X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Ftext%2Ftext-visual.cpp;h=2968f074d9d7f1f5f8f7bf1ca393e5540fd9e601;hb=refs%2Fchanges%2F63%2F148663%2F1;hp=46cb2a1c2d415885d77d456c0cd60e34e6ffce99;hpb=d9556f0576ca28a4d1189fa3b09fed0333a4bd49;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 46cb2a1..2968f07 100644 --- a/dali-toolkit/internal/visuals/text/text-visual.cpp +++ b/dali-toolkit/internal/visuals/text/text-visual.cpp @@ -20,6 +20,7 @@ // EXTERNAL INCLUDES #include +#include // INTERNAL HEADER #include @@ -31,6 +32,7 @@ #include #include #include +#include namespace Dali { @@ -129,7 +131,7 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( }\n ); -const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER( +const char* FRAGMENT_SHADER_ATLAS_CLAMP_RGBA = DALI_COMPOSE_SHADER( varying mediump vec2 vTexCoord;\n uniform sampler2D sTexture;\n uniform sampler2D sStyle;\n @@ -160,6 +162,25 @@ const char* FRAGMENT_SHADER_ATLAS_CLAMP = DALI_COMPOSE_SHADER( }\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 @@ -351,15 +372,7 @@ void TextVisual::DoSetOnStage( Actor& actor ) mControl = actor; Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - - Shader shader = mFactoryCache.GetShader( VisualFactoryCache::TEXT_SHADER ); - if( ! shader ) - { - shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP ); - shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT ); - - mFactoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER, shader ); - } + Shader shader = GetTextShader(mFactoryCache, true); mImpl->mRenderer = Renderer::New( geometry, shader ); mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::CONTENT ); @@ -545,66 +558,130 @@ void TextVisual::UpdateRenderer() if( ( relayoutSize.width > Math::MACHINE_EPSILON_1000 ) && ( relayoutSize.height > Math::MACHINE_EPSILON_1000 ) ) { - Vector4 atlasRect = FULL_TEXTURE_RECT; + // Check whether it is a markup text with multiple text colors + const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors(); + bool hasMultipleTextColors = ( NULL != colorsBuffer ); + + // Check whether the text contains any emoji + bool containsEmoji = false; - // Create a texture for the text without any styles - PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES ); + 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; + } + } + + // 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; + } + + const bool underlineEnabled = mController->GetTextModel()->IsUnderlineEnabled(); + + if ( hasMultipleTextColors || containsEmoji || shadowEnabled || underlineEnabled ) + { + // Create RGBA textures if the text contains emojis or styles or multiple text colors - // 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. + // Create a texture for the text without any styles + PixelData data = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_STYLES ); - 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 = TextureSet::New(); - textureSet.SetTexture( 0u, texture ); + texture.Upload( data ); - // Create a texture for all the text styles (without the text itself) - PixelData styleData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_TEXT ); + TextureSet textureSet = TextureSet::New(); + textureSet.SetTexture( 0u, texture ); - Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D, - styleData.GetPixelFormat(), - styleData.GetWidth(), - styleData.GetHeight() ); + // Create a texture for all the text styles (without the text itself) + PixelData styleData = mTypesetter->Render( relayoutSize, Text::Typesetter::RENDER_NO_TEXT ); - styleTexture.Upload( styleData ); + Texture styleTexture = Texture::New( Dali::TextureType::TEXTURE_2D, + styleData.GetPixelFormat(), + styleData.GetWidth(), + styleData.GetHeight() ); - textureSet.SetTexture( 1u, styleTexture ); + styleTexture.Upload( styleData ); - // 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 ); + textureSet.SetTexture( 1u, styleTexture ); - Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D, - styleData.GetPixelFormat(), - styleData.GetWidth(), - styleData.GetHeight() ); + // 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 ); - maskTexture.Upload( maskData ); + Texture maskTexture = Texture::New( Dali::TextureType::TEXTURE_2D, + styleData.GetPixelFormat(), + styleData.GetWidth(), + styleData.GetHeight() ); - textureSet.SetTexture( 2u, maskTexture ); + maskTexture.Upload( maskData ); - // 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.SetSampler( 0u, sampler ); - textureSet.SetSampler( 1u, sampler ); - textureSet.SetSampler( 2u, sampler ); + textureSet.SetTexture( 2u, maskTexture ); - mImpl->mRenderer.SetTextures( textureSet ); + // 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 + { + // 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); + } mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; + Vector4 atlasRect = FULL_TEXTURE_RECT; mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect ); - - // Check whether it is a markup text with multiple text colors - const Vector4* const colorsBuffer = mController->GetTextModel()->GetColors(); - bool hasMultipleTextColors = ( NULL != colorsBuffer ); mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast( hasMultipleTextColors ) ); + mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON); + //Register transform properties mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); @@ -635,6 +712,33 @@ void TextVisual::RemoveTextureSet() } } +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 ); + } + } + + return shader; +} + } // namespace Internal } // namespace Toolkit