAMILY, keyValue.second );
- }
- else if( keyValue.first.stringKey == FONT_STYLE_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::FONT_STYLE, keyValue.second );
- }
- else if( keyValue.first.stringKey == POINT_SIZE_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::POINT_SIZE, keyValue.second );
- }
- else if( keyValue.first.stringKey == MULTI_LINE_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::MULTI_LINE, keyValue.second );
- }
- else if( keyValue.first.stringKey == HORIZONTAL_ALIGNMENT_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::HORIZONTAL_ALIGNMENT, keyValue.second );
- }
- else if( keyValue.first.stringKey == VERTICAL_ALIGNMENT_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::VERTICAL_ALIGNMENT, keyValue.second );
- }
- else if( keyValue.first.stringKey == TEXT_COLOR_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::TEXT_COLOR, keyValue.second );
- }
- else if( keyValue.first.stringKey == ENABLE_MARKUP_PROPERTY )
- {
- DoSetProperty( Toolkit::TextVisual::Property::ENABLE_MARKUP, keyValue.second );
- }
- break;
- }
+ indexKey = StringKeyToIndexKey( keyValue.first.stringKey );
}
+
+ DoSetProperty( indexKey, keyValue.second );
}
// Elide the text if it exceeds the boundaries.
{
mControl = actor;
- CreateRenderer();
+ Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
+ Shader shader = GetTextShader(mFactoryCache, true);
+
+ mImpl->mRenderer = Renderer::New( geometry, shader );
+ mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT );
+
+ const Vector4& defaultColor = mController->GetTextModel()->GetDefaultColor();
+ Dali::Property::Index shaderTextColorIndex = mImpl->mRenderer.RegisterProperty( "uTextColorAnimatable", defaultColor );
+
+ if ( mAnimatableTextColorPropertyIndex != Property::INVALID_INDEX )
+ {
+ // 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();
+ }
+ }
+
+ // Renderer needs textures and to be added to control
+ mRendererUpdateNeeded = true;
+
+ UpdateRenderer();
}
void TextVisual::DoSetOffStage( Actor& actor )
// Removes the renderer from the actor.
actor.RemoveRenderer( mImpl->mRenderer );
- DestroyRenderer();
+ RemoveTextureSet();
+
+ // Resets the renderer.
+ mImpl->mRenderer.Reset();
}
// Resets the control handle.
mControl.Reset();
}
+void TextVisual::OnSetTransform()
+{
+ UpdateRenderer();
+}
+
void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
{
switch( index )
{
+ case Toolkit::TextVisual::Property::ENABLE_MARKUP:
+ {
+ const bool enableMarkup = propertyValue.Get<bool>();
+ mController->SetMarkupProcessorEnabled( enableMarkup );
+ break;
+ }
case Toolkit::TextVisual::Property::TEXT:
{
mController->SetText( propertyValue.Get<std::string>() );
case Toolkit::TextVisual::Property::POINT_SIZE:
{
const float pointSize = propertyValue.Get<float>();
-
- if( !Equals( mController->GetDefaultPointSize(), pointSize ) )
+ if( !Equals( mController->GetDefaultFontSize( Text::Controller::POINT_SIZE ), pointSize ) )
{
- mController->SetDefaultPointSize( pointSize );
+ mController->SetDefaultFontSize( pointSize, Text::Controller::POINT_SIZE );
}
break;
}
}
break;
}
- case Toolkit::TextVisual::Property::ENABLE_MARKUP:
+ case Toolkit::TextVisual::Property::SHADOW:
{
- const bool enableMarkup = propertyValue.Get<bool>();
- mController->SetMarkupProcessorEnabled( enableMarkup );
+ SetShadowProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
break;
}
- default:
+ case Toolkit::TextVisual::Property::UNDERLINE:
{
- // Should not arrive here.
- DALI_ASSERT_DEBUG( false );
+ SetUnderlineProperties( mController, propertyValue, Text::EffectStyle::DEFAULT );
+ break;
}
}
}
-void TextVisual::OnSetTransform()
-{
- CreateRenderer();
-}
-
-void TextVisual::CreateRenderer()
+void TextVisual::UpdateRenderer()
{
Actor control = mControl.GetHandle();
if( !control )
if( ( fabsf( relayoutSize.width ) < Math::MACHINE_EPSILON_1000 ) || ( fabsf( relayoutSize.height ) < Math::MACHINE_EPSILON_1000 ) )
{
+ // Removes the texture set.
+ RemoveTextureSet();
+
// Remove any renderer previously set.
if( mImpl->mRenderer )
{
control.RemoveRenderer( mImpl->mRenderer );
-
- DestroyRenderer();
}
// Nothing else to do if the relayout size is zero.
+ ResourceReady();
return;
}
const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize );
- if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) )
+ if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType )
+ || mRendererUpdateNeeded )
{
+ mRendererUpdateNeeded = false;
+
+ // Removes the texture set.
+ RemoveTextureSet();
+
// Remove any renderer previously set.
if( mImpl->mRenderer )
{
control.RemoveRenderer( mImpl->mRenderer );
-
- DestroyRenderer();
}
if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) &&
( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) )
{
- PixelData data = mTypesetter->Render( relayoutSize );
+ // Check whether it is a markup text with multiple text colors
+ const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors();
+ bool hasMultipleTextColors = ( NULL != colorsBuffer );
- Geometry geometry;
- Shader shader;
- TextureSet textureSet;
+ // Check whether the text contains any emoji
+ bool containsEmoji = false;
- Vector4 atlasRect;
+ Text::ScriptRunIndex numberOfScripts = mController->GetTextModel()->GetNumberOfScripts();
+ const Text::ScriptRun* scripts = mController->GetTextModel()->GetScriptRuns();
+ for ( Text::ScriptRunIndex scriptIndex = 0u; scriptIndex < numberOfScripts; scriptIndex++ )
+ {
+ const Text::ScriptRun& scriptRun = *( scripts + scriptIndex );
+ if( TextAbstraction::EMOJI == scriptRun.script )
+ {
+ containsEmoji = true;
+ break;
+ }
+ }
- textureSet = mFactoryCache.GetAtlasManager()->Add( atlasRect, data );
- mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
+ // Check whether the text contains any style colors (e.g. underline color, shadow color, etc.)
+ bool shadowEnabled = false;
+ const Vector2& shadowOffset = mController->GetTextModel()->GetShadowOffset();
+ if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
+ {
+ shadowEnabled = true;
+ }
- // Filter mode needs to be set to nearest to avoid blurry text.
- Sampler sampler = Sampler::New();
- sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
- textureSet.SetSampler( 0u, sampler );
+ const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled();
- geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- if( !geometry )
+ if ( hasMultipleTextColors || containsEmoji || shadowEnabled || underlineEnabled )
{
- geometry = VisualFactoryCache::CreateQuadGeometry();
- mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY , geometry );
- }
+ // Create RGBA textures if the text contains emojis or styles or multiple text colors
+
+ // Create a texture for the text without any styles
+ PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES );
+
+ // 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 texture = Texture::New( Dali::TextureType::TEXTURE_2D,
+ data.GetPixelFormat(),
+ data.GetWidth(),
+ data.GetHeight() );
+
+ texture.Upload( data );
+
+ TextureSet textureSet = TextureSet::New();
+ textureSet.SetTexture( 0u, texture );
+
+ // Create a texture for all the text styles (without the text itself)
+ PixelData styleData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_TEXT );
+
+ Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
+ styleData.GetPixelFormat(),
+ styleData.GetWidth(),
+ styleData.GetHeight() );
+
+ styleTexture.Upload( styleData );
+
+ textureSet.SetTexture( 1u, styleTexture );
+
+ // Create a texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation
+ PixelData maskData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_MASK );
+
+ Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D,
+ styleData.GetPixelFormat(),
+ styleData.GetWidth(),
+ styleData.GetHeight() );
- shader = mFactoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP );
- if( !shader )
+ maskTexture.Upload( maskData );
+
+ textureSet.SetTexture( 2u, maskTexture );
+
+ // Filter mode needs to be set to nearest to produce better quality while static.
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
+ textureSet.SetSampler( 0u, sampler );
+ textureSet.SetSampler( 1u, sampler );
+ textureSet.SetSampler( 2u, sampler );
+
+ mImpl->mRenderer.SetTextures( textureSet );
+
+ Shader shader = GetTextShader(mFactoryCache, true); // RGBA shader
+ mImpl->mRenderer.SetShader(shader);
+ }
+ else
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
- mFactoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
+ // Create L8 texture if the text contains only single text color with no emoji and no style
+
+ // Create a texture for the text without any styles
+ PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES, false, Pixel::L8 );
+
+ // 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 texture = Texture::New( Dali::TextureType::TEXTURE_2D,
+ data.GetPixelFormat(),
+ data.GetWidth(),
+ data.GetHeight() );
+
+ texture.Upload( data );
+
+ TextureSet textureSet = TextureSet::New();
+ textureSet.SetTexture( 0u, texture );
+
+ // Filter mode needs to be set to nearest to produce better quality while static.
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
+ textureSet.SetSampler( 0u, sampler );
+
+ mImpl->mRenderer.SetTextures( textureSet );
+
+ Shader shader = GetTextShader(mFactoryCache, false); // L8 shader
+ mImpl->mRenderer.SetShader(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.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
+ mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- mImpl->mRenderer.SetTextures( textureSet );
+ Vector4 atlasRect = FULL_TEXTURE_RECT;
+ mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
+ mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
- control.AddRenderer( mImpl->mRenderer );
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
//Register transform properties
mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
- mImpl->mFlags |= Impl::IS_FROM_CACHE;
+ control.AddRenderer( mImpl->mRenderer );
+
+ // Text rendered and ready to display
+ ResourceReady();
}
}
}
-void TextVisual::DestroyRenderer()
+void TextVisual::RemoveTextureSet()
{
- // Removes the text's image from the texture atlas.
- Vector4 atlasRect;
-
- const Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME );
- if( index != Property::INVALID_INDEX )
+ if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED )
{
- const Property::Value& atlasRectValue = mImpl->mRenderer.GetProperty( index );
- atlasRectValue.Get( atlasRect );
+ // Removes the text's image from the texture atlas.
+ Vector4 atlasRect;
+
+ const Property::Index index = mImpl->mRenderer.GetPropertyIndex( ATLAS_RECT_UNIFORM_NAME );
+ if( index != Property::INVALID_INDEX )
+ {
+ const Property::Value& atlasRectValue = mImpl->mRenderer.GetProperty( index );
+ atlasRectValue.Get( atlasRect );
+
+ const TextureSet& textureSet = mImpl->mRenderer.GetTextures();
+ mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect );
+ }
+ }
+}
- const TextureSet& textureSet = mImpl->mRenderer.GetTextures();
- mFactoryCache.GetAtlasManager()->Remove( textureSet, atlasRect );
+Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool isRgbaTexture )
+{
+ Shader shader;
+ if( isRgbaTexture )
+ {
+ shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_RGBA );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_RGBA );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_RGBA, shader );
+ }
+ }
+ else
+ {
+ shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_L8 );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_L8 );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_L8, shader );
+ }
}
- // Resets the renderer.
- mImpl->mRenderer.Reset();
+ return shader;
}
} // namespace Internal