X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Ftext%2Ftext-visual.cpp;h=05fbf0d86c33863f399222a5f37840c5f8b10246;hb=ca4209fb071e5c353a7e528098a2e497765118d8;hp=4031f9435758a6319877e6860cb092e9a07eb3bb;hpb=6bc33c55ece7fc30d8229f35e6e9f8b807a9a437;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/text/text-visual.cpp b/dali-toolkit/internal/visuals/text/text-visual.cpp index 4031f94..05fbf0d 100755 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -23,8 +23,8 @@ #include // INTERNAL HEADER -#include -#include +#include +#include #include #include #include @@ -139,12 +139,46 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( }\n ); -const char* FRAGMENT_SHADER_ATLAS_CLAMP_RGBA = DALI_COMPOSE_SHADER( +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = 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 +); + +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 + \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 + + gl_FragColor = textTexture * uColor * vec4( mixColor, opacity ); + }\n +); + +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE = 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 @@ -154,25 +188,68 @@ const char* FRAGMENT_SHADER_ATLAS_CLAMP_RGBA = DALI_COMPOSE_SHADER( 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 + + // Draw the text as overlay above the style + gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * vec4( mixColor, opacity );\n + }\n +); + +const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE = DALI_COMPOSE_SHADER( + 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 + \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 + + // Draw the text as overlay above the style + gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n + }\n +); + +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER( + varying mediump vec2 vTexCoord;\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 + \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 // 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 + textColor.rgb = mix( textColor.rgb, uTextColorAnimatable.rgb, vstep * maskTexture );\n // Draw the text as overlay above the style - gl_FragColor = ( textColor + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * vec4( mixColor, opacity );\n + gl_FragColor = textColor * uColor * vec4( mixColor, opacity );\n }\n ); -const char* FRAGMENT_SHADER_ATLAS_CLAMP_L8 = DALI_COMPOSE_SHADER( +const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = 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 @@ -182,10 +259,19 @@ const char* FRAGMENT_SHADER_ATLAS_CLAMP_L8 = DALI_COMPOSE_SHADER( 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 textTexture = texture2D( sTexture, texCoord );\n + mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n + mediump float maskTexture = texture2D( sMask, texCoord ).r;\n - // Set the color of the text to what it is animated to. - gl_FragColor = uTextColorAnimatable * textTexture * uColor * vec4( mixColor, opacity );\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 * ( 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 ); @@ -296,7 +382,7 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const Property::Value value; map.Clear(); - map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT ); + map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT ); std::string text; mController->GetText( text ); @@ -329,7 +415,7 @@ void TextVisual::DoCreatePropertyMap( Property::Map& map ) const void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT ); + map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::TEXT ); std::string text; mController->GetText( text ); map.Insert( Toolkit::TextVisual::Property::TEXT, text ); @@ -380,7 +466,7 @@ void TextVisual::DoSetOnStage( Actor& actor ) mControl = actor; Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - Shader shader = GetTextShader(mFactoryCache, true); + Shader shader = GetTextShader(mFactoryCache, TextType::SINGLE_COLOR_TEXT, TextType::NO_EMOJI, TextType::NO_STYLES); mImpl->mRenderer = Renderer::New( geometry, shader ); mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT ); @@ -594,101 +680,16 @@ void TextVisual::UpdateRenderer() shadowEnabled = true; } - bool outlineWidthEnabled = false; - float outlineWidth = mController->GetTextModel()->GetOutlineWidth(); - if ( outlineWidth > Math::MACHINE_EPSILON_1 ) - { - outlineWidthEnabled = true; - } - const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled(); + const bool outlineEnabled = ( mController->GetTextModel()->GetOutlineWidth() > Math::MACHINE_EPSILON_1 ); - if ( hasMultipleTextColors || containsEmoji || shadowEnabled || underlineEnabled || outlineWidthEnabled ) - { - // 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() ); - - 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 ); + const bool styleEnabled = ( shadowEnabled || underlineEnabled || outlineEnabled ); - Shader shader = GetTextShader(mFactoryCache, true); // RGBA shader - mImpl->mRenderer.SetShader(shader); - } - else - { - // 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 = GetTextTexture( relayoutSize, hasMultipleTextColors, containsEmoji, styleEnabled ); + mImpl->mRenderer.SetTextures( textureSet ); - 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 shader = GetTextShader( mFactoryCache, hasMultipleTextColors, containsEmoji, styleEnabled ); + mImpl->mRenderer.SetShader(shader); mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; @@ -728,27 +729,140 @@ void TextVisual::RemoveTextureSet() } } -Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool isRgbaTexture ) +TextureSet TextVisual::GetTextTexture( const Vector2& size, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled ) +{ + // Filter mode needs to be set to linear to produce better quality while scaling. + Sampler sampler = Sampler::New(); + sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR ); + + TextureSet textureSet = TextureSet::New(); + + // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture + Pixel::Format textPixelFormat = ( containsEmoji || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8; + + // Create a texture for the text without any styles + PixelData data = mTypesetter->Render( size, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat ); + + // 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.SetTexture( 0u, texture ); + textureSet.SetSampler( 0u, sampler ); + + if ( styleEnabled ) + { + // Create RGBA texture for all the text styles (without the text itself) + PixelData styleData = mTypesetter->Render( size, Text::Typesetter::RENDER_NO_TEXT, false, Pixel::RGBA8888 ); + + Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D, + styleData.GetPixelFormat(), + styleData.GetWidth(), + styleData.GetHeight() ); + + styleTexture.Upload( styleData ); + + textureSet.SetTexture( 1u, styleTexture ); + textureSet.SetSampler( 1u, sampler ); + } + + if ( containsEmoji && !hasMultipleTextColors ) + { + // Create a L8 texture as a mask to avoid color glyphs (e.g. emojis) to be affected by text color animation + PixelData maskData = mTypesetter->Render( size, Text::Typesetter::RENDER_MASK, false, Pixel::L8 ); + + Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D, + maskData.GetPixelFormat(), + maskData.GetWidth(), + maskData.GetHeight() ); + + maskTexture.Upload( maskData ); + + if ( !styleEnabled ) + { + textureSet.SetTexture( 1u, maskTexture ); + textureSet.SetSampler( 1u, sampler ); + } + else + { + textureSet.SetTexture( 2u, maskTexture ); + textureSet.SetSampler( 2u, sampler ); + } + } + + return textureSet; +} + +Shader TextVisual::GetTextShader( VisualFactoryCache& factoryCache, bool hasMultipleTextColors, bool containsEmoji, bool styleEnabled ) { Shader shader; - if( isRgbaTexture ) + + if( hasMultipleTextColors && !styleEnabled ) + { + // We don't animate text color if the text contains multiple colors + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT, shader ); + } + } + else if( hasMultipleTextColors && styleEnabled ) + { + // We don't animate text color if the text contains multiple colors + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE, shader ); + } + } + else if( !hasMultipleTextColors && !containsEmoji && !styleEnabled ) + { + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader ); + } + } + else if( !hasMultipleTextColors && !containsEmoji && styleEnabled ) + { + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE ); + shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE, shader ); + } + } + else if( !hasMultipleTextColors && containsEmoji && !styleEnabled ) { - shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_RGBA ); + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_RGBA ); + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_RGBA, shader ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader ); } } - else + else // if( !hasMultipleTextColors && containsEmoji && styleEnabled ) { - shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_L8 ); + shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); if( !shader ) { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP_L8 ); + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI ); shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_L8, shader ); + factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI, shader ); } }